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GLMAP2()							      GLMAP2()

NAME
       glMap2d, glMap2f - define a two-dimensional evaluator

C SPECIFICATION
       void glMap2d( GLenum target,
		     GLdouble u1,
		     GLdouble u2,
		     GLint ustride,
		     GLint uorder,
		     GLdouble v1,
		     GLdouble v2,
		     GLint vstride,
		     GLint vorder,
		     const GLdouble *points )
       void glMap2f( GLenum target,
		     GLfloat u1,
		     GLfloat u2,
		     GLint ustride,
		     GLint uorder,
		     GLfloat v1,
		     GLfloat v2,
		     GLint vstride,
		     GLint vorder,
		     const GLfloat *points )

       delim $$

PARAMETERS
       target	Specifies the kind of values that are generated by the evalua‐
		tor.  Symbolic constants  GL_MAP2_VERTEX_3,  GL_MAP2_VERTEX_4,
		GL_MAP2_INDEX,	GL_MAP2_COLOR_4,  GL_MAP2_NORMAL, GL_MAP2_TEX‐
		TURE_COORD_1,	   GL_MAP2_TEXTURE_COORD_2,	  GL_MAP2_TEX‐
		TURE_COORD_3, and GL_MAP2_TEXTURE_COORD_4 are accepted.

       u1, u2	Specify a linear mapping of $u$, as presented to glEvalCoord2,
		to $u hat$, one of the two variables that are evaluated by the
		equations specified by this command. Initially, u1 is 0 and u2
		is 1.

       ustride	Specifies the number of floats or doubles between  the	begin‐
		ning  of control point $R sub ij$ and the beginning of control
		point $R sub { (i+1) j }$, where $i$ and $j$ are the  $u$  and
		$v$  control point indices, respectively.  This allows control
		points to be embedded in arbitrary data structures.  The  only
		constraint  is	that the values for a particular control point
		must occupy contiguous memory locations. The initial value  of
		ustride is 0.

       uorder	Specifies  the dimension of the control point array in the $u$
		axis.  Must be positive. The initial value is 1.

       v1, v2	Specify a linear mapping of $v$, as presented to glEvalCoord2,
		to $v hat$, one of the two variables that are evaluated by the
		equations specified by this command. Initially, v1 is 0 and v2
		is 1.

       vstride	Specifies  the	number of floats or doubles between the begin‐
		ning of control point $R sub ij$ and the beginning of  control
		point  $R  sub { i (j+1) }$, where $i$ and $j$ are the $u$ and
		$v$ control point indices, respectively.  This allows  control
		points	to be embedded in arbitrary data structures.  The only
		constraint is that the values for a particular	control	 point
		must  occupy contiguous memory locations. The initial value of
		vstride is 0.

       vorder	Specifies the dimension of the control point array in the  $v$
		axis.  Must be positive. The initial value is 1.

       points	Specifies a pointer to the array of control points.

DESCRIPTION
       Evaluators  provide a way to use polynomial or rational polynomial map‐
       ping to produce vertices, normals,  texture  coordinates,  and  colors.
       The values produced by an evaluator are sent on to further stages of GL
       processing just as if they had been presented using glVertex, glNormal,
       glTexCoord,  and	 glColor commands, except that the generated values do
       not update the current normal, texture coordinates, or color.

       All polynomial or rational polynomial splines of any degree (up to  the
       maximum	degree	supported  by  the GL implementation) can be described
       using evaluators.  These include almost all surfaces used  in  computer
       graphics, including B-spline surfaces, NURBS surfaces, Bezier surfaces,
       and so on.

       Evaluators define surfaces based on  bivariate  Bernstein  polynomials.
       Define $p ( u hat , v hat ) $ as

       p  ( u hat , v hat ^) ~~=~~ up 10 {sum from i=0 to n sum from j=0 to m}
	     B sub i sup n ( u hat ^) B sub j sup m ( v hat ^) R sub ij

       where $R sub ij$ is a control point, $B sub i sup n ( u hat ^)$ is  the
       $i$th Bernstein polynomial of degree
       $n$ (uorder = $n + 1$)

       B  sub i sup n ( u hat ^) ~~=~~ left ( down 20 {cpile { n above i }} ~~
		  right ) u hat sup i ( 1 - u hat ^) sup { n - i }

       and $B sub j sup m ( v hat ^)$ is the  $j$th  Bernstein	polynomial  of
       degree $m$ (vorder = $m + 1$)

       B  sub j sup m ( v hat ^) ~~=~~ left ( down 20 {cpile { m above j }} ~~
		  right ) v hat sup j ( 1 - v hat ^) sup { m - j }

       Recall that
       $0 sup 0 ~==~ 1 $ and $ left ( down 20 {cpile { n above ~0 }} ~~	 right
				    ) ~~==~~ 1 $

       glMap2  is  used to define the basis and to specify what kind of values
       are produced.  Once defined, a map can be enabled and disabled by call‐
       ing  glEnable  and  glDisable with the map name, one of the nine prede‐
       fined values for target, described below.  When	glEvalCoord2  presents
       values  $u$  and $v$, the bivariate Bernstein polynomials are evaluated
       using $u hat$ and $v hat$, where

		   $u hat ~~=~~ {u ~-~ "u1"} over {"u2" ~-~ "u1"}$

		   $v hat ~~=~~ {v ~-~ "v1"} over {"v2" ~-~ "v1"}$

       target is a symbolic constant  that  indicates  what  kind  of  control
       points  are  provided  in points, and what output is generated when the
       map is evaluated.  It can assume one of nine predefined values:

       GL_MAP2_VERTEX_3		Each control  point  is	 three	floating-point
				values representing $x$, $y$, and $z$.	Inter‐
				nal glVertex3 commands are generated when  the
				map is evaluated.

