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<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_OBJECT_LINEAR</TD>
<TD>Texgen object linear coefficients</TD>
<TD>texture</TD>
<TD>--</TD>
<TD>glGetTexGenfv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_TEXTURE_GEN_MODE</TD>
<TD>Function used for texgen</TD>
<TD>texture</TD>
<TD>GL_EYE_LINEA R</TD>
<TD>glGetTexGeniv()</TD>
</TR>
</TABLE>
<BR>
<P>
<HR>
<H3>
Pixel Operations</H3>
<TABLE BORDER CELLPADDING=10 >
<CAPTION ALIGN=TOP><B>Table B-9 : </B>Pixel Operations</CAPTION>
<TR ALIGN=LEFT VALIGN=TOP>
<TH>State Variable</TH>
<TH>Description</TH>
<TH>Attribute Group</TH>
<TH>Initial Value</TH>
<TH>Get Command</TH>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_SCISSOR_TEST</TD>
<TD>Scissoring enabled</TD>
<TD>scissor/enable</TD>
<TD>GL_FALSE</TD>
<TD>glIsEnabled()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_SCISSOR_BOX</TD>
<TD>Scissor box</TD>
<TD>scissor</TD>
<TD>--</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_STENCIL_TEST</TD>
<TD>Stenciling enabled</TD>
<TD>stencil-buffer/ enable</TD>
<TD>GL_FALSE</TD>
<TD>glIsEnabled()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_STENCIL_FUNC</TD>
<TD>Stencil function</TD>
<TD>stencil-buffer</TD>
<TD>GL_ALWAYS</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_STENCIL_VALUE_MASK</TD>
<TD>Stencil mask</TD>
<TD>stencil-buffer</TD>
<TD>1's</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_STENCIL_REF</TD>
<TD>Stencil reference value</TD>
<TD>stencil-buffer</TD>
<TD>0</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_STENCIL_FAIL</TD>
<TD>Stencil fail action</TD>
<TD>stencil-buffer</TD>
<TD>GL_KEEP</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_STENCIL_PASS_DEPTH_FAI L</TD>
<TD>Stencil depth buffer fail action</TD>
<TD>stencil-buffer</TD>
<TD>GL_KEEP</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_STENCIL_PASS_DEPTH_PAS S</TD>
<TD>Stencil depth buffer pass action</TD>
<TD>stencil-buffer</TD>
<TD>GL_KEEP</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_ALPHA_TEST</TD>
<TD>Alpha test enabled</TD>
<TD>color-buffer/e nable</TD>
<TD>GL_FALSE</TD>
<TD>glIsEnabled()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_ALPHA_TEST_FUNC</TD>
<TD>Alpha test function</TD>
<TD>color-buffer</TD>
<TD>GL_ALWAYS</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_ALPHA_TEST_REF</TD>
<TD>Alpha test reference value</TD>
<TD>color-buffer</TD>
<TD>0</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_DEPTH_TEST</TD>
<TD>Depth buffer enabled</TD>
<TD>depth-buffer/ enable</TD>
<TD>GL_FALSE</TD>
<TD>glIsEnabled()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_DEPTH_FUNC</TD>
<TD>Depth buffer test function</TD>
<TD>depth-buffer</TD>
<TD>GL_LESS</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_BLEND</TD>
<TD>Blending enabled</TD>
<TD>color-buffer/e nable</TD>
<TD>GL_FALSE</TD>
<TD>glIsEnabled()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_BLEND_SRC</TD>
<TD>Blending source function</TD>
<TD>color-buffer</TD>
<TD>GL_ONE</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_BLEND_DST</TD>
<TD>Blending destination function</TD>
<TD>color-buffer</TD>
<TD>GL_ZERO</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_LOGIC_OP</TD>
<TD>Logical operation enabled</TD>
<TD>color-buffer/e nable</TD>
<TD>GL_FALSE</TD>
<TD>glIsEnabled()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_LOGIC_OP_MODE</TD>
<TD>Logical operation function</TD>
<TD>color-buffer</TD>
<TD>GL_COPY</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_DITHER</TD>
<TD>Dithering enabled</TD>
<TD>color-buffer/e nable</TD>
<TD>GL_TRUE</TD>
<TD>glIsEnabled()</TD>
</TR>
</TABLE>
<BR>
<P>
<HR>
<H3>
Framebuffer Control</H3>
<TABLE BORDER CELLPADDING=10 >
<CAPTION ALIGN=TOP><B>Table B-10 : </B>Framebuffer Control State Variables</CAPTION>
<TR ALIGN=LEFT VALIGN=TOP>
<TH>State Variable</TH>
<TH>Description</TH>
<TH>Attribute Group</TH>
<TH>Initial Value</TH>
<TH>Get Command</TH>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_DRAW_BUFFER</TD>
<TD>Buffers selected for drawing</TD>
<TD>color-buffer</TD>
<TD>--</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_INDEX_WRITEMASK</TD>
<TD>Color-index writemask</TD>
<TD>color-buffer</TD>
<TD>1's</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_COLOR_WRITEMASK</TD>
<TD>Color write enables; R, G, B, or A</TD>
<TD>color-buffer</TD>
<TD>GL_TRUE</TD>
<TD>glGetBooleanv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_DEPTH_WRITEMASK</TD>
<TD>Depth buffer enabled for writing</TD>
<TD>depth-buffer</TD>
<TD>GL_TRUE</TD>
<TD>glGetBooleanv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_STENCIL_WRITEMASK</TD>
<TD>Stencil-buffer writemask</TD>
<TD>stencil-buffer</TD>
<TD>1's</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_COLOR_CLEAR_VALUE</TD>
<TD>Color-buffer clear value (RGBA mode)</TD>
<TD>color-buffer</TD>
<TD>0, 0, 0, 0</TD>
<TD>glGetFloatv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_INDEX_CLEAR_VALUE</TD>
<TD>Color-buffer clear value (color-index mode)</TD>
<TD>color-buffer</TD>
<TD>0</TD>
<TD>glGetFloatv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_DEPTH_CLEAR_VALUE</TD>
<TD>Depth-buffer clear value</TD>
<TD>depth-buffer</TD>
<TD>1</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_STENCIL_CLEAR_VALUE</TD>
<TD>Stencil-buffer clear value</TD>
<TD>stencil-buffer</TD>
<TD>0</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_ACCUM_CLEAR_VALUE</TD>
<TD>Accumulation-buffer clear value</TD>
<TD>accum-buffer</TD>
<TD>0</TD>
<TD>glGetFloatv()</TD>
</TR>
</TABLE>
<BR>
<P>
<HR>
<H3>
Pixels</H3>
<TABLE BORDER CELLPADDING=10 >
<CAPTION ALIGN=TOP><B>Table B-11 : </B>Pixel State Variables</CAPTION>
<TR ALIGN=LEFT VALIGN=TOP>
<TH>State Variable</TH>
<TH>Description</TH>
<TH>Attribute Group</TH>
<TH>Initial Value</TH>
<TH>Get Command</TH>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_UNPACK_SWAP_BYTES</TD>
<TD>Value of GL_UNPACK_SWAP_BYTES</TD>
<TD>--</TD>
<TD>GL_FALSE</TD>
<TD>glGetBooleanv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_UNPACK_LSB_FIRST</TD>
<TD>Value of GL_UNPACK_LSB_FIRST</TD>
<TD>--</TD>
<TD>GL_FALSE</TD>
<TD>glGetBooleanv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_UNPACK_ROW_LENGTH</TD>
<TD>Value of GL_UNPACK_ROW_LENGT H</TD>
<TD>--</TD>
<TD>0</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_UNPACK_SKIP_ROWS</TD>
<TD>Value of GL_UNPACK_SKIP_ROWS</TD>
<TD>--</TD>
<TD>0</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_UNPACK_SKIP_PIXELS</TD>
<TD>Value of GL_UNPACK_SKIP_PIXELS</TD>
<TD>--</TD>
