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

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     <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>















































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