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

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     <STRONG>NAME</STRONG>
	  <STRONG>glPassThrough</STRONG>	- place	a marker in the	feedback buffer


     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
	  void <STRONG>glPassThrough</STRONG>( GLfloat <EM>token</EM> )


     <STRONG>PARAMETERS</STRONG>
	  <EM>token</EM>	 Specifies a marker value to be	placed in the feedback
		 buffer	following a <STRONG>GL_PASS_THROUGH_TOKEN</STRONG>.

     <STRONG>DESCRIPTION</STRONG>
	  Feedback is a	GL render mode.	 The mode is selected by
	  calling <STRONG>glRenderMode</STRONG> with <STRONG>GL_FEEDBACK</STRONG>.  When the GL is in
	  feedback mode, no pixels are produced	by rasterization.
	  Instead, information about primitives	that would have	been
	  rasterized is	fed back to the	application using the GL.  See
	  the <STRONG>glFeedbackBuffer</STRONG> reference page for a description	of the
	  feedback buffer and the values in it.

	  <STRONG>glPassThrough</STRONG>	inserts	a user-defined marker in the feedback
	  buffer when it is executed in	feedback mode. <EM>token</EM> is
	  returned as if it were a primitive; it is indicated with its
	  own unique identifying value:	 <STRONG>GL_PASS_THROUGH_TOKEN</STRONG>.	 The
	  order	of <STRONG>glPassThrough</STRONG> commands with respect to the
	  specification	of graphics primitives is maintained.

     <STRONG>NOTES</STRONG>
	  <STRONG>glPassThrough</STRONG>	is ignored if the GL is	not in feedback	mode.

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

     <STRONG>ASSOCIATED</STRONG>	<STRONG>GETS</STRONG>
	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_RENDER_MODE</STRONG>

     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>
	  <STRONG>glFeedbackBuffer</STRONG>, <STRONG>glRenderMode</STRONG>











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