fglColor4dv man page on IRIX

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fglColor(3G)		       OpenGL Reference			  fglColor(3G)

NAME
     fglColor3b, fglColor3d, fglColor3f, fglColor3i, fglColor3s, fglColor3ub,
     fglColor3ui, fglColor3us, fglColor4b, fglColor4d, fglColor4f, fglColor4i,
     fglColor4s, fglColor4ub, fglColor4ui, fglColor4us, fglColor3bv,
     fglColor3dv, fglColor3fv, fglColor3iv, fglColor3sv, fglColor3ubv,
     fglColor3uiv, fglColor3usv, fglColor4bv, fglColor4dv, fglColor4fv,
     fglColor4iv, fglColor4sv, fglColor4ubv, fglColor4uiv, fglColor4usv - set
     the current color

FORTRAN SPECIFICATION
     SUBROUTINE fglColor3b( INTEGER*1 red,
			    INTEGER*1 green,
			    INTEGER*1 blue )
     SUBROUTINE fglColor3d( REAL*4 red,
			    REAL*4 green,
			    REAL*4 blue )
     SUBROUTINE fglColor3f( REAL*4 red,
			    REAL*4 green,
			    REAL*4 blue )
     SUBROUTINE fglColor3i( INTEGER*4 red,
			    INTEGER*4 green,
			    INTEGER*4 blue )
     SUBROUTINE fglColor3s( INTEGER*2 red,
			    INTEGER*2 green,
			    INTEGER*2 blue )
     SUBROUTINE fglColor3ub( INTEGER*1 red,
			     INTEGER*1 green,
			     INTEGER*1 blue )
     SUBROUTINE fglColor3ui( INTEGER*4 red,
			     INTEGER*4 green,
			     INTEGER*4 blue )
     SUBROUTINE fglColor3us( INTEGER*2 red,
			     INTEGER*2 green,
			     INTEGER*2 blue )
     SUBROUTINE fglColor4b( INTEGER*1 red,
			    INTEGER*1 green,
			    INTEGER*1 blue,
			    INTEGER*1 alpha )
     SUBROUTINE fglColor4d( REAL*4 red,
			    REAL*4 green,
			    REAL*4 blue,
			    REAL*4 alpha )
     SUBROUTINE fglColor4f( REAL*4 red,
			    REAL*4 green,
			    REAL*4 blue,
			    REAL*4 alpha )
     SUBROUTINE fglColor4i( INTEGER*4 red,
			    INTEGER*4 green,
			    INTEGER*4 blue,
			    INTEGER*4 alpha )
     SUBROUTINE fglColor4s( INTEGER*2 red,

									Page 1

fglColor(3G)		       OpenGL Reference			  fglColor(3G)

			   INTEGER*2 green,
			    INTEGER*2 blue,
			    INTEGER*2 alpha )
     SUBROUTINE fglColor4ub( INTEGER*1 red,
			     INTEGER*1 green,
			     INTEGER*1 blue,
			     INTEGER*1 alpha )
     SUBROUTINE fglColor4ui( INTEGER*4 red,
			     INTEGER*4 green,
			     INTEGER*4 blue,
			     INTEGER*4 alpha )
     SUBROUTINE fglColor4us( INTEGER*2 red,
			     INTEGER*2 green,
			     INTEGER*2 blue,
			     INTEGER*2 alpha )

PARAMETERS
     red, green, blue
		     Specify new red, green, and blue values for the current
		     color.

     alpha	     Specifies a new alpha value for the current color.
		     Included only in the four-argument fglColor4 commands.

FORTRAN SPECIFICATION
     SUBROUTINE fglColor3bv( CHARACTER*8 v )
     SUBROUTINE fglColor3dv( CHARACTER*8 v )
     SUBROUTINE fglColor3fv( CHARACTER*8 v )
     SUBROUTINE fglColor3iv( CHARACTER*8 v )
     SUBROUTINE fglColor3sv( CHARACTER*8 v )
     SUBROUTINE fglColor3ubv( CHARACTER*256 v )
     SUBROUTINE fglColor3uiv( CHARACTER*8 v )
     SUBROUTINE fglColor3usv( CHARACTER*8 v )
     SUBROUTINE fglColor4bv( CHARACTER*8 v )
     SUBROUTINE fglColor4dv( CHARACTER*8 v )
     SUBROUTINE fglColor4fv( CHARACTER*8 v )
     SUBROUTINE fglColor4iv( CHARACTER*8 v )
     SUBROUTINE fglColor4sv( CHARACTER*8 v )
     SUBROUTINE fglColor4ubv( CHARACTER*256 v )
     SUBROUTINE fglColor4uiv( CHARACTER*8 v )
     SUBROUTINE fglColor4usv( CHARACTER*8 v )

PARAMETERS
     v	  Specifies a pointer to an array that contains red, green, blue, and
	  (sometimes) alpha values.

DESCRIPTION
     The GL stores both a current single-valued color index and a current
     four-valued RGBA color.  fglColor sets a new four-valued RGBA color.
     fglColor has two major variants:  fglColor3 and fglColor4.	 fglColor3

									Page 2

fglColor(3G)		       OpenGL Reference			  fglColor(3G)

     variants specify new red, green, and blue values explicitly and set the
     current alpha value to 1.0 (full intensity) implicitly.  fglColor4
     variants specify all four color components explicitly.

     fglColor3b, fglColor4b, fglColor3s, fglColor4s, fglColor3i, and
     fglColor4i take three or four signed byte, short, or long integers as
     arguments.	 When v is appended to the name, the color commands can take a
     pointer to an array of such values.

     Current color values are stored in floating-point format, with
     unspecified mantissa and exponent sizes.  Unsigned integer color
     components, when specified, are linearly mapped to floating-point values
     such that the largest representable value maps to 1.0 (full intensity),
     and 0 maps to 0.0 (zero intensity).  Signed integer color components,
     when specified, are linearly mapped to floating-point values such that
     the most positive representable value maps to 1.0, and the most negative
     representable value maps to -1.0. (Note that this mapping does not
     convert 0 precisely to 0.0.)  Floating-point values are mapped directly.

     Neither floating-point nor signed integer values are clamped to the range
     [0,1] before the current color is updated.	 However, color components are
     clamped to this range before they are interpolated or written into a
     color buffer.

NOTES
     The initial value for the current color is (1, 1, 1, 1).

     The current color can be updated at any time.  In particular, fglColor
     can be called between a call to fglBegin and the corresponding call to
     fglEnd.

ASSOCIATED GETS
     fglGet with argument GL_CURRENT_COLOR
     fglGet with argument GL_RGBA_MODE

SEE ALSO
     fglIndex

									Page 3

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