endqstrip man page on IRIX

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endqstrip(3G)							 endqstrip(3G)

NAME
     bgnqstrip, endqstrip - delimit the vertices of a quadrilateral strip

C SPECIFICATION
     void bgnqstrip()

     void endqstrip()

DESCRIPTION
     Vertices specified between bgnqstrip and endqstrip are used to define a
     strip of quadrilaterals.  The graphics pipe maintains three vertex
     registers.	 The first, second, and third vertices are loaded into the
     registers, but no quadrilateral is drawn until the system executes the
     fourth vertex routine. Upon executing the fourth vertex routine, the
     system draws a quadrilateral through the vertices, then replaces the two
     oldest vertices with the third and fourth vertices.

     For each new pair of vertex routines, the system draws a quadrilateral
     through two new vertices and the two older stored vertices, then replaces
     the older stored vertices with the two new vertices.

     The quadrilaterals are drawn as though each quadrilateral was an
     independent polygon with vertex order (n, n+1, n+3, n+2).

     If the quadrilateral projects a self-intersecting polygon, its rendering
     will be hardware-specific.	 The Graphics Library only guarantees that
     pixels outside of the convex hull will not be modified.

     Between bgnqstrip and endqstrip you can issue the following Graphics
     Library routines:	c, color, cpack, lmbind, lmcolor, lmdef, n, RGBcolor,
     t, and v.	Use lmdef and lmbind only to respecify materials and their
     properties.

     There is no limit to the number of vertices that can be specified between
     bgnqstrip and endqstrip. The result is undefined, however, if an odd
     number of vertices are specified, or if fewer than four vertices are
     specified.

     By default, quadrilateral vertices are forced to the nearest pixel center
     prior to scan conversion.	Quadrilateral accuracy is improved when this
     coercion is defeated with the subpixel command.  Subpixel vertex
     positioning is especially important when quadrilaterals are scan
     converted with antialiasing enabled (see polysmooth).

     After endqstrip, the current graphics position is undefined.

     See the Graphics Library Programmer's Guide for examples.

SEE ALSO
     backface, c, concave, frontface, polymode, polysmooth, scrsubdivide,
     defpattern, shademodel, subpixel, v

									Page 1

endqstrip(3G)							 endqstrip(3G)

NOTE
     IRIS-4D VGX models use vertex normals to improve the shading quality of
     quadrilaterals, regardless of whether lighting is enabled.

     On some systems quadrilateral strips are decomposed into triangles prior
     to shading and scan conversion.

     See the section, "2.1.4 Polygons," in the Graphics Library Programmer's
     Guide for a discussion on the handling of non-coplanar and/or self-
     intersecting polygons.

     See the section, "2.1.6 Meshes," in the Graphics Library Programmer's
     Guide for a discussion on the order of the vertices when a q-strip is
     decomposed into its equivalent t-mesh.

     On Impact and Infinite Reality lmcolor cannot be called between bgnqstrip
     and endqstrip

									Page 2

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