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<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_COEFF</TD>
<TD>1D control points</TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetMapfv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_COEFF</TD>
<TD>2D control points</TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetMapfv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_DOMAIN</TD>
<TD>1D domain endpoints</TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetMapfv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_DOMAIN</TD>
<TD>2D domain endpoints</TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetMapfv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_MAP1_<B>x</B></TD>
<TD>1D map enables: <B>x</B> is map type</TD>
<TD>eval/enable</TD>
<TD>GL_FALSE</TD>
<TD>glIsEnabled()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_MAP2_<B>x</B></TD>
<TD>2D map enables: <B>x</B> is map type</TD>
<TD>eval/enable</TD>
<TD>GL_FALSE</TD>
<TD>glIsEnabled()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_MAP1_GRID_DOMAIN</TD>
<TD>1D grid endpoints</TD>
<TD>eval</TD>
<TD>0, 1</TD>
<TD>glGetFloatv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_MAP2_GRID_DOMAIN</TD>
<TD>2D grid endpoints</TD>
<TD>eval</TD>
<TD>0, 1; 0, 1</TD>
<TD>glGetFloatv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_MAP1_GRID_SEGMENTS</TD>
<TD>1D grid divisions</TD>
<TD>eval</TD>
<TD>1</TD>
<TD>glGetFloatv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_MAP2_GRID_SEGMENTS</TD>
<TD>2D grid divisions</TD>
<TD>eval</TD>
<TD>1,1</TD>
<TD>glGetFloatv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_AUTO_NORMAL</TD>
<TD>True if automatic normal generation enabled</TD>
<TD>eval</TD>
<TD>GL_FALSE</TD>
<TD>glIsEnabled()</TD>
</TR>
</TABLE>
<BR>
<P>
<HR>
<H3>
Hints</H3>
<TABLE BORDER CELLPADDING=10 >
<CAPTION ALIGN=TOP><B>Table B-13 : </B>Hint 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_PERSPECTIVE_CORRECTION_ HINT</TD>
<TD>Perspective correction hint</TD>
<TD>hint</TD>
<TD>GL_DONT_CARE</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_POINT_SMOOTH_HINT</TD>
<TD>Point smooth hint</TD>
<TD>hint</TD>
<TD>GL_DONT_CARE</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_LINE_SMOOTH_HINT</TD>
<TD>Line smooth hint</TD>
<TD>hint</TD>
<TD>GL_DONT_CARE</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_POLYGON_SMOOTH_HINT</TD>
<TD>Polygon smooth hint</TD>
<TD>hint</TD>
<TD>GL_DONT_CARE</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_FOG_HINT</TD>
<TD>Fog hint</TD>
<TD>hint</TD>
<TD>GL_DONT_CARE</TD>
<TD>glGetIntegerv()</TD>
</TR>
</TABLE>
<BR>
<P>
<HR>
<H3>
Implementation-Dependent Values</H3>
<TABLE BORDER CELLPADDING=10 >
<CAPTION ALIGN=TOP><B>Table B-14 : </B>Implementation-Dependent State Variables</CAPTION>
<TR ALIGN=LEFT VALIGN=TOP>
<TH>State Variable</TH>
<TH>Description</TH>
<TH>Attribute Group</TH>
<TH>Minimum Value</TH>
<TH>Get Command</TH>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_MAX_LIGHTS</TD>
<TD>Maximum number of lights</TD>
<TD>--</TD>
<TD>8</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_MAX_CLIP_PLANES</TD>
<TD>Maximum number of user clipping planes</TD>
<TD>--</TD>
<TD>6</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_MAX_MODELVIEW_STACK_ DEPTH</TD>
<TD>Maximum modelview-matrix stack depth</TD>
<TD>--</TD>
<TD>32</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_MAX_PROJECTION_STACK_ DEPTH</TD>
<TD>Maximum projection-matrix stack depth</TD>
<TD>--</TD>
<TD>2</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_MAX_TEXTURE_STACK_DE PTH</TD>
<TD>Maximum depth of texture matrix stack</TD>
<TD>--</TD>
<TD>2</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_SUBPIXEL_BITS</TD>
<TD>Number of bits of subpixel precision in x and y</TD>
<TD>--</TD>
<TD>4</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_MAX_TEXTURE_SIZE</TD>
<TD>Maximum height or width of a texture image (w/o borders)</TD>
<TD>--</TD>
<TD>64</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_MAX_PIXEL_MAP_TABLE</TD>
<TD>Maximum size of a glPixelMap() translation table</TD>
<TD>--</TD>
<TD>32</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_MAX_NAME_STACK_DEPT H</TD>
<TD>Maximum selection-name stack depth</TD>
<TD>--</TD>
<TD>64</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_MAX_LIST_NESTING</TD>
<TD>Maximum display-list call nesting</TD>
<TD>--</TD>
<TD>64</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_MAX_EVAL_ORDER</TD>
<TD>Maximum evaluator polynomial order</TD>
<TD>--</TD>
<TD>8</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_MAX_VIEWPORT_DIMS</TD>