<TD>0</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_UNPACK_ALIGNMENT</TD>
<TD>Value of GL_UNPACK_ALIGNMENT</TD>
<TD>--</TD>
<TD>4</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_PACK_SWAP_BYTES</TD>
<TD>Value of GL_PACK_SWAP_BYTES</TD>
<TD>--</TD>
<TD>GL_FALSE</TD>
<TD>glGetBooleanv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_PACK_LSB_FIRST</TD>
<TD>Value of GL_PACK_LSB_FIRST</TD>
<TD>--</TD>
<TD>GL_FALSE</TD>
<TD>glGetBooleanv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_PACK_ROW_LENGTH</TD>
<TD>Value of GL_PACK_ROW_LENGTH</TD>
<TD>--</TD>
<TD>0</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_PACK_SKIP_ROWS</TD>
<TD>Value of GL_PACK_SKIP_ROWS</TD>
<TD>--</TD>
<TD>0</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_PACK_SKIP_PIXELS</TD>
<TD>Value of GL_PACK_SKIP_PIXELS</TD>
<TD>--</TD>
<TD>0</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_PACK_ALIGNMENT</TD>
<TD>Value of GL_PACK_ALIGNMENT</TD>
<TD>--</TD>
<TD>4</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_MAP_COLOR</TD>
<TD>True if colors are mapped</TD>
<TD>pixel</TD>
<TD>GL_FALSE</TD>
<TD>glGetBooleanv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_MAP_STENCIL</TD>
<TD>True if stencil values are mapped</TD>
<TD>pixel</TD>
<TD>GL_FALSE</TD>
<TD>glGetBooleanv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_INDEX_SHIFT</TD>
<TD>Value of GL_INDEX_SHIFT</TD>
<TD>pixel</TD>
<TD>0</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_INDEX_OFFSET</TD>
<TD>Value of GL_INDEX_OFFSET</TD>
<TD>pixel</TD>
<TD>0</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_<B>x</B>_SCALE</TD>
<TD>Value of GL_<B>x</B>_SCALE; <B>x</B> is GL_RED, GL_GREEN, GL_BLUE,
GL_ALPHA, or GL_DEPTH</TD>
<TD>pixel</TD>
<TD>1</TD>
<TD>glGetFloatv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_<B>x</B>_BIAS</TD>
<TD>Value of GL_<B>x</B>_BIAS; <B>x</B> is one of GL_RED, GL_GREEN, GL_BLUE,
GL_ALPHA, or GL_DEPTH</TD>
<TD>pixel</TD>
<TD>0</TD>
<TD>glGetFloatv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_ZOOM_X</TD>
<TD><B>x</B> zoom factor</TD>
<TD>pixel</TD>
<TD>1.0</TD>
<TD>glGetFloatv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_ZOOM_Y</TD>
<TD><B>y</B> zoom factor</TD>
<TD>pixel</TD>
<TD>1.0</TD>
<TD>glGetFloatv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_x</TD>
<TD>glPixelMap() translation tables; <B>x</B> is a map name from Table
8-5</TD>
<TD>pixel</TD>
<TD>0's</TD>
<TD>glGetPixelMap()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_<B>x</B>_SIZE</TD>
<TD>Size of table <B>x</B></TD>
<TD>pixel</TD>
<TD>1</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_READ_BUFFER</TD>
<TD>Read source buffer</TD>
<TD>pixel</TD>
<TD>--</TD>
<TD>glGetIntegerv()</TD>
</TR>
</TABLE>
<BR>
<P>
<HR>
<H3>
Evaluators</H3>
<TABLE BORDER CELLPADDING=10 >
<CAPTION ALIGN=TOP><B>Table B-12 : </B>Evaluator State Variables</CAPTION>
<TR ALIGN=LEFT VALIGN=TOP>
<TH>State Variable</TH>
<TH>Description</TH>
<TH>Attribute Group</TH>
<TH>Initial Value</TH>
<TH>Get Command</TH>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_ORDER</TD>
<TD>1D map order</TD>
<TD>--</TD>
<TD>1</TD>
<TD>glGetMapiv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_ORDER</TD>
<TD>2D map orders</TD>
<TD>--</TD>
<TD>1, 1</TD>
<TD>glGetMapiv()</TD>
</TR>
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