Sophie

Sophie

distrib > Fedora > 15 > i386 > by-pkgid > eee00533ac83fd7ebbf9846dc6d3b77b > files > 108

Io-language-graphics-and-sound-20080330-6.fc15.i686.rpm

<HTML>
<BODY>
<PRE>
     <STRONG>NAME</STRONG>
	  <STRONG>glHint</STRONG> - specify implementation-specific hints


     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
	  void <STRONG>glHint</STRONG>( GLenum <EM>target</EM>,
		       GLenum <EM>mode</EM> )


     <STRONG>PARAMETERS</STRONG>
	  <EM>target</EM>  Specifies a symbolic constant	indicating the
		  behavior to be controlled.  <STRONG>GL_FOG_HINT</STRONG>,
		  <STRONG>GL_LINE_SMOOTH_HINT</STRONG>, <STRONG>GL_PERSPECTIVE_CORRECTION_HINT</STRONG>,
		  <STRONG>GL_POINT_SMOOTH_HINT</STRONG>,	and <STRONG>GL_POLYGON_SMOOTH_HINT</STRONG> are
		  accepted.

	  <EM>mode</EM>	  Specifies a symbolic constant	indicating the desired
		  behavior.  <STRONG>GL_FASTEST</STRONG>, <STRONG>GL_NICEST</STRONG>, and	<STRONG>GL_DONT_CARE</STRONG>
		  are accepted.

     <STRONG>DESCRIPTION</STRONG>
	  Certain aspects of GL	behavior, when there is	room for
	  interpretation, can be controlled with hints.	 A hint	is
	  specified with two arguments.	 <EM>target</EM>	is a symbolic constant
	  indicating the behavior to be	controlled, and	<EM>mode</EM> is
	  another symbolic constant indicating the desired behavior.
	  The initial value for	each <EM>target</EM> is <STRONG>GL_DONT_CARE</STRONG>. <EM>mode</EM> can
	  be one of the	following:

	  <STRONG>GL_FASTEST</STRONG>	      The most efficient option	should be
			      chosen.

	  <STRONG>GL_NICEST</STRONG>	      The most correct,	or highest quality,
			      option should be chosen.

	  <STRONG>GL_DONT_CARE</STRONG>	      No preference.

	  Though the implementation aspects that can be	hinted are
	  well defined,	the interpretation of the hints	depends	on the
	  implementation.  The hint aspects that can be	specified with
	  <EM>target</EM>, along	with suggested semantics, are as follows:

	  <STRONG>GL_FOG_HINT</STRONG>	      Indicates	the accuracy of	fog
			      calculation.  If per-pixel fog
			      calculation is not efficiently supported
			      by the GL	implementation,	hinting
			      <STRONG>GL_DONT_CARE</STRONG> or <STRONG>GL_FASTEST</STRONG> can result in
			      per-vertex calculation of	fog effects.

	  <STRONG>GL_LINE_SMOOTH_HINT</STRONG> Indicates	the sampling quality of
			      antialiased lines.  If a larger filter
			      function is applied, hinting <STRONG>GL_NICEST</STRONG>
			      can result in more pixel fragments being
			      generated	during rasterization,

	  <STRONG>GL_PERSPECTIVE_CORRECTION_HINT</STRONG>
			      Indicates	the quality of color and
			      texture coordinate interpolation.	 If
			      perspective-corrected parameter
			      interpolation is not efficiently
			      supported	by the GL implementation,
			      hinting <STRONG>GL_DONT_CARE</STRONG> or <STRONG>GL_FASTEST</STRONG> can
			      result in	simple linear interpolation of
			      colors and/or texture coordinates.

	  <STRONG>GL_POINT_SMOOTH_HINT</STRONG>
			      Indicates	the sampling quality of
			      antialiased points.  If a	larger filter
			      function is applied, hinting <STRONG>GL_NICEST</STRONG>
			      can result in more pixel fragments being
			      generated	during rasterization,

	  <STRONG>GL_POLYGON_SMOOTH_HINT</STRONG>
			      Indicates	the sampling quality of
			      antialiased polygons.  Hinting <STRONG>GL_NICEST</STRONG>
			      can result in more pixel fragments being
			      generated	during rasterization, if a
			      larger filter function is	applied.

     <STRONG>NOTES</STRONG>
	  The interpretation of	hints depends on the implementation.
	  Some implementations ignore <STRONG>glHint</STRONG> settings.

     <STRONG>ERRORS</STRONG>
	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if either <EM>target</EM>	or <EM>mode</EM>	is not
	  an accepted value.

	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glHint</STRONG> is executed
	  between the execution	of <STRONG>glBegin</STRONG> and the corresponding
	  execution of <STRONG>glEnd</STRONG>.














</PRE>
</BODY>
</HTML>