<HTML> <BODY> <PRE> <STRONG>NAME</STRONG> <STRONG>glEdgeFlagPointer</STRONG> - define an array of edge flags <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG> void <STRONG>glEdgeFlagPointer</STRONG>( GLsizei <EM>stride</EM>, const GLvoid *<EM>pointer</EM> ) <STRONG>PARAMETERS</STRONG> <EM>stride</EM> Specifies the byte offset between consecutive edge flags. If <EM>stride</EM> is 0 (the initial value), the edge flags are understood to be tightly packed in the array. <EM>pointer</EM> Specifies a pointer to the first edge flag in the array. <STRONG>DESCRIPTION</STRONG> <STRONG>glEdgeFlagPointer</STRONG> specifies the location and data format of an array of boolean edge flags to use when rendering. <EM>stride</EM> specifies the byte stride from one edge flag 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 an edge flag array is specified, <EM>stride</EM> and <EM>pointer</EM> are saved as client-side state. To enable and disable the edge flag array, call <STRONG>glEnableClientState</STRONG> and <STRONG>glDisableClientState</STRONG> with the argument <STRONG>GL_EDGE_FLAG_ARRAY</STRONG>. If enabled, the edge flag array is used when <STRONG>glDrawArrays</STRONG>, <STRONG>glDrawElements</STRONG>, or <STRONG>glArrayElement</STRONG> is called. Use <STRONG>glDrawArrays</STRONG> to construct a sequence of primitives (all of the same type) from prespecified vertex and vertex attribute arrays. Use <STRONG>glArrayElement</STRONG> to specify primitives by indexing vertexes and vertex attributes and <STRONG>glDrawElements</STRONG> to construct a sequence of primitives by indexing vertexes and vertex attributes. <STRONG>NOTES</STRONG> <STRONG>glEdgeFlagPointer</STRONG> is available only if the GL version is 1.1 or greater. The edge flag array is initially disabled and it won't be accessed when <STRONG>glArrayElement</STRONG>, <STRONG>glDrawElements</STRONG> or <STRONG>glDrawArrays</STRONG> is called. Execution of <STRONG>glEdgeFlagPointer</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>glEdgeFlagPointer</STRONG> is typically implemented on the client side. Edge flag 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_ENUM</STRONG> is generated if <EM>stride</EM> is negative. <STRONG>ASSOCIATED</STRONG> <STRONG>GETS</STRONG> <STRONG>glIsEnabled</STRONG> with argument <STRONG>GL_EDGE_FLAG_ARRAY</STRONG> <STRONG>glGet</STRONG> with argument <STRONG>GL_EDGE_FLAG_ARRAY_STRIDE</STRONG> <STRONG>glGetPointerv</STRONG> with argument <STRONG>GL_EDGE_FLAG_ARRAY_POINTER</STRONG> <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG> <STRONG>glArrayElement</STRONG>, <STRONG>glColorPointer</STRONG>, <STRONG>glDrawArrays</STRONG>, <STRONG>glDrawElements</STRONG>, <STRONG>glEnable</STRONG>, <STRONG>glGetPointerv</STRONG>, <STRONG>glIndexPointer</STRONG>, <STRONG>glNormalPointer</STRONG>, <STRONG>glPopClientAttrib</STRONG>, <STRONG>glPushClientAttrib</STRONG>, <STRONG>glTexCoordPointer</STRONG>, <STRONG>glVertexPointer</STRONG> </PRE> </BODY> </HTML>