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glTexCoord(3)                                                  glTexCoord(3)




NAME

       glTexCoord1d,  glTexCoord1f,  glTexCoord1i, glTexCoord1s, glTexCoord2d,
       glTexCoord2f, glTexCoord2i, glTexCoord2s,  glTexCoord3d,  glTexCoord3f,
       glTexCoord3i,  glTexCoord3s,  glTexCoord4d, glTexCoord4f, glTexCoord4i,
       glTexCoord4s,  glTexCoord1dv,  glTexCoord1fv,  glTexCoord1iv,  glTexCo-
       ord1sv,  glTexCoord2dv,  glTexCoord2fv,  glTexCoord2iv,  glTexCoord2sv,
       glTexCoord3dv, glTexCoord3fv,  glTexCoord3iv,  glTexCoord3sv,  glTexCo-
       ord4dv,  glTexCoord4fv,  glTexCoord4iv, glTexCoord4sv - set the current
       texture coordinates



C SPECIFICATION

       void glTexCoord1d( GLdouble s )
       void glTexCoord1f( GLfloat s )
       void glTexCoord1i( GLint s )
       void glTexCoord1s( GLshort s )
       void glTexCoord2d( GLdouble s,
                          GLdouble t )
       void glTexCoord2f( GLfloat s,
                          GLfloat t )
       void glTexCoord2i( GLint s,
                          GLint t )
       void glTexCoord2s( GLshort s,
                          GLshort t )
       void glTexCoord3d( GLdouble s,
                          GLdouble t,
                          GLdouble r )
       void glTexCoord3f( GLfloat s,
                          GLfloat t,
                          GLfloat r )
       void glTexCoord3i( GLint s,
                          GLint t,
                          GLint r )
       void glTexCoord3s( GLshort s,
                          GLshort t,
                          GLshort r )
       void glTexCoord4d( GLdouble s,
                          GLdouble t,
                          GLdouble r,
                          GLdouble q )
       void glTexCoord4f( GLfloat s,
                          GLfloat t,
                          GLfloat r,
                          GLfloat q )
       void glTexCoord4i( GLint s,
                          GLint t,
                          GLint r,
                          GLint q )
       void glTexCoord4s( GLshort s,
                          GLshort t,
                          GLshort r,
                          GLshort q )



PARAMETERS

       s, t, r, q
                Specify s, t, r, and q  texture coordinates.  Not all  parame-
                ters are present in all forms of the command.


C SPECIFICATION

       void glTexCoord1dv( const GLdouble *v )
       void glTexCoord1fv( const GLfloat *v )
       void glTexCoord1iv( const GLint *v )
       void glTexCoord1sv( const GLshort *v )
       void glTexCoord2dv( const GLdouble *v )
       void glTexCoord2fv( const GLfloat *v )
       void glTexCoord2iv( const GLint *v )
       void glTexCoord2sv( const GLshort *v )
       void glTexCoord3dv( const GLdouble *v )
       void glTexCoord3fv( const GLfloat *v )
       void glTexCoord3iv( const GLint *v )
       void glTexCoord3sv( const GLshort *v )
       void glTexCoord4dv( const GLdouble *v )
       void glTexCoord4fv( const GLfloat *v )
       void glTexCoord4iv( const GLint *v )
       void glTexCoord4sv( const GLshort *v )



PARAMETERS

       v      Specifies a pointer to an array of one, two, three, or four ele-
              ments, which in turn specify the s, t, r, and q texture  coordi-
              nates.


DESCRIPTION

       glTexCoord  specifies  texture  coordinates in one, two, three, or four
       dimensions.  glTexCoord1 sets the current texture coordinates to (s, 0,
       0, 1); a call to
       glTexCoord2  sets  them to (s, t, 0, 1).  Similarly, glTexCoord3 speci-
       fies the texture coordinates as (s, t, r, 1), and  glTexCoord4  defines
       all four components explicitly as (s, t, r, q).

       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 s, t, r, and q are (0, 0, 0, 1).



NOTES

       The current texture coordinates can be updated at any time.  In partic-
       ular, glTexCoord can be called between a call to glBegin and the corre-
       sponding call to glEnd.

       When  the  GL_ARB_imaging  extension  is  supported,  glTexCoord always
       updates texture unit GL_TEXTURE0_ARB.


ASSOCIATED GETS

       glGet with argument GL_CURRENT_TEXTURE_COORDS


SEE ALSO

       glTexCoordPointer(3), glVertex(3)



                                                                glTexCoord(3)

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