       GL_MAP2_VERTEX_4		Each control point is four floating-point val‐
				ues  representing  $x$,	 $y$,  $z$,  and  $w$.
				Internal glVertex4 commands are generated when
				the map is evaluated.

       GL_MAP2_INDEX		Each control point is a single	floating-point
				value  representing  a	color index.  Internal
				glIndex commands are generated when the map is
				evaluated but the current index is not updated
				with the value of these glIndex commands.

       GL_MAP2_COLOR_4		Each control point is four floating-point val‐
				ues  representing red, green, blue, and alpha.
				Internal glColor4 commands are generated  when
				the  map is evaluated but the current color is
				not updated with the value of  these  glColor4
				commands.

       GL_MAP2_NORMAL		Each  control  point  is  three floating-point
				values representing the $x$, $y$, and $z$ com‐
				ponents of a normal vector.  Internal glNormal
				commands are generated when the map is	evalu‐
				ated  but  the	current	 normal is not updated
				with the value of these glNormal commands.

       GL_MAP2_TEXTURE_COORD_1	Each control point is a single	floating-point
				value representing the $s$ texture coordinate.
				Internal
				glTexCoord1 commands are  generated  when  the
				map is evaluated but the current texture coor‐
				dinates are not	 updated  with	the  value  of
				these glTexCoord commands.

       GL_MAP2_TEXTURE_COORD_2	Each  control point is two floating-point val‐
				ues representing the $s$ and $t$ texture coor‐
				dinates.  Internal
				glTexCoord2  commands  are  generated when the
				map is evaluated but the current texture coor‐
				dinates	 are  not  updated  with  the value of
				these glTexCoord commands.

       GL_MAP2_TEXTURE_COORD_3	Each control  point  is	 three	floating-point
				values representing the $s$, $t$, and $r$ tex‐
				ture coordinates.  Internal  glTexCoord3  com‐
				mands  are generated when the map is evaluated
				but the current texture	 coordinates  are  not
				updated	 with  the  value  of these glTexCoord
				commands.

       GL_MAP2_TEXTURE_COORD_4	Each control point is four floating-point val‐
				ues  representing  the	$s$, $t$, $r$, and $q$
				texture coordinates.  Internal
				glTexCoord4 commands are  generated  when  the
				map is evaluated but the current texture coor‐
				dinates are not	 updated  with	the  value  of
				these glTexCoord commands.

       ustride,	 uorder, vstride, vorder, and points define the array address‐
       ing for accessing the control points.  points is the  location  of  the
       first control point, which occupies one, two, three, or four contiguous
       memory locations, depending on which map is being defined.  There are $
       "uorder"	 times "vorder" $ control points in the array.	ustride speci‐
       fies how many float or double locations	are  skipped  to  advance  the
       internal	 memory	 pointer  from control point $R sub {i j} $ to control
       point $R sub {(i+1) j} $.  vstride specifies how many float  or	double
       locations  are skipped to advance the internal memory pointer from con‐
       trol point $R sub {i j} $ to control point $R sub {i (j+1) } $.

NOTES
       As is the case with all GL commands that accept pointers to data, it is
       as  if  the  contents  of  points  were	copied by glMap2 before glMap2
       returns.	 Changes to the contents of points have no effect after glMap2
       is called.

       Initially,  GL_AUTO_NORMAL  is  enabled.	 If GL_AUTO_NORMAL is enabled,
       normal  vectors	are  generated	 when	either	 GL_MAP2_VERTEX_3   or
       GL_MAP2_VERTEX_4 is used to generate vertices.

ERRORS
       GL_INVALID_ENUM is generated if target is not an accepted value.

       GL_INVALID_VALUE	 is  generated if u1 is equal to u2, or if v1 is equal
       to v2.

       GL_INVALID_VALUE is generated if either ustride or vstride is less than
       the number of values in a control point.

       GL_INVALID_VALUE is generated if either uorder or vorder is less than 1
       or greater than the return value of GL_MAX_EVAL_ORDER.

       GL_INVALID_OPERATION is generated if glMap2  is	executed  between  the
       execution of glBegin and the corresponding execution of glEnd.

ASSOCIATED GETS
       glGetMap
       glGet with argument GL_MAX_EVAL_ORDER
       glIsEnabled with argument GL_MAP2_VERTEX_3
       glIsEnabled with argument GL_MAP2_VERTEX_4
       glIsEnabled with argument GL_MAP2_INDEX
       glIsEnabled with argument GL_MAP2_COLOR_4
       glIsEnabled with argument GL_MAP2_NORMAL
       glIsEnabled with argument GL_MAP2_TEXTURE_COORD_1
       glIsEnabled with argument GL_MAP2_TEXTURE_COORD_2
       glIsEnabled with argument GL_MAP2_TEXTURE_COORD_3
       glIsEnabled with argument GL_MAP2_TEXTURE_COORD_4

SEE ALSO
       glBegin,	  glColor,  glEnable,  glEvalCoord,  glEvalMesh,  glEvalPoint,
       glMap1, glMapGrid, glNormal, glTexCoord, glVertex

								      GLMAP2()
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