fglNormalPointer man page on IRIX

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fglNormalPointer(3G)	       OpenGL Reference		  fglNormalPointer(3G)

NAME
     fglNormalPointer - define an array of normals

FORTRAN SPECIFICATION
     SUBROUTINE fglNormalPointer( INTEGER*4 type,
				  INTEGER*4 stride,
				  CHARACTER*8 pointer )

PARAMETERS
     type     Specifies the data type of each coordinate in the array.
	      Symbolic constants GL_BYTE, GL_SHORT, GL_INT, GL_FLOAT, and
	      GL_DOUBLE are accepted. The initial value is GL_FLOAT.

     stride   Specifies the byte offset between consecutive normals. If stride
	      is 0- the initial value-the normals are understood to be tightly
	      packed in the array.  The initial value is 0.

     pointer  Specifies a pointer to the first coordinate of the first normal
	      in the array. The initial value is 0.

DESCRIPTION
     fglNormalPointer specifies the location and data format of an array of
     normals to use when rendering.  type specifies the data type of the
     normal coordinates and stride gives the byte stride from one normal to
     the next, allowing vertices and attributes to be packed into a single
     array or stored in separate arrays.  (Single-array storage may be more
     efficient on some implementations; see fglInterleavedArrays.)  When a
     normal array is specified, type, stride, and pointer are saved as
     client-side state.

     To enable and disable the normal array, call fglEnableClientState and
     fglDisableClientState with the argument GL_NORMAL_ARRAY. If enabled, the
     normal array is used when fglDrawArrays, fglDrawElements, or
     fglArrayElement is called.

     Use fglDrawArrays to construct a sequence of primitives (all of the same
     type) from prespecified vertex and vertex attribute arrays.  Use
     fglArrayElement to specify primitives by indexing vertices and vertex
     attributes and fglDrawElements to construct a sequence of primitives by
     indexing vertices and vertex attributes.

NOTES
     fglNormalPointer is available only if the GL version is 1.1 or greater.

     The normal array is initially disabled and isn't accessed when
     fglArrayElement, fglDrawElements, or fglDrawArrays is called.

     Execution of fglNormalPointer is not allowed between fglBegin and the
     corresponding fglEnd, but an error may or may not be generated. If an
     error is not generated, the operation is undefined.

									Page 1

fglNormalPointer(3G)	       OpenGL Reference		  fglNormalPointer(3G)

     fglNormalPointer is typically implemented on the client side.

     Since the normal array parameters are client-side state, they are not
     saved or restored by fglPushAttrib and fglPopAttrib.  Use
     fglPushClientAttrib and fglPopClientAttrib instead.

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

     GL_INVALID_VALUE is generated if stride is negative.

ASSOCIATED GETS
     fglIsEnabled with argument GL_NORMAL_ARRAY
     fglGet with argument GL_NORMAL_ARRAY_TYPE
     fglGet with argument GL_NORMAL_ARRAY_STRIDE
     fglGetPointerv with argument GL_NORMAL_ARRAY_POINTER

MACHINE DEPENDENCIES
     On RealityEngine, RealityEngine2, and VTX systems, do not enable or
     disable GL_VERTEX_ARRAY, GL_VERTEX_ARRAY_EXT, GL_NORMAL_ARRAY,
     GL_NORMAL_ARRAY_EXT, GL_COLOR_ARRAY, GL_COLOR_ARRAY_EXT,
     GL_INDEX_ARRAY,GL_INDEX_ARRAY_EXT, GL_TEXTURE_COORD_ARRAY,
     GL_TEXTURE_COORD_ARRAY_EXT, GL_EDGE_FLAG_ARRAY or GL_EDGE_FLAG_ARRAY_EXT
     between a call to fglNewList and the corresponding call to fglEndList.
     Instead, enable or disable before the call to fglNewList.

     On InfiniteReality systems it is particularly important to minimize the
     amount of data transferred from the application to the graphics pipe,
     since the host-to-pipe bandwidth limit can cause a performance
     bottleneck.  One way to reduce the amount of data transferred per vertex
     is to use properly-aligned byte and short data types whenever possible.
     Accordingly, the EXT_vertex_array extension on InfiniteReality systems
     has been optimized for vertex information packed into the following data
     structures.  (Note: v represents vertex coordinates, c represents color
     components, n represents normal coordinates, and t represents texture
     coordinates.  Normals must have unit length.)

	  struct {GLfloat v[3];}
	  struct {GLubyte c[4]; GLfloat v[3];}
	  struct {GLshort n[3]; GLfloat v[3];}
	  struct {GLubyte c[4]; GLshort n[3]; GLfloat v[3];}
	  struct {GLshort t[2]; GLfloat v[3];}
	  struct {GLshort t[2]; GLubyte c[4]; GLfloat v[3];}
	  struct {GLshort t[2]; GLshort n[3]; GLfloat v[3];}
	  struct {GLshort t[2]; GLubyte c[4]; GLshort n[3]; GLfloat v[3];}
	  struct {GLfloat t[2]; GLfloat v[3];}
	  struct {GLfloat t[2]; GLubyte c[4]; GLfloat v[3];}
	  struct {GLfloat t[2]; GLshort n[3]; GLfloat v[3];}
	  struct {GLfloat t[2]; GLubyte c[4]; GLshort n[3]; GLfloat v[3];}

     Application-specific fields may be added to these structures, provided

									Page 2

fglNormalPointer(3G)	       OpenGL Reference		  fglNormalPointer(3G)

     that all the fields described above retain their relative order and word
     alignment.

     An additional constraint applies when fglTexGen is being used.  The
     implementation normally generates all four texture coordinates in
     parallel, and must take special action to generate just a subset of the
     four coordinates.	Therefore performance is best when none of the texture
     coordinates are being generated, or when all of them are being generated.
     For example, when using 2D texturing (generating s and t coordinates) it
     will be faster to enable texture coordinate generation for the r and q
     coordinates as well as s and t.  Choose a texture generation mode of
     GL_OBJECT_LINEAR and use the plane equations (0,0,0,0) and (0,0,0,1) for
     r and q, respectively.

     Using these structures on InfiniteReality systems can improve performance
     considerably, compared to structures in which all values are single-
     precision floating point.

SEE ALSO
     fglArrayElement, fglColorPointer, fglDrawArrays, fglDrawElements,
     fglEdgeFlagPointer, fglEnable, fglGetPointerv, fglIndexPointer,
     fglInterleavedArrays, fglPopClientAttrib, fglPushClientAttrib,
     fglTexCoordPointer, fglVertexPointer

									Page 3

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