⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 gl.h

📁 游戏开发中的数学与物理基础一书的随书光盘。很好的说明了物理和数学在游戏开发当中的广泛应用。
💻 H
📖 第 1 页 / 共 5 页
字号:
/*      GL_TEXTURE_COORD_ARRAY_SIZE *//*      GL_TEXTURE_COORD_ARRAY_TYPE *//*      GL_TEXTURE_COORD_ARRAY_STRIDE *//*      GL_EDGE_FLAG_ARRAY_STRIDE *//*      GL_POLYGON_OFFSET_FACTOR *//*      GL_POLYGON_OFFSET_UNITS *//* GetTextureParameter *//*      GL_TEXTURE_MAG_FILTER *//*      GL_TEXTURE_MIN_FILTER *//*      GL_TEXTURE_WRAP_S *//*      GL_TEXTURE_WRAP_T */#define GL_TEXTURE_WIDTH                  0x1000#define GL_TEXTURE_HEIGHT                 0x1001#define GL_TEXTURE_INTERNAL_FORMAT        0x1003#define GL_TEXTURE_BORDER_COLOR           0x1004#define GL_TEXTURE_BORDER                 0x1005/*      GL_TEXTURE_RED_SIZE *//*      GL_TEXTURE_GREEN_SIZE *//*      GL_TEXTURE_BLUE_SIZE *//*      GL_TEXTURE_ALPHA_SIZE *//*      GL_TEXTURE_LUMINANCE_SIZE *//*      GL_TEXTURE_INTENSITY_SIZE *//*      GL_TEXTURE_PRIORITY *//*      GL_TEXTURE_RESIDENT *//* HintMode */#define GL_DONT_CARE                      0x1100#define GL_FASTEST                        0x1101#define GL_NICEST                         0x1102/* HintTarget *//*      GL_PERSPECTIVE_CORRECTION_HINT *//*      GL_POINT_SMOOTH_HINT *//*      GL_LINE_SMOOTH_HINT *//*      GL_POLYGON_SMOOTH_HINT *//*      GL_FOG_HINT *//* IndexPointerType *//*      GL_SHORT *//*      GL_INT *//*      GL_FLOAT *//*      GL_DOUBLE *//* LightModelParameter *//*      GL_LIGHT_MODEL_AMBIENT *//*      GL_LIGHT_MODEL_LOCAL_VIEWER *//*      GL_LIGHT_MODEL_TWO_SIDE *//* LightName */#define GL_LIGHT0                         0x4000#define GL_LIGHT1                         0x4001#define GL_LIGHT2                         0x4002#define GL_LIGHT3                         0x4003#define GL_LIGHT4                         0x4004#define GL_LIGHT5                         0x4005#define GL_LIGHT6                         0x4006#define GL_LIGHT7                         0x4007/* LightParameter */#define GL_AMBIENT                        0x1200#define GL_DIFFUSE                        0x1201#define GL_SPECULAR                       0x1202#define GL_POSITION                       0x1203#define GL_SPOT_DIRECTION                 0x1204#define GL_SPOT_EXPONENT                  0x1205#define GL_SPOT_CUTOFF                    0x1206#define GL_CONSTANT_ATTENUATION           0x1207#define GL_LINEAR_ATTENUATION             0x1208#define GL_QUADRATIC_ATTENUATION          0x1209/* InterleavedArrays *//*      GL_V2F *//*      GL_V3F *//*      GL_C4UB_V2F *//*      GL_C4UB_V3F *//*      GL_C3F_V3F *//*      GL_N3F_V3F *//*      GL_C4F_N3F_V3F *//*      GL_T2F_V3F *//*      GL_T4F_V4F *//*      GL_T2F_C4UB_V3F *//*      GL_T2F_C3F_V3F *//*      GL_T2F_N3F_V3F *//*      GL_T2F_C4F_N3F_V3F *//*      GL_T4F_C4F_N3F_V4F *//* ListMode */#define GL_COMPILE                        0x1300#define GL_COMPILE_AND_EXECUTE            0x1301/* ListNameType *//*      GL_BYTE *//*      GL_UNSIGNED_BYTE *//*      GL_SHORT *//*      GL_UNSIGNED_SHORT *//*      GL_INT *//*      GL_UNSIGNED_INT *//*      GL_FLOAT *//*      GL_2_BYTES *//*      GL_3_BYTES *//*      GL_4_BYTES *//* LogicOp */#define GL_CLEAR                          0x1500#define GL_AND                            0x1501#define GL_AND_REVERSE                    0x1502#define GL_COPY                           0x1503#define GL_AND_INVERTED                   0x1504#define GL_NOOP                           0x1505#define GL_XOR                            0x1506#define GL_OR                             0x1507#define GL_NOR                            0x1508#define GL_EQUIV                          0x1509#define GL_INVERT                         0x150A#define GL_OR_REVERSE                     0x150B#define GL_COPY_INVERTED                  0x150C#define GL_OR_INVERTED                    0x150D#define GL_NAND                           0x150E#define GL_SET                            0x150F/* MapTarget *//*      GL_MAP1_COLOR_4 *//*      GL_MAP1_INDEX *//*      GL_MAP1_NORMAL *//*      GL_MAP1_TEXTURE_COORD_1 *//*      GL_MAP1_TEXTURE_COORD_2 *//*      GL_MAP1_TEXTURE_COORD_3 *//*      GL_MAP1_TEXTURE_COORD_4 *//*      GL_MAP1_VERTEX_3 *//*      GL_MAP1_VERTEX_4 *//*      GL_MAP2_COLOR_4 *//*      GL_MAP2_INDEX *//*      