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diff --git a/doc/html/newtest.html b/doc/html/newtest.html index 259fbfa..5e88679 100644 --- a/doc/html/newtest.html +++ b/doc/html/newtest.html @@ -97,6 +97,13 @@ The second major method is <B>compare()</B>. Some things to keep in mind: pass/fail assessments. </UL> +<P> +It's important to make sure that all OpenGL state variables are set +in the way you expect; otherwise a drawing operation can have surprising +results. This <A HREF="state.html">OpenGL Rendering and State +Cheat-Sheet</A> can help you determine what state variables you need +to set (and might suggest a few things that need testing, too). + <H2>New tests</H2> <P> diff --git a/doc/html/state.html b/doc/html/state.html new file mode 100644 index 0000000..1c58929 --- /dev/null +++ b/doc/html/state.html @@ -0,0 +1,697 @@ +<html> +<head> + <title>OpenGL Rendering and State Cheat-Sheet</title> + <meta http-equiv="Content-Type" content="text/html"> +</head> + +<body> +<h1><a href="http://www.opengl.org/">OpenGL</a> Rendering and State +Cheat-Sheet</h1> + +<p>Here's a terse cheat-sheet that you might find useful when +writing small, self-contained sequences of OpenGL rendering commands +(such as those in many of the <em>glean</em> tests). Be sure to +keep a copy of the OpenGL spec handy for detailed questions. + +<p>Quick-access index: +<ul> + <li><a href="#AccBuf">Accumulation Buffer</a></li> + <li><a href="#ClearBuffers">Clear Buffers</a></li> + <li><a href="#CopyPixels">Copy Pixels</a></li> + <li><a href="#DrawGeometry">Draw Geometry</a></li> + <li><a href="#DrawPixels">Draw Pixels</a></li> + <li><a href="#ReadPixels">Read Pixels</a></li> +</ul> + +<table border=1 width="100%"> + <tr> + <td><strong>Operation</strong></td> + <td><strong>Outline</strong></td> + <td><strong>Details</strong></td> + </tr> + <tr> + <td><a name="AccBuf">Accumulation Buffer</a></td> + <td> + <code>Accum({ACCUM,LOAD,RETURN,MULT}, scale)</code> + <br><code>Accum(ADD, offset)</code> + </td> + <td> + The <a href="#SetFragOps">per-fragment operations</a> scissor test and + dithering, as well as <a href="#SetBuffer">buffer masking</a> + are applied in the case of <code>RETURN</code>. The scissor test + applies to all accumulation operations. + </td> + </tr> + <tr> + <td><a name="ClearBuffers">Clear Buffers</a></td> + <td> + <code>ClearColor(r, g, b, a)</code> + <br><code>ClearIndex(index)</code> + <br><code>ClearDepth(depth)</code> + <br><code>ClearStencil(stencil)</code> + <br><code>ClearAccum(r, g, b, a)</code> + <br><code>Clear(COLOR_BUFFER_BIT | DEPTH_BUFFER_BIT | STENCIL_BUFFER_BIT + | ACCUM_BUFFER_BIT)</code> + </td> + <td> + The <a href="#SetFragOps">per-fragment operations</a> scissor test and + dithering, as well as <a href="#SetBuffer">buffer masking</a> + are applied. + </td> + </tr> + <tr> + <td><a name="CopyPixels">Copy