fglnormalpointerext man page on IRIX

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fglNormalPointerEXT(3G)	       OpenGL Reference	       fglNormalPointerEXT(3G)

NAME
     fglNormalPointerEXT - define a array of normals

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

PARAMETERS
     type     Specifies the the data type of each coordinate in the array.
	      Symbolic constants GL_BYTE, GL_SHORT, GL_INT, GL_FLOAT, or
	      GL_DOUBLE_EXT are accepted.

     stride   Specifies the byte offset between consecutive normals.

     count    Specifies the number of normals, counting from the first, that
	      are static.

     pointer  Specifies a pointer to the first coordinate of the first normal
	      in the array.

DESCRIPTION
     fglNormalPointerEXT specifies the location and data format of an array of
     normals to use when rendering using the vertex array extension.  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.)  count
     indicates the number of array elements (counting from the first) that are
     static. Static elements may be modified by the application, but once they
     are modified, the application must explicitly respecify the array before
     using it for any rendering. When a normal array is specified, type,
     stride, count and pointer are saved as client-side state, and static
     array elements may be cached by the implementation.

     The normal array is enabled and disabled using fglEnable and fglDisable
     with the argument GL_NORMAL_ARRAY_EXT. If enabled, the normal array is
     used when fglDrawArraysEXT or fglArrayElementEXT is called.

     Use fglDrawArraysEXT to define a sequence of primitives (all of the same
     type) from pre-specified vertex and vertex attribute arrays.  Use
     fglArrayElementEXT to specify primitives by indexing vertices and vertex
     attributes.

NOTES
     Non-static array elements are not accessed until fglArrayElementEXT or
     fglDrawArraysEXT is executed.

									Page 1

fglNormalPointerEXT(3G)	       OpenGL Reference	       fglNormalPointerEXT(3G)

     By default the normal array is disabled and it won't be accessed when
     fglArrayElementEXT or fglDrawArraysEXT is called.

     Although it is not an error to call fglNormalPointerEXT between the
     execution of fglBegin and the corresponding execution of fglEnd, the
     results are undefined.

     fglNormalPointerEXT will typically be implemented on the client side with
     no protocol.

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

     fglNormalPointerEXT commands are not entered into display lists.

     fglNormalPointerEXT is part of the EXT_vertex_array extension, not part
     of the core GL command set. If GL_EXT_vertex_array is included in the
     string returned by fglGetString, when called with argument GL_EXTENSIONS,
     extension EXT_vertex_array is supported.

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

     GL_INVALID_VALUE is generated if stride or count is negative.

ASSOCIATED GETS
     fglIsEnabled with argument GL_NORMAL_ARRAY_EXT
     fglGet with argument GL_NORMAL_ARRAY_TYPE_EXT
     fglGet with argument GL_NORMAL_ARRAY_STRIDE_EXT
     fglGet with argument GL_NORMAL_ARRAY_COUNT_EXT
     fglGetPointervEXT with argument GL_NORMAL_ARRAY_POINTER_EXT

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

									Page 2

fglNormalPointerEXT(3G)	       OpenGL Reference	       fglNormalPointerEXT(3G)

     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
     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
     fglArrayElementEXT, fglColorPointerEXT, fglDrawArraysEXT,
     fglEdgeFlagPointerEXT, fglEnable, fglGetPointervEXT, fglIndexPointerEXT,
     fglTexCoordPointerEXT, fglVertexPointerEXT

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