HP Workstation zx2000 OpenGL 1.1 Reference for HP-UX 11.x - Page 425

glTexCoordPointer

Page 425 highlights

T glTexCoordPointer glTexCoordPointer glTexCoordPointer: define an array of texture coordinates. C Specification void glTexCoordPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer) Parameters size type stride pointer Specifies the number of coordinates per array element. Must be 1, 2, 3 or 4. The initial value is 4. Specifies the data type of each texture coordinate. Symbolic constants GL_SHORT, GL_INT, GL_FLOAT, or GL_DOUBLE are accepted. The initial value is GL_FLOAT. Specifies the byte offset between consecutive array elements. If stride is 0, the array elements are understood to be tightly packed. The initial value is 0. Specifies a pointer to the first coordinate of the first element in the array. Description glTexCoordPointer specifies the location and data format of an array of texture coordinates to use when rendering. size specifies the number of coordinates per element, and must be 1, 2, 3, or 4. type specifies the data type of each texture coordinate and stride specifies the byte stride from one array element to the next allowing vertexes 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 glInterleavedArrays.) When a texture coordinate array is specified, size, type, stride, and pointer are saved client-side state. To enable and disable the texture coordinate array, call glEnableClientState and glDisableClientState with the argument GL_TEXTURE_COORD_ARRAY. If enabled, the texture coordinate array is used when glDrawArrays, glDrawElements or glArrayElement is called. Use glDrawArrays to construct a sequence of primitives (all of the same type) from pre-specified vertex and vertex attribute arrays. Use glArrayElement to specify primitives by indexing vertexes and vertex attributes and glDrawElements to construct a sequence of primitives by indexing vertexes and vertex attributes. Chapter 18 425

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T
glTexCoordPointer
Chapter 18
425
glTexCoordPointer
glTexCoordPointe
r: define an array of texture coordinates.
C Specification
void glTexCoordPointer(
GLint size,
GLenum type,
GLsizei stride,
const GLvoid *pointer)
Parameters
size
Specifies the number of coordinates per array element. Must be 1, 2, 3
or 4. The initial value is 4.
type
Specifies the data type of each texture coordinate. Symbolic constants
GL_SHORT, GL_INT, GL_FLOAT, or GL_DOUBLE are accepted. The
initial value is GL_FLOAT.
stride
Specifies the byte offset between consecutive array elements. If
stride
is 0, the array elements are understood to be tightly packed. The initial
value is 0.
pointer
Specifies a pointer to the first coordinate of the first element in the
array.
Description
glTexCoordPointer specifies the location and data format of an array of texture
coordinates to use when rendering.
size
specifies the number of coordinates per element,
and must be 1, 2, 3, or 4.
type
specifies the data type of each texture coordinate and
stride
specifies the byte stride from one array element to the next allowing vertexes 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 glInterleavedArrays.) When
a texture coordinate array is specified,
size, type, stride
, and
pointer
are saved client-side
state.
To enable and disable the texture coordinate array, call glEnableClientState and
glDisableClientState with the argument GL_TEXTURE_COORD_ARRAY. If enabled,
the texture coordinate array is used when glDrawArrays, glDrawElements or
glArrayElement is called.
Use glDrawArrays to construct a sequence of primitives (all of the same type) from
pre-specified vertex and vertex attribute arrays. Use glArrayElement to specify
primitives by indexing vertexes and vertex attributes and glDrawElements to construct
a sequence of primitives by indexing vertexes and vertex attributes.