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fglMap2(3G)		       OpenGL Reference			   fglMap2(3G)

NAME
     fglMap2d, fglMap2f - define a two-dimensional evaluator

FORTRAN SPECIFICATION
     SUBROUTINE fglMap2d( INTEGER*4 target,
			  REAL*4 u1,
			  REAL*4 u2,
			  INTEGER*4 ustride,
			  INTEGER*4 uorder,
			  REAL*4 v1,
			  REAL*4 v2,
			  INTEGER*4 vstride,
			  INTEGER*4 vorder,
			  CHARACTER*8 points )
     SUBROUTINE fglMap2f( INTEGER*4 target,
			  REAL*4 u1,
			  REAL*4 u2,
			  INTEGER*4 ustride,
			  INTEGER*4 uorder,
			  REAL*4 v1,
			  REAL*4 v2,
			  INTEGER*4 vstride,
			  INTEGER*4 vorder,
			  CHARACTER*8 points )

PARAMETERS
     target   Specifies the kind of values that are generated by the
	      evaluator.  Symbolic constants GL_MAP2_VERTEX_3,
	      GL_MAP2_VERTEX_4, GL_MAP2_INDEX, GL_MAP2_COLOR_4,
	      GL_MAP2_NORMAL, GL_MAP2_TEXTURE_COORD_1,
	      GL_MAP2_TEXTURE_COORD_2, GL_MAP2_TEXTURE_COORD_3, and
	      GL_MAP2_TEXTURE_COORD_4 are accepted.

     u1, u2   Specify a linear mapping of u, as presented to fglEvalCoord2, to
	      ^, one of the two variables that are evaluated by the equations
	      specified by this command. Initially, u1 is 0 and u2 is 1.

     ustride  Specifies the number of floats or doubles between the beginning
	      of control point R   and the beginning of control point R	     ,
				ij				       (i+1)j
	      where i and j are the u and v control point indices,
	      respectively.  This allows control points to be embedded in
	      arbitrary data structures.  The only constraint is that the
	      values for a particular control point must occupy contiguous
	      memory locations. The initial value of ustride is 0.

     uorder   Specifies the dimension of the control point array in the u
	      axis.  Must be positive. The initial value is 1.

									Page 1

fglMap2(3G)		       OpenGL Reference			   fglMap2(3G)

     v1, v2   Specify a linear mapping of v, as presented to fglEvalCoord2, to
	      ^, one of the two variables that are evaluated by the equations
	      specified by this command. Initially, v1 is 0 and v2 is 1.

     vstride  Specifies the number of floats or doubles between the beginning
	      of control point R   and the beginning of control point R	     ,
				ij				       i(j+1)
	      where i and j are the u and v control point indices,
	      respectively.  This allows control points to be embedded in
	      arbitrary data structures.  The only constraint is that the
	      values for a particular control point must occupy contiguous
	      memory locations. The initial value of vstride is 0.

     vorder   Specifies the dimension of the control point array in the v
	      axis.  Must be positive. The initial value is 1.

     points   Specifies a pointer to the array of control points.

DESCRIPTION
     Evaluators provide a way to use polynomial or rational polynomial mapping
     to produce vertices, normals, texture coordinates, and colors.  The
     values produced by an evaluator are sent on to further stages of GL
     processing just as if they had been presented using fglVertex, fglNormal,
     fglTexCoord, and fglColor commands, except that the generated values do
     not update the current normal, texture coordinates, or color.

     All polynomial or rational polynomial splines of any degree (up to the
     maximum degree supported by the GL implementation) can be described using
     evaluators.  These include almost all surfaces used in computer graphics,
     including B-spline surfaces, NURBS surfaces, Bezier surfaces, and so on.

     Evaluators define surfaces based on bivariate Bernstein polynomials.
     Define p(^,^) as

					     m	  n	m
				     n		 B (^) B (^) R
		      p(^,^)  =		   R	i     j	    ij
				   R
					 j = 0
				 i = 0

				    n
     where R   is a control point, B (^) is the ith Bernstein polynomial of
	    ij			    i
     degree
     n (uorder = n + 1)

				       (  )
			      n		n   i	  n-i
			     B (^)  =  |  |^ (1-^)
			      i
				       (i )

	  m
     and B (^) is the jth Bernstein polynomial of degree m (vorder = m + 1)
	  j

				       (  )
			      m		m   j	  m-j
			     B (^)  =  |  |^ (1-^)
			      j
				       (j )

     Recall that
					  (  )
				0	   n
			       0  = 1 and |  |	=  1

					  (0 )

									Page 2

fglMap2(3G)		       OpenGL Reference			   fglMap2(3G)

     fglMap2 is used to define the basis and to specify what kind of values
     are produced.  Once defined, a map can be enabled and disabled by calling
     fglEnable and fglDisable with the map name, one of the nine predefined
     values for target, described below.  When fglEvalCoord2 presents values u
     and v, the bivariate Bernstein polynomials are evaluated using ^ and ^,
     where

					 _______
				   ^  =
					 u2 - u1

					 _______
				   ^  =
					 v2 - v1

     target is a symbolic constant that indicates what kind of control points
     are provided in points, and what output is generated when the map is
     evaluated.	 It can assume one of nine predefined values:

     GL_MAP2_VERTEX_3	      Each control point is three floating-point
			      values representing x, y, and z.	Internal
			      fglVertex3 commands are generated when the map
			      is evaluated.