Pixels</a></td> + <td> + <code>ReadBuffer({FRONT_LEFT, FRONT_RIGHT, BACK_LEFT, BACK_RIGHT, + FRONT, BACK, LEFT, RIGHT, AUX{0-n})</code> + <br><a href="#CommonDrawing">Set Common Drawing State</a> + <br><code>RasterPos{234}{sifd}[v](coords)</code> + <br><a href="#SetPixelTransfer">Set Pixel Transfer Modes</a> + <br><code>PixelZoom(zoomX, zoomY)</code> + <br><code>CopyPixels(srcX, srcY, width, height, + {COLOR, STENCIL, DEPTH})</code> + </td> + <td> + Essentially <code>ReadPixels</code> followed by <code>DrawPixels</code>, + but pixel packing/unpacking is skipped and pixel transfer functions + are performed only once. + </td> + </tr> + <tr> + <td><a name="DrawGometry">Draw Geometry</a></td> + <td><a href="#CommonDrawing">Set Common Drawing State</a> + <br><a href="#SetRasterization">Set Rasterization Options</a> + <br><code>ShadeModel({SMOOTH,FLAT})</code> + <br><a href="#SpecifyGeometry">Specify Geometry</a> + </td> + <td> + <br> + </td> + </tr> + <tr> + <td><a name="DrawPixels">Draw Pixels</a></td> + <td><a href="#CommonDrawing">Set Common Drawing State</a> + <br><code>RasterPos{234}{sifd}[v](coords)</code> + <br><a href="#SetPixelUnpack">Set Pixel Unpack Modes</a> + <br><a href="#SetPixelTransfer">Set Pixel Transfer Modes</a> + <br><code>PixelZoom(zoomX, zoomY)</code> + <br><code>DrawPixels(width, height, format, type, data)</code> + </td> + <td> + Raster position is much like a vertex; + is transformed, lit, used to look up a texture color, etc. + <p><code>format: COLOR_INDEX, STENCIL_INDEX, DEPTH_COMPONENT, + RED, GREEN, BLUE, ALPHA, RGB, RGBA, BGR, BGRA, LUMINANCE, + LUMINANCE_ALPHA</code> + <p><code>type: UNSIGNED_BYTE, BITMAP, BYTE, UNSIGNED_SHORT, + SHORT, UNSIGNED_INT, INT, FLOAT, UNSIGNED_BYTE_3_3_2, + UNSIGNED_BYTE_2_3_3_REV, UNSIGNED_SHORT_5_6_5, + UNSIGNED_SHORT_5_6_5_REV, UNSIGNED_SHORT_4_4_4_4, + UNSIGNED_SHORT_4_4_4_4_REV, UNSIGNED_SHORT_5_5_5_1, + UNSIGNED_SHORT_1_5_5_5_REV, UNSIGNED_INT_8_8_8_8, + UNSIGNED_INT_8_8_8_8_REV, UNSIGNED_INT_10_10_10_2, + UNSIGNED_INT_2_10_10_10_REV</code> + <p>Packed types place first component in most-significant bits + of storage unit; <code>REV</code> packed types reverse the order. + </td> + </tr> + <tr> + <td><a name="LoadTexImage">Load Texture Image</a></td> + <td> + <a href="#SetPixelUnpack">Set Pixel Unpack Modes</a> + <br><a href="#SetPixelTransfer">Set Pixel Transfer Modes</a> + <br><code>TexImage2D(TEXTURE_2D, mipmapLevel, internalFormat, width, + height, border, format, type, data)</code> + <hr> + <br><a href="#SetPixelUnpack">Set Pixel Unpack Modes</a> + <br><a href="#SetPixelTransfer">Set Pixel Transfer Modes</a> + <br><code>TexSubImage2D(TEXTURE_2D, mipmapLevel, texXOffset, texYOffset, + width, height, format, type, data)</code> + <hr> + <br><a href="#SetPixelTransfer">Set Pixel Transfer Modes</a> + <br><code>CopyTexImage2D(TEXTURE_2D, mipmapLevel, internalFormat, + fbX, fbY, width, height, border)</code> + <hr> + <br><a href="#SetPixelTransfer">Set Pixel Transfer Modes</a> + <br><code>CopyTexSubImage2D(TEXTURE_2D, mipmapLevel, texXOffset, + texYOffset, fbX, fbY, width, height)</code> + </td> + <td> + <code>internalFormat: + ALPHA{,4,8,12,16}, + LUMINANCE{,4,8,12,16}, + LUMINANCE4_ALPHA4, + LUMINANCE6_ALPHA2, + LUMINANCE8_ALPHA8, + LUMINANCE12_ALPHA4, + LUMINANCE12_ALPHA12, + LUMINANCE16_ALPHA16, + INTENSITY{,4,8,12,16}, + RGB{,4,5,8,10,12,16}, + R3_G3_B2, + RGBA{,2,4,8,12,16}, + RGB5_A1, + RGB10_A2 + </code> + <p><code>format, type:</code> See <a href="#DrawPixels">Draw + Pixels</a>. + <p><code>level</code> is 0 for the highest-resolution mipmap level. + <p><code>border</code> might as well always be 0. + </td> + </tr> + <tr> + <td><a name="MatrixOperations">Matrix Operations</a></td> + <td> + <code>LoadIdentity()</code> + <br><code>LoadMatrix(m)</code> + <br><code>MultMatrix(m)</code> + <br><code>Rotate{fd}(degrees, x, y, z)</code> + <br><code>Translate{fd}(x, y, z)</code> + <br><code>Scale{fd}(x, y, z)</code> + <br><code>Frustum(l, r, b, t, n, f)</code> (n, f > 0) + <br><code>Ortho(l, r, b, t, n, f)</code> + </td> + <td> + Matrix element order is (Sxx, Sxy, Sxz, Sxw, Syx, Syy, Syz, Syw, + Szx, Szy, Szz, Szw, Tx, Ty, Tz, 1). <em>Spq</em> means the scale + factor applied to input coordinate <em>p</em> that contributes to + output coordinate <em>q</em>. <em>Tp</em> means translation + along coordinate <em>p</em>. + <p>Use right-hand rule to find sense of rotation. + <p>Near/far values are <em>distances</em> from the eye. + </td> + </tr> + <tr> + <td><a name="ReadPixels">Read Pixels</a></td> + <td> + <a href="#SetPixelPack">Set Pixel Pack Modes</a> + <br><a href="#SetPixelTransfer">Set Pixel Transfer Modes</a> + <code>ReadBuffer({FRONT_LEFT, FRONT_RIGHT, BACK_LEFT, BACK_RIGHT, + FRONT, BACK, LEFT, RIGHT, AUX{0-n})</code> + <code>ReadPixels(x, y, width, height, format, type, data)</code> + </td> + <td> + For <code>format</code> and <code>type</code>, see + <a href="#DrawPixels">Draw Pixels</a>. + </td> + </tr> + <tr> + <td><a name="SetBuffer">Select/Mask Buffers</a></td> + <td> + <code>DrawBuffer({NONE, FRONT_LEFT, FRONT_RIGHT, BACK_LEFT, BACK_RIGHT, + FRONT, BACK, LEFT, RIGHT, FRONT_AND_BACK, AUX{0-?})</code> + <hr><code>IndexMask(uint mask)</code> + <br><code>ColorMask(boolean r, g, b, a)</code> + <br><code>DepthMask(boolean)</code> + <br><code>StencilMask(uint mask)</code> + </td> + <td> + <br> + </td> + </tr> + <tr> + <td><a name="CommonDrawing">Set Common Drawing State</a> + <td> + <a href="#SetViewport">Set Viewport and Projection</a> + <br><a href="#SetLightingParameters">Set Lighting Parameters</a> + <br><a href="#SetMaterialParameters">Set Material Parameters</a> + <br><a href="#SetModelView">Set ModelView</a> + <br><a href="#SetTexturing">Set Texturing</a> + <br><a href="#SetClientClip">Set Extra Clip Planes</a> + <br><a href="#SetFog">Set Fog Parameters</a> + <br><a href="#SetFragOps">Set Per-Fragment Operations</a> + <br><a href="#SetBuffer">Select/Mask