glMapGrid, glMapGrid1d, glMapGrid1f, glMapGrid2d, glMapGrid2f
- define a one- or two-dimensional mesh
void glMapGrid1d(
GLint un,
GLdouble u1,
GLdouble u2 ); void glMapGrid1f(
GLint un,
GLfloat u1,
GLfloat u2 ); void glMapGrid2d(
GLint un,
GLdouble u1,
GLdouble u2,
GLint vn,
GLdouble v1,
GLdouble v2 ); void glMapGrid2f(
GLint un,
GLfloat u1,
GLfloat u2,
GLint vn,
GLfloat v1,
GLfloat v2 );
Specifies the number of partitions in the grid range
interval [u1, u2]. Must be positive. Specify the mappings
for integer grid domain values i=0 and i="un". Specifies
the number of partitions in the grid range interval [v1,
v2] (glMapGrid2() only). Specify the mappings for integer
grid domain values j=0 and j="vn" (glMapGrid2() only).
glMapGrid() and glEvalMesh() are used together to efficiently
generate and evaluate a series of evenly-spaced
map domain values. glEvalMesh() steps through the integer
domain of a one- or two-dimensional grid, whose range is
the domain of the evaluation maps specified by glMap1()
and glMap2().
glMapGrid1() and glMapGrid2() specify the linear grid mappings
between the i (or i and j) integer grid coordinates,
to the u (or u and v) floating-point evaluation map coordinates.
See glMap1() and glMap2() for details of how u
and v coordinates are evaluated.
glMapGrid1() specifies a single linear mapping such that
integer grid coordinate 0 maps exactly to u1, and integer
grid coordinate un maps exactly to u2. All other integer
grid coordinates i are mapped so that u = i(u2-u1/un + u1
glMapGrid2() specifies two such linear mappings. One maps
integer grid coordinate i=0 exactly to u1, and integer
grid coordinate i="un" exactly to u2. The other maps integer
grid coordinate j=0 exactly to v1, and integer grid
coordinate j="vn" exactly to v2. Other integer grid coordinates
i and j are mapped such that u = i(u2-u1/un + u1 v
= j(v2-v1/vn + uv1
The mappings specified by glMapGrid() are used identically
by glEvalMesh() and glEvalPoint().
GL_INVALID_VALUE is generated if either un or vn is not
positive.
GL_INVALID_OPERATION is generated if glMapGrid() is executed
between the execution of glBegin() and the corresponding
execution of glEnd().
glGet() with argument GL_MAP1_GRID_DOMAIN
glGet() with argument GL_MAP2_GRID_DOMAIN
glGet() with argument GL_MAP1_GRID_SEGMENTS
glGet() with argument GL_MAP2_GRID_SEGMENTS
glEvalCoord(3), glEvalMesh(3), glEvalPoint(3), glMap1(3),
glMap2(3)
glMapGrid(3G)
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