v(3G)									 v(3G)
      v2d, v2f, v2i, v2s, v3d, v3f, v3i,	v3s, v4d, v4f, v4i, v4s	- transfers a
     2-D, 3-D, or 4-D  vertex to the graphics pipe
     void v2s(vector)			 void v2f(vector)
     short vector[2];			 float vector[2];
     void v2i(vector)			 void v2d(vector)
     long vector[2];			 double	vector[2];
     void v3s(vector)			 void v3f(vector)
     short vector[3];			 float vector[3];
     void v3i(vector)			 void v3d(vector)
     long vector[3];			 double	vector[3];
     void v4s(vector)			 void v4f(vector)
     short vector[4];			 float vector[4];
     void v4i(vector)			 void v4d(vector)
     long vector[4];			 double	vector[4];
     vector   expects a	2, 3, or 4 element array, depending on whether you
	      call the v2, v3, or v4 version of	the routine.  The elements of
	      the array	are the	coordinates of the vertex (point) that you
	      want to transfer to the graphics pipe. Put the x coordinate in
	      element 0, the y coordinate in element 1,	the z coordinate in
	      element 2	(for v3	and v4), and the w coordinate in element 3
	      (for v4).
      v transfers a single 2-D (v2), 3-D	(v3), or 4-D (v4) vertex to the
     graphics pipe.  The coordinates are passed	to v as	an array. Separate
     subroutines are provided for 16-bit integers (s), 32-bit integers limited
     to	a signed 24-bit	range (i), 32-bit IEEE single precision	floats (f),
     and 64-bit	IEEE double precision floats (d).  The z coordinate defaults
     to	0.0 if not specified.  w defaults to 1.0.
     The Graphics Library subroutines bgnpoint,	endpoint, bgnline, endline,
     bgnclosedline, endclosedline, bgnpolygon, endpolygon, bgntmesh, endtmesh,
     bgnqstrip,	and endqstrip determine	how the	vertex is interpreted.	For
     example, vertices specified between bgnpoint and endpoint draw single
     pixels (points) on	the screen.  Likewise, those specified between bgnline
     and endline draw a	sequence of lines (with	the line stipple continued
     through internal vertices).  Closed lines return to the first vertex
     specified,	producing the equivalent of an outlined	polygon.
     Vertices specified	when none of bgnpoint, bgnline,	bgnclosedline,
     bgnpolygon, bgntmesh, and bgnqstrip are active simply set the current
     graphics position.	 They do not have any effect on	the frame buffer
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v(3G)									 v(3G)
     contents.	(Refer to the pages for	bgnpoint, bgnline, bgnclosedline,
     bgnpolygon, bgntmesh, and bgnqstrip for their effect on the current
     graphics position.)
     bgnclosedline, bgnline, bgnpoint, bgnpolygon, bgntmesh, bgnqstrip
     On	the IRIS-4D/120GTX and IRIS-4D/140GTX, there is	problem	with the
     graphics DMA hardware that	can cause data to be sent to the hardware
     after the subroutine call has returned.  If the data is modified immediately
 after the subroutine	call, the modified data	may get	sent down.  To
     avoid this, don't modify the data until after another n, v, or c call has
     been made.
     This is an	example	of the bug:
	  vertex[2] = 1.0;
	  v3f(vertex);			      /* 4D/1x0	GTX hardware may receive 3.0 for the z value */
	  vertex[2] = 3.0;
	  v3f(vertex);
     This is one way to	work around the	problem:
	  vertexA[2] = 1.0;
	  v3f(vertexA);
	  vertexB[2] = 3.0;
	  v3f(vertexB);
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