bgnpoint, endpoint - delimit the interpretation of vertex routines as
bgnpoint marks the beginning of a list of vertex routines that you want
interpreted as points. Use the endpoint routine to mark the end of the
list. For each vertex, the system draws a one-pixel point into the frame
buffer. Use the v routine to specify a vertex.
Between bgnpoint and endpoint, you can issue only the following Graphics
Library routines: c, color, cpack, lmbind, lmcolor, lmdef, n, RGBcolor,
t, and v. Use lmdef and lmbind to respecify only materials and their
There is no limit to the number of vertices that can be specified between
bgnpoint and endpoint.
By default points are forced to the nearest pixel center prior to scan
conversion. This coercion is defeated with the subpixel command.
Subpixel point positioning is important only when points are scan
converted with antialiasing enabled (see pntsmooth).
After endpoint, the current graphics position is the most recent vertex.
On Impact and Infinite Reality lmcolor cannot be called between bgnpoint
c, pntsmooth, subpixel, v
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