<HTML> <BODY> <PRE> <STRONG>NAME</STRONG> <STRONG>glTexCoord1d,</STRONG> <STRONG>glTexCoord1f,</STRONG> <STRONG>glTexCoord1i,</STRONG> <STRONG>glTexCoord1s,</STRONG> <STRONG>glTexCoord2d,</STRONG> <STRONG>glTexCoord2f,</STRONG> <STRONG>glTexCoord2i,</STRONG> <STRONG>glTexCoord2s,</STRONG> <STRONG>glTexCoord3d,</STRONG> <STRONG>glTexCoord3f,</STRONG> <STRONG>glTexCoord3i,</STRONG> <STRONG>glTexCoord3s,</STRONG> <STRONG>glTexCoord4d,</STRONG> <STRONG>glTexCoord4f,</STRONG> <STRONG>glTexCoord4i,</STRONG> <STRONG>glTexCoord4s,</STRONG> <STRONG>glTexCoord1dv,</STRONG> <STRONG>glTexCoord1fv,</STRONG> <STRONG>glTexCoord1iv,</STRONG> <STRONG>glTexCoord1sv,</STRONG> <STRONG>glTexCoord2dv,</STRONG> <STRONG>glTexCoord2fv,</STRONG> <STRONG>glTexCoord2iv,</STRONG> <STRONG>glTexCoord2sv,</STRONG> <STRONG>glTexCoord3dv,</STRONG> <STRONG>glTexCoord3fv,</STRONG> <STRONG>glTexCoord3iv,</STRONG> <STRONG>glTexCoord3sv,</STRONG> <STRONG>glTexCoord4dv,</STRONG> <STRONG>glTexCoord4fv,</STRONG> <STRONG>glTexCoord4iv,</STRONG> <STRONG>glTexCoord4sv</STRONG> - set the current texture coordinates <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG> void <STRONG>glTexCoord1d</STRONG>( GLdouble <EM>s</EM> ) void <STRONG>glTexCoord1f</STRONG>( GLfloat <EM>s</EM> ) void <STRONG>glTexCoord1i</STRONG>( GLint <EM>s</EM> ) void <STRONG>glTexCoord1s</STRONG>( GLshort <EM>s</EM> ) void <STRONG>glTexCoord2d</STRONG>( GLdouble <EM>s</EM>, GLdouble <EM>t</EM> ) void <STRONG>glTexCoord2f</STRONG>( GLfloat <EM>s</EM>, GLfloat <EM>t</EM> ) void <STRONG>glTexCoord2i</STRONG>( GLint <EM>s</EM>, GLint <EM>t</EM> ) void <STRONG>glTexCoord2s</STRONG>( GLshort <EM>s</EM>, GLshort <EM>t</EM> ) void <STRONG>glTexCoord3d</STRONG>( GLdouble <EM>s</EM>, GLdouble <EM>t</EM>, GLdouble <EM>r</EM> ) void <STRONG>glTexCoord3f</STRONG>( GLfloat <EM>s</EM>, GLfloat <EM>t</EM>, GLfloat <EM>r</EM> ) void <STRONG>glTexCoord3i</STRONG>( GLint <EM>s</EM>, GLint <EM>t</EM>, GLint <EM>r</EM> ) void <STRONG>glTexCoord3s</STRONG>( GLshort <EM>s</EM>, GLshort <EM>t</EM>, GLshort <EM>r</EM> ) void <STRONG>glTexCoord4d</STRONG>( GLdouble <EM>s</EM>, GLdouble <EM>t</EM>, GLdouble <EM>r</EM>, GLdouble <EM>q</EM> ) void <STRONG>glTexCoord4f</STRONG>( GLfloat <EM>s</EM>, GLfloat <EM>t</EM>, GLfloat <EM>r</EM>, GLfloat <EM>q</EM> ) void <STRONG>glTexCoord4i</STRONG>( GLint <EM>s</EM>, GLint <EM>t</EM>, GLint <EM>r</EM>, GLint <EM>q</EM> ) void <STRONG>glTexCoord4s</STRONG>( GLshort <EM>s</EM>, GLshort <EM>t</EM>, GLshort <EM>r</EM>, GLshort <EM>q</EM> ) <STRONG>PARAMETERS</STRONG> <EM>s</EM>, <EM>t</EM>, <EM>r</EM>, <EM>q</EM> Specify <EM>s</EM>, <EM>t</EM>, <EM>r</EM>, and <EM>q</EM> texture coordinates. Not all parameters are present in all forms of the command. <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG> void <STRONG>glTexCoord1dv</STRONG>( const GLdouble *<EM>v</EM> ) void <STRONG>glTexCoord1fv</STRONG>( const GLfloat *<EM>v</EM> ) void <STRONG>glTexCoord1iv</STRONG>( const GLint *<EM>v</EM> ) void <STRONG>glTexCoord1sv</STRONG>( const GLshort *<EM>v</EM> ) void <STRONG>glTexCoord2dv</STRONG>( const GLdouble *<EM>v</EM> ) void <STRONG>glTexCoord2fv</STRONG>( const GLfloat *<EM>v</EM> ) void <STRONG>glTexCoord2iv</STRONG>( const GLint *<EM>v</EM> ) void <STRONG>glTexCoord2sv</STRONG>( const GLshort *<EM>v</EM> ) void <STRONG>glTexCoord3dv</STRONG>( const GLdouble *<EM>v</EM> ) void <STRONG>glTexCoord3fv</STRONG>( const GLfloat *<EM>v</EM> ) void <STRONG>glTexCoord3iv</STRONG>( const GLint *<EM>v</EM> ) void <STRONG>glTexCoord3sv</STRONG>( const GLshort *<EM>v</EM> ) void <STRONG>glTexCoord4dv</STRONG>( const GLdouble *<EM>v</EM> ) void <STRONG>glTexCoord4fv</STRONG>( const GLfloat *<EM>v</EM> ) void <STRONG>glTexCoord4iv</STRONG>( const GLint *<EM>v</EM> ) void <STRONG>glTexCoord4sv</STRONG>( const GLshort *<EM>v</EM> ) <STRONG>PARAMETERS</STRONG> <EM>v</EM> Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the <EM>s</EM>, <EM>t</EM>, <EM>r</EM>, and <EM>q</EM> texture coordinates. <STRONG>DESCRIPTION</STRONG> <STRONG>glTexCoord</STRONG> specifies texture coordinates in one, two, three, or four dimensions. <STRONG>glTexCoord1</STRONG> sets the current texture coordinates to (<EM>s</EM>, 0, 0, 1); a call to <STRONG>glTexCoord2</STRONG> sets them to (<EM>s</EM>, <EM>t</EM>, 0, 1). Similarly, <STRONG>glTexCoord3</STRONG> specifies the texture coordinates as (<EM>s</EM>, <EM>t</EM>, <EM>r</EM>, 1), and <STRONG>glTexCoord4</STRONG> defines all four components explicitly as (<EM>s</EM>, <EM>t</EM>, <EM>r</EM>, <EM>q</EM>). The current texture coordinates are part of the data that is associated with each vertex and with the current raster position. Initially, the values for <EM>s</EM>, <EM>t</EM>, <EM>r</EM>, and <EM>q</EM> are (0, 0, 0, 1). <STRONG>NOTES</STRONG> The current texture coordinates can be updated at any time. In particular, <STRONG>glTexCoord</STRONG> can be called between a call to <STRONG>glBegin</STRONG> and the corresponding call to <STRONG>glEnd</STRONG>. <STRONG>ASSOCIATED</STRONG> <STRONG>GETS</STRONG> <STRONG>glGet</STRONG> with argument <STRONG>GL_CURRENT_TEXTURE_COORDS</STRONG> <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG> <STRONG>glTexCoordPointer</STRONG>, <STRONG>glVertex</STRONG> </PRE> </BODY> </HTML>