<HTML> <BODY> <PRE> <STRONG>NAME</STRONG> <STRONG>glRectd,</STRONG> <STRONG>glRectf,</STRONG> <STRONG>glRecti,</STRONG> <STRONG>glRects,</STRONG> <STRONG>glRectdv,</STRONG> <STRONG>glRectfv,</STRONG> <STRONG>glRectiv,</STRONG> <STRONG>glRectsv</STRONG> - draw a rectangle <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG> void <STRONG>glRectd</STRONG>( GLdouble <EM>x1</EM>, GLdouble <EM>y1</EM>, GLdouble <EM>x2</EM>, GLdouble <EM>y2</EM> ) void <STRONG>glRectf</STRONG>( GLfloat <EM>x1</EM>, GLfloat <EM>y1</EM>, GLfloat <EM>x2</EM>, GLfloat <EM>y2</EM> ) void <STRONG>glRecti</STRONG>( GLint <EM>x1</EM>, GLint <EM>y1</EM>, GLint <EM>x2</EM>, GLint <EM>y2</EM> ) void <STRONG>glRects</STRONG>( GLshort <EM>x1</EM>, GLshort <EM>y1</EM>, GLshort <EM>x2</EM>, GLshort <EM>y2</EM> ) <STRONG>PARAMETERS</STRONG> <EM>x1</EM>, <EM>y1</EM> Specify one vertex of a rectangle. <EM>x2</EM>, <EM>y2</EM> Specify the opposite vertex of the rectangle. <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG> void <STRONG>glRectdv</STRONG>( const GLdouble *<EM>v1</EM>, const GLdouble *<EM>v2</EM> ) void <STRONG>glRectfv</STRONG>( const GLfloat *<EM>v1</EM>, const GLfloat *<EM>v2</EM> ) void <STRONG>glRectiv</STRONG>( const GLint *<EM>v1</EM>, const GLint *<EM>v2</EM> ) void <STRONG>glRectsv</STRONG>( const GLshort *<EM>v1</EM>, const GLshort *<EM>v2</EM> ) <STRONG>PARAMETERS</STRONG> <EM>v1</EM> Specifies a pointer to one vertex of a rectangle. <EM>v2</EM> Specifies a pointer to the opposite vertex of the rectangle. <STRONG>DESCRIPTION</STRONG> <STRONG>glRect</STRONG> supports efficient specification of rectangles as two corner points. Each rectangle command takes four arguments, organized either as two consecutive pairs of (<EM>x</EM>,<EM>y</EM>) coordinates, or as two pointers to arrays, each containing an (<EM>x</EM>,<EM>y</EM>) pair. The resulting rectangle is defined in the <EM>z</EM>=0 plane. <STRONG>glRect</STRONG>(<EM>x1</EM>, <EM>y1</EM>, <EM>x2</EM>, <EM>y2</EM>) is exactly equivalent to the following sequence: glBegin(<STRONG>GL_POLYGON</STRONG>); glVertex2(<EM>x1</EM>, <EM>y1</EM>); glVertex2(<EM>x2</EM>, <EM>y1</EM>); glVertex2(<EM>x2</EM>, <EM>y2</EM>); glVertex2(<EM>x1</EM>, <EM>y2</EM>); glEnd(); Note that if the second vertex is above and to the right of the first vertex, the rectangle is constructed with a counterclockwise winding. <STRONG>ERRORS</STRONG> <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glRect</STRONG> is executed between the execution of <STRONG>glBegin</STRONG> and the corresponding execution of <STRONG>glEnd</STRONG>. <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG> <STRONG>glBegin</STRONG>, <STRONG>glVertex</STRONG> </PRE> </BODY> </HTML>