<TD>Maximum viewport dimensions</TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_MAX_ATTRIB_STACK_DEPT H</TD>
<TD>Maximum depth of the attribute stack</TD>
<TD>--</TD>
<TD>16</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_AUX_BUFFERS</TD>
<TD>Number of auxiliary buffers</TD>
<TD>--</TD>
<TD>0</TD>
<TD>glGetBooleanv( )</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_RGBA_MODE</TD>
<TD>True if color buffers store RGBA</TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetBooleanv( )</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_INDEX_MODE</TD>
<TD>True if color buffers store indices</TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetBooleanv( )</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_DOUBLEBUFFER</TD>
<TD>True if front & back buffers exist</TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetBooleanv( )</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_STEREO</TD>
<TD>True if left & right buffers exist</TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetFloatv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_POINT_SIZE_RANGE</TD>
<TD>Range (low to high) of antialiased point sizes</TD>
<TD>--</TD>
<TD>1, 1</TD>
<TD>glGetFloatv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_POINT_SIZE_GRANULARIT Y</TD>
<TD>Antialiased point-size granularity</TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetFloatv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_LINE_WIDTH_RANGE</TD>
<TD>Range (low to high) of antialiased line widths</TD>
<TD>--</TD>
<TD>1, 1</TD>
<TD>glGetFloatv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_LINE_WIDTH_GRANULARI TY</TD>
<TD>Antialiased line-width granularity</TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetFloatv()</TD>
</TR>
</TABLE>
<BR>
<P>
<HR>
<H3>
Implementation-Dependent Pixel Depths</H3>
<TABLE BORDER CELLPADDING=10 >
<CAPTION ALIGN=TOP><B>Table B-15 : </B>Implementation-Dependent Pixel-Depth
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_RED_BITS</TD>
<TD>Number of bits per red component in color buffers</TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_GREEN_BITS</TD>
<TD>Number of bits per green component in color buffers</TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_BLUE_BITS</TD>
<TD>Number of bits per blue component in color buffers</TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_ALPHA_BITS</TD>
<TD>Number of bits per alpha component in color buffers</TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_INDEX_BITS</TD>
<TD>Number of bits per index in color buffers</TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_DEPTH_BITS</TD>
<TD>Number of depth-buffer bitplanes</TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_STENCIL_BITS</TD>
<TD>Number of stencil bitplanes</TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_ACCUM_RED_BITS</TD>
<TD>Number of bits per red component in the accumulation buffer</TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_ACCUM_GREEN_BITS</TD>
<TD>Number of bits per green component in the accumulation buffer </TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_ACCUM_BLUE_BITS</TD>
<TD>Number of bits per blue component in the accumulation buffer</TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_ACCUM_ALPHA_BITS</TD>
<TD>Number of bits per alpha component in the accumulation buffer</TD>
<TD>--</TD>
<TD>--</TD>
<TD>glGetIntegerv()</TD>
</TR>
</TABLE>
<BR>
<P>
<HR>
<H3>
Miscellaneous</H3>
<TABLE BORDER CELLPADDING=10 >
<CAPTION ALIGN=TOP><B>Table B-16 : </B>Miscellaneous 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_LIST_BASE</TD>
<TD>Setting of glListBase()</TD>
<TD>list</TD>
<TD>0</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_LIST_INDEX</TD>
<TD>Number of display list under construction;
<BR>0 if none</TD>
<TD>--</TD>
<TD>0</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_LIST_MODE</TD>
<TD>Mode of display list under construction; undefined if none</TD>
<TD>--</TD>
<TD>0</TD>
<TD>glGetIntegerv() </TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_ATTRIB_STACK_DEPTH</TD>
<TD>Attribute stack pointer</TD>
<TD>--</TD>
<TD>0</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_NAME_STACK_DEPTH</TD>
<TD>Name stack depth</TD>
<TD>--</TD>
<TD>0</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>GL_RENDER_MODE</TD>
<TD>glRenderMode() setting</TD>
<TD>--</TD>
<TD>GL_RENDER</TD>
<TD>glGetIntegerv()</TD>
</TR>
<TR ALIGN=LEFT VALIGN=TOP>
<TD>--</TD>
<TD>Current error code(s)</TD>
<TD>--</TD>
<TD>0</TD>
<TD>glGetError()</TD>
</TR>
</TABLE>
<BR>
<P>
<HR><A HREF="appendixa.html">[Previous chapter]</A> <A HREF="appendixc.html">[Next
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