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GLMAP2(3G)							    GLMAP2(3G)

NAME
       glMap2d, glMap2f - define a two-dimensional evaluator

C SPECIFICATION
       void glMap2d( GLenum target,
	    GLdouble u1,
	    GLdouble u2,
	    GLint ustride,
	    GLint uorder,
	    GLdouble v1,
	    GLdouble v2,
	    GLint vstride,
	    GLint vorder,
	    const GLdouble *points )
       void glMap2f( GLenum target,
	    GLfloat u1,
	    GLfloat u2,
	    GLint ustride,
	    GLint uorder,
	    GLfloat v1,
	    GLfloat v2,
	    GLint vstride,
	    GLint vorder,
	    const GLfloat *points )

       delim $$

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 glEvalCoord2,
	      to $u hat$, 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 $R sub ij$ and the beginning of control point
	      $R sub { (i+1) j }$, 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.

       v1, v2 Specify a linear mapping of $v$, as presented to glEvalCoord2,
	      to $v hat$, 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 $R sub ij$ and the beginning of control point
	      $R sub { i (j+1) }$, 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 glVertex, glNormal,
       glTexCoord, and glColor 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 ( u hat , v hat ) $ as

       p ( u hat , v hat ) ~~=~~
	down 30 {{size 18 {sum}} from {size 8 {i~=~0}} to {size 9 {n}} }
       ~
	{{size 18 {sum}} from {size 8 {j~=~0}} to {size 9 {m}} } ~
	up 15 { B sub i sup n ( u hat ) ~ B sub j sup m ( v hat ) ~ R sub
       ij }

       where $R sub ij$ is a control point, $B sub i sup n ( u hat )$ is the
       $i$th Bernstein polynomial of degree
       $n$ (uorder = $n ~+~ 1$)

       B sub i sup n ( u hat ) ~~=~~ left ( down 20 {cpile { n above i }} ~
       right ) u hat sup i ( 1 - u hat ) sup { n - i }

       and $B sub j sup m ( v hat )$ is the $j$th Bernstein polynomial of
       degree $m$ (vorder = $m ~+~ 1$)

       B sub j sup m ( v hat ) ~~=~~ left ( ^down 20 {cpile { m above j }} ~^
       right ) v hat sup j ( 1 - v hat ) sup { m - j }

       Recall that $0 sup 0 ~==~ 1 $ and $ left ( ^ down 20 {cpile { n above 0
       }} ~^ right ) ~~==~~ 1 $

       glMap2 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 glEnable and glDisable with the map name, one of the nine
       predefined values for target, described below.  When glEvalCoord2
       presents values $u$ and $v$, the bivariate Bernstein polynomials are
       evaluated using $u hat$ and $v hat$, where

       $u hat ~~=~~ {u ~-~ "u1"} over {"u2" ~-~ "u1"}$

       $v hat ~~=~~ {v ~-~ "v1"} over {"v2" ~-~ "v1"}$

       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 glVertex3 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 glVertex4 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
				glIndex commands are generated when the map is
				evaluated but the current index is not updated
				with the value of these glIndex commands.

       GL_MAP2_COLOR_4		Each control point is four floating-point
				values representing red, green, blue, and
				alpha.	Internal glColor4 commands are
				generated when the map is evaluated but the
				current color is not updated with the value of
				these glColor4 commands.

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

       GL_MAP2_TEXTURE_COORD_1	Each control point is a single floating-point
				value representing the $s$ texture coordinate.
				Internal
				glTexCoord1 commands are generated when the
				map is evaluated but the current texture
				coordinates are not updated with the value of
				these glTexCoord commands.

       GL_MAP2_TEXTURE_COORD_2	Each control point is two floating-point
				values representing the $s$ and $t$ texture
				coordinates.  Internal
				glTexCoord2 commands are generated when the
				map is evaluated but the current texture
				coordinates are not updated with the value of
				these glTexCoord commands.

       GL_MAP2_TEXTURE_COORD_3	Each control point is three floating-point
				values representing the $s$, $t$, and $r$
				texture coordinates.  Internal glTexCoord3
				commands are generated when the map is
				evaluated but the current texture coordinates
				are not updated with the value of these
				glTexCoord commands.

       GL_MAP2_TEXTURE_COORD_4	Each control point is four floating-point
				values representing the $s$, $t$, $r$, and $q$
				texture coordinates.  Internal
				glTexCoord4 commands are generated when the
				map is evaluated but the current texture
				coordinates are not updated with the value of
				these glTexCoord 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" ~times~ "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 sub {i j} $
       to control point $R sub {(i+1) j} $.  vstride specifies how many float
       or double locations are skipped to advance the internal memory pointer
       from control point $R sub {i j} $ to control point $R sub {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 glMap2 before glMap2
       returns.	 Changes to the contents of points have no effect after glMap2
       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.

       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 glMap2 is executed between the
       execution of glBegin and the corresponding execution of glEnd.

       When the GL_ARB_multitexture extension is supported,
       GL_INVALID_OPERATION is generated if glMap2 is called and the value of
       GL_ACTIVE_TEXTURE_ARB is not GL_TEXTURE0_ARB.

ASSOCIATED GETS
       glGetMap
       glGet with argument GL_MAX_EVAL_ORDER
       glIsEnabled with argument GL_MAP2_VERTEX_3
       glIsEnabled with argument GL_MAP2_VERTEX_4
       glIsEnabled with argument GL_MAP2_INDEX
       glIsEnabled with argument GL_MAP2_COLOR_4
       glIsEnabled with argument GL_MAP2_NORMAL
       glIsEnabled with argument GL_MAP2_TEXTURE_COORD_1
       glIsEnabled with argument GL_MAP2_TEXTURE_COORD_2
       glIsEnabled with argument GL_MAP2_TEXTURE_COORD_3
       glIsEnabled with argument GL_MAP2_TEXTURE_COORD_4

SEE ALSO
       glBegin(3G), glColor(3G), glEnable(3G), glEvalCoord(3G),
       glEvalMesh(3G), glEvalPoint(3G), glMap1(3G), glMapGrid(3G),
       glNormal(3G), glTexCoord(3G), glVertex(3G)

								 March 1, 2011
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