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glTexCoordPointer(3G)          OpenGL Reference          glTexCoordPointer(3G)



NAME
     glTexCoordPointer - define an array of texture coordinates


C SPECIFICATION
     void glTexCoordPointer( GLint size,
                             GLenum type,
                             GLsizei stride,
                             const GLvoid *pointer )


PARAMETERS
     size     Specifies the number of coordinates per array element. Must be
              1, 2, 3 or 4. The initial value is 4.

     type     Specifies the data type of each texture coordinate.  Symbolic
              constants GLSHORT, GLINT, GLFLOAT, or GLDOUBLE are accepted.
              The initial value is GLFLOAT.

     stride   Specifies the byte offset between consecutive array elements.
              If stride is 0, the array elements are understood to be tightly
              packed. The initial value is 0.

     pointer  Specifies a pointer to the first coordinate of the first element
              in the array.

DESCRIPTION
     glTexCoordPointer specifies the location and data format of an array of
     texture coordinates to use when rendering.  size specifies the number of
     coordinates per element, and must be 1, 2, 3, or 4.  type specifies the
     data type of each texture coordinate and stride specifies the byte stride
     from one array element to the next allowing vertexes and attributes to be
     packed into a single array or stored in separate arrays.  (Single-array
     storage may be more efficient on some implementations; see
     glInterleavedArrays.)  When a texture coordinate array is specified,
     size, type, stride, and pointer are saved client-side state.

     To enable and disable the texture coordinate array, call
     glEnableClientState and glDisableClientState with the argument
     GLTEXTURECOORDARRAY. If enabled, the texture coordinate array is used
     when glDrawArrays, glDrawElements or
     glArrayElement is called.

     Use glDrawArrays to construct a sequence of primitives (all of the same
     type) from prespecified vertex and vertex attribute arrays.  Use
     glArrayElement to specify primitives by indexing vertexes and vertex
     attributes and glDrawElements to construct a sequence of primitives by
     indexing vertexes and vertex attributes.







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glTexCoordPointer(3G)          OpenGL Reference          glTexCoordPointer(3G)



NOTES
     glTexCoordPointer is available only if the GL version is 1.1 or greater.

     The texture coordinate array is initially disabled and it won't be
     accessed when
     glArrayElement, glDrawElements or glDrawArrays is called.

     Execution of glTexCoordPointer is not allowed between the execution of
     glBegin and the corresponding execution of glEnd, but an error may or may
     not be generated. If no error is generated, the operation is undefined.

     glTexCoordPointer is typically implemented on the client side with no
     protocol.

     The texture coordinate array parameters are client-side state and are
     therefore not saved or restored by glPushAttrib and glPopAttrib.  Use
     glPushClientAttrib and
     glPopClientAttrib instead.

ERRORS
     GLINVALIDVALUE is generated if size is not 1, 2, 3, or 4.

     GLINVALIDENUM is generated if type is not an accepted value.

     GLINVALIDVALUE is generated if stride is negative.

ASSOCIATED GETS
     glIsEnabled with argument GLTEXTURECOORDARRAY
     glGet with argument GLTEXTURECOORDARRAYSIZE
     glGet with argument GLTEXTURECOORDARRAYTYPE
     glGetPointerv with argument GLTEXTURECOORDARRAYPOINTER


MACHINE DEPENDENCIES
     On RealityEngine, RealityEngine2, and VTX systems, do not enable or
     disable GLVERTEXARRAY, GLVERTEXARRAYEXT, GLNORMALARRAY,
     GLNORMALARRAYEXT, GLCOLORARRAY, GLCOLORARRAYEXT,
     GLINDEXARRAY,GLINDEXARRAYEXT, GLTEXTURECOORDARRAY,
     GLTEXTURECOORDARRAYEXT, GLEDGEFLAGARRAY or GLEDGEFLAGARRAYEXT
     between a call to glNewList and the corresponding call to glEndList.
     Instead, enable or disable before the call to glNewList.

     On InfiniteReality systems it is particularly important to minimize the
     amount of data transferred from the application to the graphics pipe,
     since the host-to-pipe bandwidth limit can cause a performance
     bottleneck.  One way to reduce the amount of data transferred per vertex
     is to use properly-aligned byte and short data types whenever possible.
     Accordingly, the EXTvertexarray extension on InfiniteReality systems
     has been optimized for vertex information packed into the following data
     structures.  (Note: v represents vertex coordinates, c represents color
     components, n represents normal coordinates, and t represents texture
     coordinates.  Normals must have unit length.)



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glTexCoordPointer(3G)          OpenGL Reference          glTexCoordPointer(3G)



          struct {GLfloat v[3];}
          struct {GLubyte c[4]; GLfloat v[3];}
          struct {GLshort n[3]; GLfloat v[3];}
          struct {GLubyte c[4]; GLshort n[3]; GLfloat v[3];}
          struct {GLshort t[2]; GLfloat v[3];}
          struct {GLshort t[2]; GLubyte c[4]; GLfloat v[3];}
          struct {GLshort t[2]; GLshort n[3]; GLfloat v[3];}
          struct {GLshort t[2]; GLubyte c[4]; GLshort n[3]; GLfloat v[3];}
          struct {GLfloat t[2]; GLfloat v[3];}
          struct {GLfloat t[2]; GLubyte c[4]; GLfloat v[3];}
          struct {GLfloat t[2]; GLshort n[3]; GLfloat v[3];}
          struct {GLfloat t[2]; GLubyte c[4]; GLshort n[3]; GLfloat v[3];}

     Application-specific fields may be added to these structures, provided
     that all the fields described above retain their relative order and word
     alignment.

     An additional constraint applies when glTexGen is being used.  The
     implementation normally generates all four texture coordinates in
     parallel, and must take special action to generate just a subset of the
     four coordinates.  Therefore performance is best when none of the texture
     coordinates are being generated, or when all of them are being generated.
     For example, when using 2D texturing (generating s and t coordinates) it
     will be faster to enable texture coordinate generation for the r and q
     coordinates as well as s and t.  Choose a texture generation mode of
     GLOBJECTLINEAR and use the plane equations (0,0,0,0) and (0,0,0,1) for
     r and q, respectively.

     Using these structures on InfiniteReality systems can improve performance
     considerably, compared to structures in which all values are single-
     precision floating point.


SEE ALSO
     glArrayElement, glColorPointer, glDrawArrays, glDrawElements,
     glEdgeFlagPointer, glEnable, glGetPointerv, glIndexPointer,
     glNormalPointer, glPopClientAttrib, glPushClientAttrib, glTexCoord,
     glVertexPointer

















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