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vvvv((((3333GGGG)))) vvvv((((3333GGGG)))) NNNNAAAAMMMMEEEE vvvv2222dddd,,,, vvvv2222ffff,,,, vvvv2222iiii,,,, vvvv2222ssss,,,, vvvv3333dddd,,,, vvvv3333ffff,,,, vvvv3333iiii,,,, vvvv3333ssss,,,, vvvv4444dddd,,,, vvvv4444ffff,,,, vvvv4444iiii,,,, vvvv4444ssss - transfers a 2-D, 3-D, or 4-D vertex to the graphics pipe CCCC SSSSPPPPEEEECCCCIIIIFFFFIIIICCCCAAAATTTTIIIIOOOONNNN vvvvooooiiiidddd vvvv2222ssss((((vvvveeeeccccttttoooorrrr)))) vvvvooooiiiidddd vvvv2222ffff((((vvvveeeeccccttttoooorrrr)))) sssshhhhoooorrrrtttt vvvveeeeccccttttoooorrrr[[[[2222]]]];;;; ffffllllooooaaaatttt vvvveeeeccccttttoooorrrr[[[[2222]]]];;;; vvvvooooiiiidddd vvvv2222iiii((((vvvveeeeccccttttoooorrrr)))) vvvvooooiiiidddd vvvv2222dddd((((vvvveeeeccccttttoooorrrr)))) lllloooonnnngggg vvvveeeeccccttttoooorrrr[[[[2222]]]];;;; ddddoooouuuubbbblllleeee vvvveeeeccccttttoooorrrr[[[[2222]]]];;;; vvvvooooiiiidddd vvvv3333ssss((((vvvveeeeccccttttoooorrrr)))) vvvvooooiiiidddd vvvv3333ffff((((vvvveeeeccccttttoooorrrr)))) sssshhhhoooorrrrtttt vvvveeeeccccttttoooorrrr[[[[3333]]]];;;; ffffllllooooaaaatttt vvvveeeeccccttttoooorrrr[[[[3333]]]];;;; vvvvooooiiiidddd vvvv3333iiii((((vvvveeeeccccttttoooorrrr)))) vvvvooooiiiidddd vvvv3333dddd((((vvvveeeeccccttttoooorrrr)))) lllloooonnnngggg vvvveeeeccccttttoooorrrr[[[[3333]]]];;;; ddddoooouuuubbbblllleeee vvvveeeeccccttttoooorrrr[[[[3333]]]];;;; vvvvooooiiiidddd vvvv4444ssss((((vvvveeeeccccttttoooorrrr)))) vvvvooooiiiidddd vvvv4444ffff((((vvvveeeeccccttttoooorrrr)))) sssshhhhoooorrrrtttt vvvveeeeccccttttoooorrrr[[[[4444]]]];;;; ffffllllooooaaaatttt vvvveeeeccccttttoooorrrr[[[[4444]]]];;;; vvvvooooiiiidddd vvvv4444iiii((((vvvveeeeccccttttoooorrrr)))) vvvvooooiiiidddd vvvv4444dddd((((vvvveeeeccccttttoooorrrr)))) lllloooonnnngggg vvvveeeeccccttttoooorrrr[[[[4444]]]];;;; ddddoooouuuubbbblllleeee vvvveeeeccccttttoooorrrr[[[[4444]]]];;;; PPPPAAAARRRRAAAAMMMMEEEETTTTEEEERRRRSSSS _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 0, the _y coordinate in element 1, the _z coordinate in element 2 (for vvvv3333 and vvvv4444), and the _w coordinate in element 3 (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 bbbbggggnnnnppppooooiiiinnnntttt, eeeennnnddddppppooooiiiinnnntttt, bbbbggggnnnnlllliiiinnnneeee, eeeennnnddddlllliiiinnnneeee, bbbbggggnnnncccclllloooosssseeeeddddlllliiiinnnneeee, eeeennnnddddcccclllloooosssseeeeddddlllliiiinnnneeee, bbbbggggnnnnppppoooollllyyyyggggoooonnnn, eeeennnnddddppppoooollllyyyyggggoooonnnn, bbbbggggnnnnttttmmmmeeeesssshhhh, eeeennnnddddttttmmmmeeeesssshhhh, bbbbggggnnnnqqqqssssttttrrrriiiipppp, and eeeennnnddddqqqqssssttttrrrriiiipppp determine how the vertex is interpreted. For example, vertices specified between bbbbggggnnnnppppooooiiiinnnntttt and eeeennnnddddppppooooiiiinnnntttt draw single pixels (points) on the screen. Likewise, those specified between bbbbggggnnnnlllliiiinnnneeee and eeeennnnddddlllliiiinnnneeee 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 bbbbggggnnnnppppooooiiiinnnntttt, bbbbggggnnnnlllliiiinnnneeee, bbbbggggnnnncccclllloooosssseeeeddddlllliiiinnnneeee, bbbbggggnnnnppppoooollllyyyyggggoooonnnn, bbbbggggnnnnttttmmmmeeeesssshhhh, and bbbbggggnnnnqqqqssssttttrrrriiiipppp are active simply set the current graphics position. They do not have any effect on the frame buffer PPPPaaaaggggeeee 1111 vvvv((((3333GGGG)))) vvvv((((3333GGGG)))) contents. (Refer to the pages for bbbbggggnnnnppppooooiiiinnnntttt, bbbbggggnnnnlllliiiinnnneeee, bbbbggggnnnncccclllloooosssseeeeddddlllliiiinnnneeee, bbbbggggnnnnppppoooollllyyyyggggoooonnnn, bbbbggggnnnnttttmmmmeeeesssshhhh, and bbbbggggnnnnqqqqssssttttrrrriiiipppp for their effect on the current graphics position.) SSSSEEEEEEEE AAAALLLLSSSSOOOO bgnclosedline, bgnline, bgnpoint, bgnpolygon, bgntmesh, bgnqstrip 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 been made. This is an example of the bug: vertex[2] = 1.0; v3f(vertex); /* 4D/1x0 GTX hardware may receive 3.0 for the z value */ vertex[2] = 3.0; v3f(vertex); This is one way to work around the problem: vertexA[2] = 1.0; v3f(vertexA); vertexB[2] = 3.0; v3f(vertexB); PPPPaaaaggggeeee 2222