fgltexcoord2fv man page on IRIX

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fglTexCoord(3G)		       OpenGL Reference		       fglTexCoord(3G)

NAME
     fglTexCoord1d, fglTexCoord1f, fglTexCoord1i, fglTexCoord1s,
     fglTexCoord2d, fglTexCoord2f, fglTexCoord2i, fglTexCoord2s,
     fglTexCoord3d, fglTexCoord3f, fglTexCoord3i, fglTexCoord3s,
     fglTexCoord4d, fglTexCoord4f, fglTexCoord4i, fglTexCoord4s,
     fglTexCoord1dv, fglTexCoord1fv, fglTexCoord1iv, fglTexCoord1sv,
     fglTexCoord2dv, fglTexCoord2fv, fglTexCoord2iv, fglTexCoord2sv,
     fglTexCoord3dv, fglTexCoord3fv, fglTexCoord3iv, fglTexCoord3sv,
     fglTexCoord4dv, fglTexCoord4fv, fglTexCoord4iv, fglTexCoord4sv - set the
     current texture coordinates

FORTRAN SPECIFICATION
     SUBROUTINE fglTexCoord1d( REAL*4 s )
     SUBROUTINE fglTexCoord1f( REAL*4 s )
     SUBROUTINE fglTexCoord1i( INTEGER*4 s )
     SUBROUTINE fglTexCoord1s( INTEGER*2 s )
     SUBROUTINE fglTexCoord2d( REAL*4 s,
			       REAL*4 t )
     SUBROUTINE fglTexCoord2f( REAL*4 s,
			       REAL*4 t )
     SUBROUTINE fglTexCoord2i( INTEGER*4 s,
			       INTEGER*4 t )
     SUBROUTINE fglTexCoord2s( INTEGER*2 s,
			       INTEGER*2 t )
     SUBROUTINE fglTexCoord3d( REAL*4 s,
			       REAL*4 t,
			       REAL*4 r )
     SUBROUTINE fglTexCoord3f( REAL*4 s,
			       REAL*4 t,
			       REAL*4 r )
     SUBROUTINE fglTexCoord3i( INTEGER*4 s,
			       INTEGER*4 t,
			       INTEGER*4 r )
     SUBROUTINE fglTexCoord3s( INTEGER*2 s,
			       INTEGER*2 t,
			       INTEGER*2 r )
     SUBROUTINE fglTexCoord4d( REAL*4 s,
			       REAL*4 t,
			       REAL*4 r,
			       REAL*4 q )
     SUBROUTINE fglTexCoord4f( REAL*4 s,
			       REAL*4 t,
			       REAL*4 r,
			       REAL*4 q )
     SUBROUTINE fglTexCoord4i( INTEGER*4 s,
			       INTEGER*4 t,
			       INTEGER*4 r,
			       INTEGER*4 q )
     SUBROUTINE fglTexCoord4s( INTEGER*2 s,
			       INTEGER*2 t,
			       INTEGER*2 r,

									Page 1

fglTexCoord(3G)		       OpenGL Reference		       fglTexCoord(3G)

			      INTEGER*2 q )

PARAMETERS
     s, t, r, q
	      Specify s, t, r, and q  texture coordinates.  Not all parameters
	      are present in all forms of the command.

FORTRAN SPECIFICATION
     SUBROUTINE fglTexCoord1dv( CHARACTER*8 v )
     SUBROUTINE fglTexCoord1fv( CHARACTER*8 v )
     SUBROUTINE fglTexCoord1iv( CHARACTER*8 v )
     SUBROUTINE fglTexCoord1sv( CHARACTER*8 v )
     SUBROUTINE fglTexCoord2dv( CHARACTER*8 v )
     SUBROUTINE fglTexCoord2fv( CHARACTER*8 v )
     SUBROUTINE fglTexCoord2iv( CHARACTER*8 v )
     SUBROUTINE fglTexCoord2sv( CHARACTER*8 v )
     SUBROUTINE fglTexCoord3dv( CHARACTER*8 v )
     SUBROUTINE fglTexCoord3fv( CHARACTER*8 v )
     SUBROUTINE fglTexCoord3iv( CHARACTER*8 v )
     SUBROUTINE fglTexCoord3sv( CHARACTER*8 v )
     SUBROUTINE fglTexCoord4dv( CHARACTER*8 v )
     SUBROUTINE fglTexCoord4fv( CHARACTER*8 v )
     SUBROUTINE fglTexCoord4iv( CHARACTER*8 v )
     SUBROUTINE fglTexCoord4sv( CHARACTER*8 v )

PARAMETERS
     v	  Specifies a pointer to an array of one, two, three, or four
	  elements, which in turn specify the s, t, r, and q texture
	  coordinates.

DESCRIPTION
     fglTexCoord specifies texture coordinates in one, two, three, or four
     dimensions. fglTexCoord1 sets the current texture coordinates to (s, 0,
     0, 1); a call to fglTexCoord2 sets them to (s, t, 0, 1).  Similarly,
     fglTexCoord3 specifies the texture coordinates as (s, t, r, 1), and
     fglTexCoord4 defines all four components explicitly as (s, t, r, q).

     The current texture coordinates are part of the data that is associated
     with each vertex and with the current raster position. Initially, the
     values for s, t, r, and q are (0, 0, 0, 1).

NOTES
     The current texture coordinates can be updated at any time.  In
     particular, fglTexCoord can be called between a call to fglBegin and the
     corresponding call to fglEnd.

									Page 2

fglTexCoord(3G)		       OpenGL Reference		       fglTexCoord(3G)

MACHINE DEPENDENCIES
     On Octane2 VPro systems, use of the texture q coordinate to achieve
     projective texture effects will be processed on a per-vertex basis
     instead of a per-pixel basis, unless the texture matrix is set up to be
     projective.  (A projective texture matrix, specified as 16-element array
     M, is defined to be one in which any of the M[3], M[7], or M[11] array
     elements is non-zero.) In addition, if either two-sided lighting or
     fragment lighting or separate specular lighting is in effect, projective
     texture effects will always be processed on a per-vertex basis.

ASSOCIATED GETS
     fglGet with argument GL_CURRENT_TEXTURE_COORDS

SEE ALSO
     fglTexCoordPointer, fglVertex

									Page 3

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