fglevalcoord1fv man page on IRIX

Man page or keyword search:  
man Server   31559 pages
apropos Keyword Search (all sections)
Output format
IRIX logo
[printable version]



fglEvalCoord(3G)	       OpenGL Reference		      fglEvalCoord(3G)

NAME
     fglEvalCoord1d, fglEvalCoord1f, fglEvalCoord2d, fglEvalCoord2f,
     fglEvalCoord1dv, fglEvalCoord1fv, fglEvalCoord2dv, fglEvalCoord2fv -
     evaluate enabled one- and two-dimensional maps

FORTRAN SPECIFICATION
     SUBROUTINE fglEvalCoord1d( REAL*4 u )
     SUBROUTINE fglEvalCoord1f( REAL*4 u )
     SUBROUTINE fglEvalCoord2d( REAL*4 u,
				REAL*4 v )
     SUBROUTINE fglEvalCoord2f( REAL*4 u,
				REAL*4 v )

PARAMETERS
     u	Specifies a value that is the domain coordinate u to the basis
	function defined in a previous fglMap1 or fglMap2 command.

     v	Specifies a value that is the domain coordinate v to the basis
	function defined in a previous fglMap2 command.	 This argument is not
	present in a fglEvalCoord1 command.

FORTRAN SPECIFICATION
     SUBROUTINE fglEvalCoord1dv( CHARACTER*8 u )
     SUBROUTINE fglEvalCoord1fv( CHARACTER*8 u )
     SUBROUTINE fglEvalCoord2dv( CHARACTER*8 u )
     SUBROUTINE fglEvalCoord2fv( CHARACTER*8 u )

PARAMETERS
     u	  Specifies a pointer to an array containing either one or two domain
	  coordinates.	The first coordinate is u.  The second coordinate is
	  v, which is present only in fglEvalCoord2 versions.

DESCRIPTION
     fglEvalCoord1 evaluates enabled one-dimensional maps at argument u.
     fglEvalCoord2 does the same for two-dimensional maps using two domain
     values, u and v.  To define a map, call fglMap1 and fglMap2; to enable
     and disable it, call fglEnable and fglDisable.

     When one of the fglEvalCoord commands is issued, all currently enabled
     maps of the indicated dimension are evaluated.  Then, for each enabled
     map, it is as if the corresponding GL command had been issued with the
     computed value.  That is, if GL_MAP1_INDEX or GL_MAP2_INDEX is enabled, a
     fglIndex command is simulated.  If GL_MAP1_COLOR_4 or GL_MAP2_COLOR_4 is
     enabled, a fglColor command is simulated.	If GL_MAP1_NORMAL or
     GL_MAP2_NORMAL is enabled, a normal vector is produced, and if any of
     GL_MAP1_TEXTURE_COORD_1, GL_MAP1_TEXTURE_COORD_2,
     GL_MAP1_TEXTURE_COORD_3, GL_MAP1_TEXTURE_COORD_4,
     GL_MAP2_TEXTURE_COORD_1, GL_MAP2_TEXTURE_COORD_2,
     GL_MAP2_TEXTURE_COORD_3, or GL_MAP2_TEXTURE_COORD_4 is enabled, then an

									Page 1

fglEvalCoord(3G)	       OpenGL Reference		      fglEvalCoord(3G)

     appropriate fglTexCoord command is simulated.

     For color, color index, normal, and texture coordinates the GL uses
     evaluated values instead of current values for those evaluations that are
     enabled, and current values otherwise, However, the evaluated values do
     not update the current values.  Thus, if fglVertex commands are
     interspersed with fglEvalCoord commands, the color, normal, and texture
     coordinates associated with the fglVertex commands are not affected by
     the values generated by the fglEvalCoord commands, but only by the most
     recent fglColor, fglIndex, fglNormal, and fglTexCoord commands.

     No commands are issued for maps that are not enabled.  If more than one
     texture evaluation is enabled for a particular dimension (for example,
     GL_MAP2_TEXTURE_COORD_1 and GL_MAP2_TEXTURE_COORD_2), then only the
     evaluation of the map that produces the larger number of coordinates (in
     this case, GL_MAP2_TEXTURE_COORD_2) is carried out.  GL_MAP1_VERTEX_4
     overrides GL_MAP1_VERTEX_3, and GL_MAP2_VERTEX_4 overrides
     GL_MAP2_VERTEX_3, in the same manner.  If neither a three- nor a four-
     component vertex map is enabled for the specified dimension, the
     fglEvalCoord command is ignored.

     If you have enabled automatic normal generation, by calling fglEnable
     with argument GL_AUTO_NORMAL, fglEvalCoord2 generates surface normals
     analytically, regardless of the contents or enabling of the
     GL_MAP2_NORMAL map.  Let

					  __	 __
				    m =	       x
					]u     ]v

     Then the generated normal n is
					 _____
				     n =
					 ||m||

     If automatic normal generation is disabled, the corresponding normal map
     GL_MAP2_NORMAL, if enabled, is used to produce a normal.  If neither
     automatic normal generation nor a normal map is enabled, no normal is
     generated for fglEvalCoord2 commands.

ASSOCIATED GETS
     fglIsEnabled with argument GL_MAP1_VERTEX_3
     fglIsEnabled with argument GL_MAP1_VERTEX_4
     fglIsEnabled with argument GL_MAP1_INDEX
     fglIsEnabled with argument GL_MAP1_COLOR_4
     fglIsEnabled with argument GL_MAP1_NORMAL
     fglIsEnabled with argument GL_MAP1_TEXTURE_COORD_1
     fglIsEnabled with argument GL_MAP1_TEXTURE_COORD_2
     fglIsEnabled with argument GL_MAP1_TEXTURE_COORD_3
     fglIsEnabled with argument GL_MAP1_TEXTURE_COORD_4
     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

									Page 2

fglEvalCoord(3G)	       OpenGL Reference		      fglEvalCoord(3G)

     fglIsEnabled with argument GL_MAP2_TEXTURE_COORD_2
     fglIsEnabled with argument GL_MAP2_TEXTURE_COORD_3
     fglIsEnabled with argument GL_MAP2_TEXTURE_COORD_4
     fglIsEnabled with argument GL_AUTO_NORMAL
     fglGetMap

MACHINE DEPENDENCIES
     RealityEngine, RealityEngine2, and VTX systems do not handle 1D maps for
     colors correctly.

SEE ALSO
     fglBegin, fglColor, fglEnable, fglEvalMesh, fglEvalPoint, fglIndex,
     fglMap1, fglMap2, fglMapGrid, fglNormal, fglTexCoord, fglVertex

									Page 3

[top]

List of man pages available for IRIX

Copyright (c) for man pages and the logo by the respective OS vendor.

For those who want to learn more, the polarhome community provides shell access and support.

[legal] [privacy] [GNU] [policy] [cookies] [netiquette] [sponsors] [FAQ]
Tweet
Polarhome, production since 1999.
Member of Polarhome portal.
Based on Fawad Halim's script.
....................................................................
Vote for polarhome
Free Shell Accounts :: the biggest list on the net