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

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     <STRONG>NAME</STRONG>
	  <STRONG>gluLoadSamplingMatrices</STRONG> - load NURBS sampling	and culling
	  matrices


     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
	  void <STRONG>gluLoadSamplingMatrices</STRONG>(	GLUnurbs* <EM>nurb</EM>,
					const GLfloat *<EM>model</EM>,
					const GLfloat *<EM>perspective</EM>,
					const GLint *<EM>view</EM> )


     <STRONG>PARAMETERS</STRONG>
	  <EM>nurb</EM>	       Specifies the NURBS object (created with
		       <STRONG>gluNewNurbsRenderer</STRONG>).

	  <EM>model</EM>	       Specifies a modelview matrix (as	from a
		       <STRONG>glGetFloatv</STRONG> call).

	  <EM>perspective</EM>  Specifies a projection matrix (as from a
		       <STRONG>glGetFloatv</STRONG> call).

	  <EM>view</EM>	       Specifies a viewport (as	from a <STRONG>glGetIntegerv</STRONG>
		       call).

     <STRONG>DESCRIPTION</STRONG>
	  <STRONG>gluLoadSamplingMatrices</STRONG> uses <EM>model</EM>, <EM>perspective</EM>, and <EM>view</EM> to
	  recompute the	sampling and culling matrices stored in	<EM>nurb</EM>.
	  The sampling matrix determines how finely a NURBS curve or
	  surface must be tessellated to satisfy the sampling
	  tolerance (as	determined by the <STRONG>GLU_SAMPLING_TOLERANCE</STRONG>
	  property).  The culling matrix is used in deciding if	a
	  NURBS	curve or surface should	be culled before rendering
	  (when	the <STRONG>GLU_CULLING</STRONG>	property is turned on).

	  <STRONG>gluLoadSamplingMatrices</STRONG> is necessary only if the
	  <STRONG>GLU_AUTO_LOAD_MATRIX</STRONG> property	is turned off (see
	  <STRONG>gluNurbsProperty</STRONG>).  Although it can be convenient to leave
	  the <STRONG>GLU_AUTO_LOAD_MATRIX</STRONG> property turned on, there can be a
	  performance penalty for doing	so.  (A	round trip to the GL
	  server is needed to fetch the	current	values of the
	  modelview matrix, projection matrix, and viewport.)

     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>
	  <STRONG>gluGetNurbsProperty</STRONG>, <STRONG>gluNewNurbsRenderer</STRONG>, <STRONG>gluNurbsProperty</STRONG>







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