     GL_MAP2_VERTEX_4	      Each control point is four floating-point values
			      representing x, y, z, and w.  Internal
			      fglVertex4 commands are generated when the map
			      is evaluated.

     GL_MAP2_INDEX	      Each control point is a single floating-point
			      value representing a color index.	 Internal
			      fglIndex commands are generated when the map is
			      evaluated but the current index is not updated
			      with the value of these fglIndex commands.

     GL_MAP2_COLOR_4	      Each control point is four floating-point values
			      representing red, green, blue, and alpha.
			      Internal fglColor4 commands are generated when
			      the map is evaluated but the current color is
			      not updated with the value of these fglColor4
			      commands.

     GL_MAP2_NORMAL	      Each control point is three floating-point
			      values representing the x, y, and z components
			      of a normal vector.  Internal fglNormal commands
			      are generated when the map is evaluated but the
			      current normal is not updated with the value of
			      these fglNormal commands.

     GL_MAP2_TEXTURE_COORD_1  Each control point is a single floating-point
			      value representing the s texture coordinate.
			      Internal fglTexCoord1 commands are generated
			      when the map is evaluated but the current
			      texture coordinates are not updated with the
			      value of these fglTexCoord commands.

									Page 3

fglMap2(3G)		       OpenGL Reference			   fglMap2(3G)

     GL_MAP2_TEXTURE_COORD_2  Each control point is two floating-point values
			      representing the s and t texture coordinates.
			      Internal fglTexCoord2 commands are generated
			      when the map is evaluated but the current
			      texture coordinates are not updated with the
			      value of these fglTexCoord commands.

     GL_MAP2_TEXTURE_COORD_3  Each control point is three floating-point
			      values representing the s, t, and r texture
			      coordinates.  Internal fglTexCoord3 commands are
			      generated when the map is evaluated but the
			      current texture coordinates are not updated with
			      the value of these fglTexCoord commands.

     GL_MAP2_TEXTURE_COORD_4  Each control point is four floating-point values
			      representing the s, t, r, and q texture
			      coordinates.  Internal fglTexCoord4 commands are
			      generated when the map is evaluated but the
			      current texture coordinates are not updated with
			      the value of these fglTexCoord commands.

     ustride, uorder, vstride, vorder, and points define the array addressing
     for accessing the control points.	points is the location of the first
     control point, which occupies one, two, three, or four contiguous memory
     locations, depending on which map is being defined.  There are
     uorder x vorder control points in the array.  ustride specifies how many
     float or double locations are skipped to advance the internal memory
     pointer from control point R   to control point R	    .  vstride
				 ij		      (i+1)j
     specifies how many float or double locations are skipped to advance the
     internal memory pointer from control point R   to control point R	    .
						 ij		      i(j+1)

NOTES
     As is the case with all GL commands that accept pointers to data, it is
     as if the contents of points were copied by fglMap2 before fglMap2
     returns.  Changes to the contents of points have no effect after fglMap2
     is called.

     Initially, GL_AUTO_NORMAL is enabled. If GL_AUTO_NORMAL is enabled,
     normal vectors are generated when either GL_MAP2_VERTEX_3 or
     GL_MAP2_VERTEX_4 is used to generate vertices.

ERRORS
     GL_INVALID_ENUM is generated if target is not an accepted value.

     GL_INVALID_VALUE is generated if u1 is equal to u2, or if v1 is equal to
     v2.

     GL_INVALID_VALUE is generated if either ustride or vstride is less than
     the number of values in a control point.

									Page 4

fglMap2(3G)		       OpenGL Reference			   fglMap2(3G)

     GL_INVALID_VALUE is generated if either uorder or vorder is less than 1
     or greater than the return value of GL_MAX_EVAL_ORDER.

     GL_INVALID_OPERATION is generated if fglMap2 is executed between the
     execution of fglBegin and the corresponding execution of fglEnd.

ASSOCIATED GETS
     fglGetMap
     fglGet with argument GL_MAX_EVAL_ORDER
     fglIsEnabled with argument GL_MAP2_VERTEX_3
     fglIsEnabled with argument GL_MAP2_VERTEX_4
     fglIsEnabled with argument GL_MAP2_INDEX
     fglIsEnabled with argument GL_MAP2_COLOR_4
     fglIsEnabled with argument GL_MAP2_NORMAL
     fglIsEnabled with argument GL_MAP2_TEXTURE_COORD_1
     fglIsEnabled with argument GL_MAP2_TEXTURE_COORD_2
     fglIsEnabled with argument GL_MAP2_TEXTURE_COORD_3
     fglIsEnabled with argument GL_MAP2_TEXTURE_COORD_4

SEE ALSO
     fglBegin, fglColor, fglEnable, fglEvalCoord, fglEvalMesh, fglEvalPoint,
     fglMap1, fglMapGrid, fglNormal, fglTexCoord, fglVertex

									Page 5

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