_v_e_c_t_o_r expects a 2, 3, or 4 element array, depending on whether you
call the vvvv2222, vvvv3333, or vvvv4444 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 1, the _y coordinate in element 2, the _z coordinate in
element 3 (for vvvv3333 and vvvv4444), and the _w coordinate in element 4
(for vvvv4444).
DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
vvvv transfers a single 2-D (vvvv2222), 3-D (vvvv3333), or 4-D (vvvv4444) vertex to the
graphics pipe. The coordinates are passed to vvvv as an array. Separate
subroutines are provided for 16-bit integers (ssss), 32-bit integers limited
to a signed 24-bit range (iiii), 32-bit IEEE single precision floats (ffff),
and 64-bit IEEE double precision floats (dddd). The _z coordinate defaults
to 0.0 if not specified. _w defaults to 1.0.
The Graphics Library subroutines bbbbggggnnnnppppooooiiii, eeeennnnddddppppooooiiii, bbbbggggnnnnlllliiiinnnn, eeeennnnddddlllliiiinnnn, bbbbggggnnnncccclllloooo,
eeeennnnddddcccclllloooo, bbbbggggnnnnppppoooollll, eeeennnnddddppppoooollll, bbbbggggnnnnttttmmmmeeee, eeeennnnddddttttmmmmeeee, bbbbggggnnnnqqqqsssstttt, and eeeennnnddddqqqqsssstttt determine how
the vertex is interpreted. For example, vertices specified between
bbbbggggnnnnppppooooiiii and eeeennnnddddppppooooiiii draw single pixels (points) on the screen. Likewise,
those specified between bbbbggggnnnnlllliiiinnnn and eeeennnnddddlllliiiinnnn 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 bbbbggggnnnnppppooooiiii, bbbbggggnnnnlllliiiinnnn, bbbbggggnnnncccclllloooo, bbbbggggnnnnppppoooollll, bbbbggggnnnnttttmmmmeeee,
and bbbbggggnnnnqqqqsssstttt are active simply set the current graphics position. They do
not have any effect on the frame buffer contents. (Refer to the pages
PPPPaaaaggggeeee 1111
vvvv((((3333GGGG)))) vvvv((((3333GGGG))))
for bbbbggggnnnnppppooooiiii, bbbbggggnnnnlllliiiinnnn, bbbbggggnnnncccclllloooo, bbbbggggnnnnppppoooollll, bbbbggggnnnnttttmmmmeeee, and bbbbggggnnnnqqqqsssstttt for their effect
on the current graphics position.)
SSSSEEEEEEEE AAAALLLLSSSSOOOO
bgnclo, bgnlin, bgnpoi, bgnpol, bgntme, bgnqst
BBBBUUUUGGGGSSSS
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 immedi-
ately after the subroutine call, the modified data may get sent down. To
avoid this, don't modify the data until after another nnnn, vvvv, or cccc call has