glTexCoord(3G) OpenGL Reference glTexCoord(3G)
glTexCoord1d, glTexCoord1f, glTexCoord1i, glTexCoord1s, glTexCoord2d,
glTexCoord2f, glTexCoord2i, glTexCoord2s, glTexCoord3d, glTexCoord3f,
glTexCoord3i, glTexCoord3s, glTexCoord4d, glTexCoord4f, glTexCoord4i,
glTexCoord4s, glTexCoord1dv, glTexCoord1fv, glTexCoord1iv, glTexCoord1sv,
glTexCoord2dv, glTexCoord2fv, glTexCoord2iv, glTexCoord2sv,
glTexCoord3dv, glTexCoord3fv, glTexCoord3iv, glTexCoord3sv,
glTexCoord4dv, glTexCoord4fv, glTexCoord4iv, glTexCoord4sv - set the
current texture coordinates
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 )
Page 1
glTexCoord(3G) OpenGL Reference glTexCoord(3G)
s, t, r, q
Specify s, t, r, and q texture coordinates. Not all parameters
are present in all forms of the command.
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 )
v Specifies a pointer to an array of one, two, three, or four
elements, which in turn specify the s, t, r, and q texture
coordinates.
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 specifies 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).
The current texture coordinates can be updated at any time. In
particular, glTexCoord can be called between a call to glBegin and the
corresponding call to glEnd.
MACHINE DEPENDENCIES
On Octane2 VPro systems, use of the texture q coordinate to achieve
projective texture effects will be processed on a per-vertex basis
instead of a per-pixel basis, unless the the texture matrix is set up to
be projective. (A projective texture matrix is defined to be one in
which any of the 13th, 14th or 15th elements is non-zero.) In addition,
Page 2
glTexCoord(3G) OpenGL Reference glTexCoord(3G)
if either two-sided lighting or fragment lighting is in effect,
projective texture effects will always be processed on a per-vertex
basis.
glGet with argument GL_CURRENT_TEXTURE_COORDS
glTexCoordPointer, glVertex
PPPPaaaaggggeeee 3333 [ Back ]
|