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

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     <STRONG>NAME</STRONG>
	  <STRONG>glColorPointer</STRONG> - define an array of colors


     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
	  void <STRONG>glColorPointer</STRONG>( GLint <EM>size</EM>,
			       GLenum <EM>type</EM>,
			       GLsizei <EM>stride</EM>,
			       const GLvoid *<EM>pointer</EM> )


     <STRONG>PARAMETERS</STRONG>
	  <EM>size</EM>	   Specifies the number	of components per color. Must
		   be 3	or 4.

	  <EM>type</EM>	   Specifies the data type of each color component in
		   the array.  Symbolic	constants <STRONG>GL_BYTE</STRONG>,
		   <STRONG>GL_UNSIGNED_BYTE</STRONG>, <STRONG>GL_SHORT</STRONG>, <STRONG>GL_UNSIGNED_SHORT</STRONG>,
		   <STRONG>GL_INT</STRONG>, <STRONG>GL_UNSIGNED_INT</STRONG>, <STRONG>GL_FLOAT</STRONG>, and <STRONG>GL_DOUBLE</STRONG>
		   are accepted.

	  <EM>stride</EM>   Specifies the byte offset between consecutive
		   colors.  If <EM>stride</EM> is 0, (the initial value), the
		   colors are understood to be tightly packed in the
		   array.

	  <EM>pointer</EM>  Specifies a pointer to the first component of the
		   first color element in the array.

     <STRONG>DESCRIPTION</STRONG>
	  <STRONG>glColorPointer</STRONG> specifies the location	and data format	of an
	  array	of color components to use when	rendering.  <EM>size</EM>
	  specifies the	number of components per color,	and must be 3
	  or 4.	 <EM>type</EM> specifies	the data type of each color component,
	  and <EM>stride</EM> specifies the byte	stride from one	color to the
	  next allowing	vertexes and attributes	to be packed into a
	  single array or stored in separate arrays.  (Single-array
	  storage may be more efficient	on some	implementations; see
	  <STRONG>glInterleavedArrays</STRONG>.)

	  When a color array is	specified, <EM>size</EM>, <EM>type</EM>, <EM>stride</EM>, and
	  <EM>pointer</EM> are saved as client-side state.

	  To enable and	disable	the color array, call
	  <STRONG>glEnableClientState</STRONG> and
	  <STRONG>glDisableClientState</STRONG> with the	argument <STRONG>GL_COLOR_ARRAY</STRONG>. If
	  enabled, the color array is used when	<STRONG>glDrawArrays</STRONG>,
	  <STRONG>glDrawElements</STRONG>, or <STRONG>glArrayElement</STRONG> is called.

     <STRONG>NOTES</STRONG>
	  <STRONG>glColorPointer</STRONG> is available only if the GL version is	1.1 or
	  greater.
	  The color array is initially disabled	and isn't accessed
	  when <STRONG>glArrayElement</STRONG>, <STRONG>glDrawArrays</STRONG>, or	<STRONG>glDrawElements</STRONG> is
	  called.

	  Execution of <STRONG>glColorPointer</STRONG> is not allowed between the
	  execution of <STRONG>glBegin</STRONG> and the corresponding execution of
	  <STRONG>glEnd</STRONG>, but an	error may or may not be	generated. If no error
	  is generated,	the operation is undefined.

	  <STRONG>glColorPointer</STRONG> is typically implemented on the client	side.

	  Color	array parameters are client-side state and are
	  therefore not	saved or restored by <STRONG>glPushAttrib</STRONG> and
	  <STRONG>glPopAttrib</STRONG>.	Use <STRONG>glPushClientAttrib</STRONG> and <STRONG>glPopClientAttrib</STRONG>
	  instead.

     <STRONG>ERRORS</STRONG>
	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if <EM>size</EM>	is not 3 or 4.

	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>type</EM> is not an accepted
	  value.

	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if <EM>stride</EM> is negative.

     <STRONG>ASSOCIATED</STRONG>	<STRONG>GETS</STRONG>
	  <STRONG>glIsEnabled</STRONG> with argument <STRONG>GL_COLOR_ARRAY</STRONG>
	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_COLOR_ARRAY_SIZE</STRONG>
	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_COLOR_ARRAY_TYPE</STRONG>
	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_COLOR_ARRAY_STRIDE</STRONG>
	  <STRONG>glGetPointerv</STRONG>	with argument <STRONG>GL_COLOR_ARRAY_POINTER</STRONG>

     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>
	  <STRONG>glArrayElement</STRONG>, <STRONG>glDrawArrays</STRONG>,	<STRONG>glDrawElements</STRONG>,
	  <STRONG>glEdgeFlagPointer</STRONG>,
	  <STRONG>glEnable</STRONG>, <STRONG>glGetPointerv</STRONG>, <STRONG>glIndexPointer</STRONG>,
	  <STRONG>glInterleavedArrays</STRONG>, <STRONG>glNormalPointer</STRONG>,	<STRONG>glPopClientAttrib</STRONG>,
	  <STRONG>glPushClientAttrib</STRONG>, <STRONG>glTexCoordPointer</STRONG>, <STRONG>glVertexPointer</STRONG>















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