Buffers</a> + </td> + <td> + <br> + </td> + </tr> + <tr> + <td><a name="SetClientClip">Set Extra Clip Planes</a></td> + <td> + <code>ClipPlane(CLIP_PLANE{0-5}, eqn)</code> + <br><code>Enable/Disable(CLIP_PLANE{0-5})</code> + </td> + <td> + <em>eqn</em> has plane eqn coefs, in object coords. + </td> + </tr> + <tr> + <td><a name="SetFog">Set Fog Parameters</a></td> + <td> + <code>Fog{if}[v](name, param)</code> + <br><code>Enable/Disable(FOG)</code> + </td> + <td> + <table> + <tr><td><strong>Name</strong></td><td><strong>Param</strong></td></tr> + <tr> + <td><code>FOG_MODE</code></td> + <td><code>EXP, EXP2, LINEAR</code></td> + </tr> + <tr> + <td><code>FOG_DENSITY</code></td> + <td>float (density for <code>EXP, EXP2</code>)</td> + </tr> + <tr> + <td><code>FOG_START</code></td> + <td>float (eye coord distance to fog start, + for <code>LINEAR</code>)</td> + </tr> + <tr> + <td><code>FOG_END</code></td> + <td>float (eye coord distance to fog end, + for <code>LINEAR</code>)</td> + </tr> + <tr> + <td><code>FOG_COLOR</code></td> + <td>4 floats (fog fade color, for <code>LINEAR</code>)</td> + </tr> + </table> + </td> + </tr> + <tr> + <td><a name="SetLightModelParams">Set Light Model Parameters</a></td> + <td> + <br><code>LightModel{if}[v](name, param)</code> + </td> + <td> + <table> + <tr><td><strong>Name</strong></td><td><strong>Values</strong></td></tr> + <tr><td><code>LIGHT_MODEL_AMBIENT</code></td><td>4</td></tr> + <tr><td><code>LIGHT_MODEL_LOCAL_VIEWER</code></td><td>1 (bool)</td></tr> + <tr><td><code>LIGHT_MODEL_TWO_SIDE</code></td><td>1 (bool)</td></tr> + <tr><td><code>LIGHT_MODEL_COLOR_CONTROL</code></td><td>1</td></tr> + </table> + <br><code>LIGHT_MODEL_COLOR_CONTROL: SINGLE_COLOR, + SEPARATE_SPECULAR_COLOR</code> + </td> + </tr> + <tr> + <td><a name="SetLightSourceParams">Set Light Source Parameters</a></td> + <td> + <a href="#SetModelView">Set Modelview</a> + <br><code>Light{if}[v](LIGHT{0-7}, name, param)</code> + </td> + <td> + <table> + <tr><td><strong>Name</strong></td><td><strong>Values</strong></td></tr> + <tr><td><code>AMBIENT</code></td><td>4</td></tr> + <tr><td><code>DIFFUSE</code></td><td>4</td></tr> + <tr><td><code>SPECULAR</code></td><td>4</td></tr> + <tr><td><code>POSITION</code></td><td>4 (homogeneous)</td></tr> + <tr><td><code>SPOT_DIRECTION</code></td><td>3</td></tr> + <tr><td><code>SPOT_EXPONENT</code></td><td>1</td></tr> + <tr><td><code>SPOT_CUTOFF</code></td><td>1</td></tr> + <tr><td><code>CONSTANT_ATTENUATION</code></td><td>1</td></tr> + <tr><td><code>LINEAR_ATTENUATION</code></td><td>1</td></tr> + <tr><td><code>QUADRATIC_ATTENUATION</code></td><td>1</td></tr> + </table> + </td> + </tr> + <tr> + <td><a name="SetLightingParameters">Set Lighting Parameters</a></td> + <td> + <a href="#SetLightSourceParams">Set Light Source Parameters</a> + <br><a href="#SetLightModelParams">Set Light Model Parameters</a> + <br><code>Enable/Disable(LIGHTING)</code> + </td> + <td> + <br> + </td> + </tr> + <tr> + <td><a name="SetMaterialParameters">Set Material Parameters</a></td> + <td> + <code>FrontFace({CCW, CW})</code> + <br><code>Enable/Disable(NORMALIZE)</code> + <br><code>Material{if}[v](face, name, param)</code> + <br><code>ColorMaterial(face, mode)</code> + <br><code>Enable/Disable(COLOR_MATERIAL)</code> + </td> + <td> + <strong>face</strong>: <code>FRONT, BACK, FRONT_AND_BACK</code> + <p><table> + <tr><td><strong>Name</strong></td><td><strong>Values</strong></td></tr> + <tr><td><code>AMBIENT</code></td><td>4</td></tr> + <tr><td><code>DIFFUSE</code></td><td>4</td></tr> + <tr><td><code>AMBIENT_AND_DIFFUSE</code></td><td>4</td></tr> + <tr><td><code>SPECULAR</code></td><td>4</td></tr> + <tr><td><code>EMISSION</code></td><td>4</td></tr> + <tr><td><code>SHININESS</code></td><td>1</td></tr> + <tr><td><code>COLOR_INDEXES</code></td><td>3 (a, d, s)</td></tr> + </table> + <br><strong>mode</strong>: <code>EMISSION, AMBIENT, DIFFUSE, + SPECULAR, AMBIENT_AND_DIFFUSE</code> + </td> + </tr> + <tr> + <td><a name="SetModelView">Set ModelView</a></td> + <td> + <code>MatrixMode(MODELVIEW)</code> + <br><a href="#MatrixOperations">Matrix Operations</a> + </td> + <td> + <br> + </td> + </tr> + <tr> + <td><a name="SetFragOps">Set Per-Fragment Operations</a></td> + <td> + <code>Scissor(left, bottom, width, height)</code> + <br><code>Enable/Disable(SCISSOR_TEST)</code> + <hr><code>AlphaFunc(aFunc, float refValue)</code> + <br><code>Enable/Disable(ALPHA_TEST)</code> + <hr><code>StencilFunc(sFunc, int refValue, uint mask)</code> + <br><code>StencilOp(sFail, dFail, dPass)</code> + <br><code>Enable/Disable(STENCIL_TEST)</code> + <hr><code>DepthFunc(dFunc)</code> + <br><code>Enable/Disable(DEPTH_TEST)</code> + <hr><code>BlendColor(r, g, b, a)</code> (imaging subset) + <br><code>BlendEquation(bEqn)</code> (imaging subset) + <br><code>BlendFunc(src, dst)</code> + <br><code>Enable/Disable(BLEND)</code> + <hr><code>Enable/Disable(DITHER)</code> + <hr><code>LogicOp(op)</code> + <br><code>Enable/Disable(INDEX_LOGIC_OP)</code> + <br><code>Enable/Disable(COLOR_LOGIC_OP)</code> + </td> + <td> + <code>aFunc, sFunc, dFunc: NEVER, ALWAYS, LESS, LEQUAL, EQUAL, GEQUAL, + GREATER, NOTEQUAL</code> + <p><code>sFail, dFail, dPass: KEEP, ZERO, REPLACE, INCR, DECR, + INVERT</code> + <p><code>bEqn: FUNC_ADD, FUNC_SUBTRACT, FUNC_REVERSE_SUBTRACT, + MIN, MAX</code> + <p><code>src: ZERO, ONE, DST_COLOR, ONE_MINUS_DST_COLOR, + SRC_ALPHA, ONE_MINUS_SRC_ALPHA, DST_ALPHA, ONE_MINUS_DST_ALPHA, + CONSTANT_COLOR, ONE_MINUS_CONSTANT_COLOR, CONSTANT_ALPHA, + ONE_MINUS_CONSTANT_ALPHA, SRC_ALPHA_SATURATE</code> + <p><code>dst: ZERO, ONE, SRC_COLOR, ONE_MINUS_SRC_COLOR, + SRC_ALPHA, ONE_MINUS_SRC_ALPHA, DST_ALPHA, ONE_MINUS_DST_ALPHA, + CONSTANT_COLOR, ONE_MINUS_CONSTANT_COLOR, CONSTANT_ALPHA, + ONE_MINUS_CONSTANT_ALPHA</code> + <p><code>op: CLEAR, AND, AND_REVERSE, COPY, AND_INVERTED, + NOOP, XOR, OR, NOR, EQUIV, INVERT, OR_REVERSE, COPY_INVERTED, + OR_INVERTED, NAND, SET</code> + </td> + </tr> + <tr> + <td><a name="SetPixelPack">Set Pixel Pack Modes</a></td> + <td> + <code>PixelStore{if}(name, param)</code> + </td> + <td> + <table> + <tr><td><strong>Name</strong></td><td><strong>Valid Range</strong></td></tr> + <tr> + <td><code>PACK_SWAP_BYTES</code></td><td><code>TRUE/FALSE</code></td> + </tr> + <tr> + <td><code>PACK_LSB_FIRST</code></td><td><code>TRUE/FALSE</code></td> + </tr> + <tr> + <td><code>PACK_ROW_LENGTH</code></td><td><code>>=0</code></td> + </tr> + <tr> + <td><code>PACK_SKIP_ROWS</code></td><td><code>>=0</code></td> + </tr> + <tr> + <td><code>PACK_SKIP_PIXELS</code></td><td><code>>=0</code></td> + </tr> + <tr> + <td><code>PACK_ALIGNMENT</code></td><td><code>1,2,4,8</code></td> + </tr> + <tr> + <td><code>PACK_IMAGE_HEIGHT</code></td><td><code>>=0</code></td> + </tr> + <tr> + <td><code>PACK_SKIP_IMAGES</code></td><td><code>>=0</code></td> + </tr> + </table> + </td> + </tr> + <tr> + <td><a name="SetPixelTransfer">Set Pixel Transfer Modes</a></td> + <td> + <code>PixelTransfer{if}(name, param)</code> + <br><code>PixelMap{ui,us,f}v(mapName, mapSize, mapValues)</code> + <p><em>Imaging subset commands omitted for brevity</em> + </td> + <td> + <em>rgba</em> indicates a choice of <code>RED, GREEN, BLUE,</code> + or <code>ALPHA</code>. + <br> + <table> + <tr><td><strong>Name</strong></td><td><strong>Type</strong></td></tr> + <tr> <td><code>MAP_COLOR</code></td> <td>Boolean</td> </tr> + <tr> <td><code>MAP_STENCIL</code></td> <td>Boolean</td> </tr> + <tr> <td><code>INDEX_SHIFT</code></td> <td>int</td> </tr> + <tr> <td><code>INDEX_OFFSET</code></td> <td>int</td> </tr> + <tr> <td><em>rgba</em><code>_SCALE</code></td> <td>float</td> </tr> + <tr> <td><code>DEPTH_SCALE</code></td> <td>float</td> </tr> + <tr> <td><em>rgba</em><code>_BIAS</code></td> <td>float</td> </tr> + <tr> <td><code>DEPTH_BIAS</code></td> <td>float</td> </tr> + </table> + <p><code>mapName: PIXEL_MAP_{I_TO_I, S_TO_S, I_TO_R, I_TO_G, I_TO_B, + I_TO_A, R_TO_R, G_TO_G, B_TO_B, A_TO_A</code> + </td> + </tr> + <tr> + <td><a name="SetPixelUnpack">Set Pixel Unpack Modes</a></td> + <td> + <code>PixelStore{if}(name, param)</code> + </td> + <td> + <table> + <tr><td><strong>Name</strong></td><td><strong>Valid Range</strong></td></tr> + <tr> + <td><code>UNPACK_SWAP_BYTES</code></td><td><code>TRUE/FALSE</code></td> + </tr> + <tr> + <td><code>UNPACK_LSB_FIRST</code></td><td><code>TRUE/FALSE</code></td> + </tr> + <tr> + <td><code>UNPACK_ROW_LENGTH</code></td><td><code>>=0</code></td> + </tr> + <tr> + <td><code>UNPACK_SKIP_ROWS</code></td><td><code>>=0</code></td> + </tr> + <tr> + <td><code>UNPACK_SKIP_PIXELS</code></td><td><code>>=0</code></td> + </tr> + <tr> + <td><code>UNPACK_ALIGNMENT</code></td><td><code>1,2,4,8</code></td> + </tr> + <tr> + <td><code>UNPACK_IMAGE_HEIGHT</code></td><td><code>>=0</code></td> + </tr> + <tr> + <td><code>UNPACK_SKIP_IMAGES</code></td><td><code>>=0</code></td> + </tr> + </table> + </td> + </tr> + <tr> + <td><a name="SetRasterization">Set Rasterization Options</a></td> + <td> + <code>PointSize(size)</code> + <br><code>Enable/Disable(POINT_SMOOTH)</code> + <hr><code>LineWidth(width)</code> + <br><code>Enable/Disable(LINE_SMOOTH)</code> + <br><code>LineStipple(int repeatCount, ushort bitPattern)</code> + <br><code>Enable/Disable(LINE_STIPPLE)</code> + <hr><code>PolygonMode({FRONT,BACK,FRONT_AND_BACK}, + <br> {POINT,LINE,FILL})</code> + <br><code>CullFace({FRONT,BACK,FRONT_AND_BACK})</code> + <br><code>Enable/Disable(CULL_FACE)</code> + <br><code>PolygonStipple(ubyte* pattern)</code> + <br><code>Enable/Disable(POLYGON_STIPPLE)</code> + <br><code>PolygonOffset(factor, offset)</code> + <br><code>Enable/Disable(POLYGON_OFFSET_{POINT,LINE,FILL})</code> + </td> + <td> + See DrawPixels for stipple pattern (32x32 bitmap) unpacking rules. + </td> + </tr> + <tr> + <td><a name="SetTexGen">Set TexGen</a></td> + <td> + <br><code>TexGen{ifd}[v]( {S,T,R,Q}, name, param)</code> + <br><code>Enable/Disable(TEXTURE_GEN_{S,T,R,Q})</code> + </td> + <td> + <table> + <tr> + <td><strong>Name</strong></td> + <td><strong>Param</strong></td> + </tr> + <tr> + <td><code>TEXTURE_GEN_MODE</code></td> + <td><code>OBJECT_LINEAR, EYE_LINEAR, SPHERE_MAP</code> + </tr> + <tr> + <td><code>OBJECT_PLANE</code></td> + <td>Plane eqn coefs for <code>OBJECT_LINEAR</code>, obj coords</td> + </tr> + <tr> + <td><code>EYE_PLANE</code></td> + <td>Plane eqn coefs for <code>EYE_LINEAR</code>, eye coords</td> + </tr> + </table> + </td> + </tr> + <tr> + <td><a name="SetTexEnv">Set Texture Environment</a></td> + <td><code>TexEnv{if}[v](TEXTURE_ENV, name, param)</code> + <td> + <table> + <tr><td><strong>Name</strong></td><td><strong>Param</strong></td></tr> + <tr> + <td><code>TEXTURE_ENV_MODE</code></td> + <td><code>REPLACE, MODULATE, DECAL, BLEND</code></td> + </tr> + <tr> + <td><code>TEXTURE_ENV_COLOR</code></td> + <td>r, g, b, a</td> + </tr> + </table> + </td> + </tr> + <tr> + <td><a name="SetTexParams">Set Texture Parameters</a></td> + <td><code>TexParameter{if}[v](TEXTURE_{123}D, name, param)</code> + <td> + <table> + <tr><td><strong>Name</strong></td><td><strong>Param</strong></td></tr> + <tr> + <td><code>TEXTURE_WRAP_S</code></td> + <td><code>CLAMP, CLAMP_TO_EDGE, REPEAT</code></td> + </tr> + <tr> + <td><code>TEXTURE_WRAP_T</code></td> + <td><code>CLAMP, CLAMP_TO_EDGE, REPEAT</code></td> + </tr> + <tr> + <td><code>TEXTURE_WRAP_R</code></td> + <td><code>CLAMP, CLAMP_TO_EDGE, REPEAT</code></td> + </tr> + <tr> + <td><code>TEXTURE_MIN_FILTER</code></td> + <td><code>NEAREST, LINEAR, NEAREST_MIPMAP_NEAREST, + NEAREST_MIPMAP_LINEAR, LINEAR_MIPMAP_NEAREST, + LINEAR_MIPMAP_LINEAR</code></td> + </tr> + <tr> + <td><code>TEXTURE_MAG_FILTER</code></td> + <td><code>NEAREST, LINEAR</code></td> + </tr> + <tr> + <td><code>TEXTURE_BORDER_COLOR</code></td> + <td>4 floats in [0,1]</td> + </tr> + <tr> + <td><code>TEXTURE_PRIORITY</code></td> + <td>float in [0,1]</td> + </tr> + <tr> + <td><code>TEXTURE_MIN_LOD</code></td> + <td>float (LOD range clamp)</td> + </tr> + <tr> + <td><code>TEXTURE_MAX_LOD</code></td> + <td>float (LOD range clamp)</td> + </tr> + <tr> + <td><code>TEXTURE_BASE_LEVEL</code></td> + <td>int (level residence clamp)</td> + </tr> + <tr> + <td><code>TEXTURE_MAX_LEVEL</code></td> + <td>int (level residence clamp)</td> + </tr> + </table> + </td> + </tr> + <tr> + <td><a name="SetTexturing">Set Texturing</a></td> + <td> + <code>BindTexture(TEXTURE_2D, textureID)</code> + <br><a href="#LoadTexImage">Load Texture Image</a> if needed + <br><a href="#SetTexParams">Set Texture Parameters</a> + <br><a href="#SetTexEnv">Set Texture Environment</a> + <br><code>MatrixMode(TEXTURE)</code> + <br><a href="#MatrixOperations">Matrix Operations</a> + <br><a href="#SetTexGen">Set TexGen</a> + <br><code>Enable/Disable(TEXTURE_2D)</code> + </td> + <td> + 1D and 3D textures omitted for brevity + </td> + </tr> + <tr> + <td><a name="SetViewport">Set Viewport and Projection</a></td> + <td> + <code>Viewport(x, y, w, h)</code> + <br><code>DepthRange(n, f)</code> (n, f in [0,1]) + <br><code>MatrixMode(PROJECTION)</code> + <br><a href="#MatrixOperations">Matrix Operations</a> + </td> + <td> + Lower-left corner of projected view volume maps to window + coords (x,y). + </td> + </tr> + <tr> + <td><a name="SpecifyGeometry">Specify Geometry</a></td> + <td><code>Begin/End</code> + <br><a href="#VertexArrays">Vertex Arrays</a> + <br>Display Lists + </td> + <td>Vertices in clockwise order</td> + </tr> + <tr> + <td><a name="VertexArrays">Vertex Arrays</a></td> + <td> + <code>TexCoordPointer(e, t, s, p)</code> + <br><code>Enable/DisableClientState(TEXTURE_COORD_ARRAY)</code> + <br><code>ColorPointer(e, t, s, p)</code> + <br><code>Enable/DisableClientState(COLOR_ARRAY)</code> + <br><code>NormalPointer(t, s, p)</code> + <br><code>Enable/DisableClientState(NORMAL_ARRAY)</code> + <br><code>VertexPointer(e, t, s, p)</code> + <br><code>Enable/DisableClientState(VERTEX_ARRAY)</code> + + <hr> + <code>Begin/ArrayElement(i)/End</code> + <br><em>or</em> <code>DrawArrays(prim, first, count)</code> + <br><em>or</em> <code>DrawElements(prim, count, uit, indices)</code> + </td> + <td>e = number of elements (1-4) + <br>t = type (<code>SHORT, INT,</code> etc.) + <br>s = stride in bytes + <br>p = pointer to data + <br>uit = any unsigned int type + <br>indices = pointer to array of indices + + <p><code>InterleavedArrays</code> can be used for easy setup + of a few selected vertex formats. + + <p>See also compiled vertex arrays. + </td> + </tr> +</table> +<p>Things not yet covered: +<ul> + <li>Imaging subset.</li> + <li>Evaluators.</li> + <li>Selection.</li> + <li>Feedback.</li> + <li>Display lists.</li> + <li>Hints.</li> + <li>Queries.</li> + <li>State push/pop.</li> + <li>Multitexture.</li> +</ul> +</body> +</html> |