GL_MAP2_NORMAL *//*      GL_MAP2_TEXTURE_COORD_1 *//*      GL_MAP2_TEXTURE_COORD_2 *//*      GL_MAP2_TEXTURE_COORD_3 *//*      GL_MAP2_TEXTURE_COORD_4 *//*      GL_MAP2_VERTEX_3 *//*      GL_MAP2_VERTEX_4 *//* MaterialFace *//*      GL_FRONT *//*      GL_BACK *//*      GL_FRONT_AND_BACK *//* MaterialParameter */#define GL_EMISSION                       0x1600#define GL_SHININESS                      0x1601#define GL_AMBIENT_AND_DIFFUSE            0x1602#define GL_COLOR_INDEXES                  0x1603/*      GL_AMBIENT *//*      GL_DIFFUSE *//*      GL_SPECULAR *//* MatrixMode */#define GL_MODELVIEW                      0x1700#define GL_PROJECTION                     0x1701#define GL_TEXTURE                        0x1702/* MeshMode1 *//*      GL_POINT *//*      GL_LINE *//* MeshMode2 *//*      GL_POINT *//*      GL_LINE *//*      GL_FILL *//* NormalPointerType *//*      GL_BYTE *//*      GL_SHORT *//*      GL_INT *//*      GL_FLOAT *//*      GL_DOUBLE *//* PixelCopyType */#define GL_COLOR                          0x1800#define GL_DEPTH                          0x1801#define GL_STENCIL                        0x1802/* PixelFormat */#define GL_COLOR_INDEX                    0x1900#define GL_STENCIL_INDEX                  0x1901#define GL_DEPTH_COMPONENT                0x1902#define GL_RED                            0x1903#define GL_GREEN                          0x1904#define GL_BLUE                           0x1905#define GL_ALPHA                          0x1906#define GL_RGB                            0x1907#define GL_RGBA                           0x1908#define GL_LUMINANCE                      0x1909#define GL_LUMINANCE_ALPHA                0x190A/* PixelMap *//*      GL_PIXEL_MAP_I_TO_I *//*      GL_PIXEL_MAP_S_TO_S *//*      GL_PIXEL_MAP_I_TO_R *//*      GL_PIXEL_MAP_I_TO_G *//*      GL_PIXEL_MAP_I_TO_B *//*      GL_PIXEL_MAP_I_TO_A *//*      GL_PIXEL_MAP_R_TO_R *//*      GL_PIXEL_MAP_G_TO_G *//*      GL_PIXEL_MAP_B_TO_B *//*      GL_PIXEL_MAP_A_TO_A *//* PixelStore *//*      GL_UNPACK_SWAP_BYTES *//*      GL_UNPACK_LSB_FIRST *//*      GL_UNPACK_ROW_LENGTH *//*      GL_UNPACK_SKIP_ROWS *//*      GL_UNPACK_SKIP_PIXELS *//*      GL_UNPACK_ALIGNMENT *//*      GL_PACK_SWAP_BYTES *//*      GL_PACK_LSB_FIRST *//*      GL_PACK_ROW_LENGTH *//*      GL_PACK_SKIP_ROWS *//*      GL_PACK_SKIP_PIXELS *//*      GL_PACK_ALIGNMENT *//* PixelTransfer *//*      GL_MAP_COLOR *//*      GL_MAP_STENCIL *//*      GL_INDEX_SHIFT *//*      GL_INDEX_OFFSET *//*      GL_RED_SCALE *//*      GL_RED_BIAS *//*      GL_GREEN_SCALE *//*      GL_GREEN_BIAS *//*      GL_BLUE_SCALE *//*      GL_BLUE_BIAS *//*      GL_ALPHA_SCALE *//*      GL_ALPHA_BIAS *//*      GL_DEPTH_SCALE *//*      GL_DEPTH_BIAS *//* PixelType */#define GL_BITMAP                         0x1A00/*      GL_BYTE *//*      GL_UNSIGNED_BYTE *//*      GL_SHORT *//*      GL_UNSIGNED_SHORT *//*      GL_INT *//*      GL_UNSIGNED_INT *//*      GL_FLOAT *//* PolygonMode */#define GL_POINT                          0x1B00#define GL_LINE                           0x1B01#define GL_FILL                           0x1B02/* ReadBufferMode *//*      GL_FRONT_LEFT *//*      GL_FRONT_RIGHT *//*      GL_BACK_LEFT *//*      GL_BACK_RIGHT *//*      GL_FRONT *//*      GL_BACK *//*      GL_LEFT *//*      GL_RIGHT *//*      GL_AUX0 *//*      GL_AUX1 *//*      GL_AUX2 *//*      GL_AUX3 *//* RenderingMode */#define GL_RENDER                         0x1C00#define GL_FEEDBACK                       0x1C01#define GL_SELECT                         0x1C02/* ShadingModel */#define GL_FLAT                           0x1D00#define GL_SMOOTH                         0x1D01/* StencilFunction *//*      GL_NEVER *//*      GL_LESS *//*      GL_EQUAL *//*      GL_LEQUAL *//*      GL_GREATER *//*      GL_NOTEQUAL *//*      GL_GEQUAL *//*      GL_ALWAYS *//* StencilOp *//*      GL_ZERO */#define GL_KEEP                           0x1E00#define GL_REPLACE                        0x1E01#define GL_INCR                           0x1E02#define GL_DECR                           0x1E03/*      GL_INVERT *//* StringName */#define GL_VENDOR                         0x1F00#define GL_RENDERER                       0x1F01#define GL_VERSION                        0x1F02

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -