rdr(3G) rdr(3G)
rdr, rdri, rdrs, rdr2, rdr2i, rdr2s - relative draw
void rdr(dx, dy, dz)
Coord dx, dy, dz;
void rdri(dx, dy, dz)
Icoord dx, dy, dz;
void rdrs(dx, dy, dz)
Scoord dx, dy, dz;
void rdr2(dx, dy)
Coord dx, dy;
void rdr2i(dx, dy)
Icoord dx, dy;
void rdr2s(dx, dy)
Scoord dx, dy;
All of the above routines are functionally the same. They differ only in
the type declarations of their parameters and whether or not they assume
a two- or three-dimensional space.
dx expects the distance from the x coordinate of the current graphics
position to the x coordinate of the new point.
dy expects the distance from the y coordinate of the current graphics
position to the y coordinate of the new point.
dz expects the distance from the z coordinate of the current graphics
position to the z coordinate of the new point.
rdr is the relative version of draw. It connects the current graphics
position and a point, at the specified distance, with a line segment
using the current linestyle, linewidth, color (if in depth-cue mode, the
depth-cued color is used), and writemask. The system updates the current
graphics position to the new point.
Do not place routines that invalidate the current graphics position
within sequences of relative moves and draws.
bgnline, endline, popmatrix, pushmatrix, rmv, translate, v
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rdr(3G) rdr(3G)
NOTE
rdr should not be used in new development. Rather, lines should be drawn
using the high-performance v commands, surrounded by calls to bgnline and
endline. Matrix commands pushmatrix, translate, and popmatrix should be
used to accomplish relative positioning.
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