<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>