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- LLLLIIIIBBBBSSSSPPPPHHHHEEEERRRREEEE((((3333LLLL)))) LLLLIIIIBBBBSSSSPPPPHHHHEEEERRRREEEE((((3333LLLL))))
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- NNNNAAAAMMMMEEEE
- lllliiiibbbbsssspppphhhheeeerrrreeee - the Sphere Library
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- SSSSYYYYNNNNOOOOPPPPSSSSIIIISSSS
- ####iiiinnnncccclllluuuuddddeeee <<<<ggggllll////ffffsssspppphhhheeeerrrreeee....hhhh>>>>
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- iiiinnnnttttggggeeeerrrr****4444 ffffuuuunnnnccccttttiiiioooonnnn sssspppphhhhddddrrrraaaa((((ppppaaaarrrraaaammmmssss))))
- rrrreeeeaaaallll ppppaaaarrrraaaammmmssss((((4444))));;;;
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- iiiinnnntttteeeeggggeeeerrrr****4444 sssspppphhhhggggnnnnpppp(((())))
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- ssssuuuubbbbrrrroooouuuuttttiiiinnnneeee sssspppphhhhffffrrrreeee(((())))
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- iiiinnnntttteeeeggggeeeerrrr****4444 ffffuuuunnnnccccttttiiiioooonnnn sssspppphhhhmmmmooooddddeeee((((aaaattttttttrrrriiiibbbbuuuutttteeee,,,, vvvvaaaalllluuuueeee))))
- iiiinnnntttteeeeggggeeeerrrr****4444 aaaattttttttrrrriiiibbbbuuuutttteeee,,,, vvvvaaaalllluuuueeee;;;;
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- ssssuuuubbbbrrrroooouuuuttttiiiinnnneeee sssspppphhhhoooobbbbjjjj((((oooobbbbjjjjiiiidddd))))
- iiiinnnntttteeeeggggeeeerrrr****4444 oooobbbbjjjjiiiidddd;;;;
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- ssssuuuubbbbrrrroooouuuuttttiiiinnnneeee sssspppphhhhrrrrmmmmaaaa((((mmmmaaaatttt))))
- rrrreeeeaaaallll mmmmaaaatttt((((4444,,,,4444))));;;;
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- ssssuuuubbbbrrrroooouuuuttttiiiinnnneeee sssspppphhhhbbbbbbbbpppp((((vvvvooooiiiidddd))))
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- ssssuuuubbbbrrrroooouuuuttttiiiinnnneeee sssspppphhhheeeebbbbpppp((((vvvvooooiiiidddd))))
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- ssssuuuubbbbrrrroooouuuuttttiiiinnnneeee sssspppphhhhccccllllrrrr((((ccccllllrrrr))))
- rrrreeeeaaaallll ccccllllrrrr((((4444))));;;;
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- DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
- The Sphere Library renders spheres by issuing GL calls. sssspppphhhhddddrrrraaaa draws a
- sphere. sssspppphhhhmmmmoooodddd sets various attributes that affect the speed and quality
- of spheres rendered by sssspppphhhhddddrrrraaaa. sssspppphhhhrrrrmmmmaaaa allows you to control the
- orientation of spheres by providing a rotation matrix. sssspppphhhhggggnnnnpppp returns
- the number of polygons per sphere, in the mode currently selected by
- sssspppphhhhmmmmoooodddd. sssspppphhhhoooobbbbjjjj operates like sssspppphhhhddddrrrraaaa, except that, instead of
- immediately rendering a sphere, it creates and returns a GL object, which
- can be rendered using ccccaaaalllllllloooobbbb. The routines sssspppphhhhbbbbbbbbpppp and sssspppphhhheeeebbbbpppp are for
- drawing collections of spheres using a special bitmap image of a phong-
- shaded sphere. The diffuse color of the bitmap spheres are set with the
- routine sssspppphhhhccccllllrrrr.
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- UUUUSSSSAAAAGGGGEEEE
- To link a program with libsphere, specify ----llllsssspppphhhheeeerrrreeee on the compile line.
- When linking a program with libsphere, you must also specify the Graphics
- Library, ----llllffffggggllll ----llllggggllll____ssss, and the Math Library, ----llllmmmm.
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- CCCCAAAAVVVVEEEEAAAATTTT
- In the current implementation, the Sphere Library maintains an internal
- cache of GL objects, one for each combination of sphere attributes for
- which sssspppphhhhddddrrrraaaa or sssspppphhhhoooobbbbjjjj has been called. The first call to sssspppphhhhddddrrrraaaa, or
- sssspppphhhhoooobbbbjjjj, with a combination of attributes that has not yet been rendered
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- PPPPaaaaggggeeee 1111
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- LLLLIIIIBBBBSSSSPPPPHHHHEEEERRRREEEE((((3333LLLL)))) LLLLIIIIBBBBSSSSPPPPHHHHEEEERRRREEEE((((3333LLLL))))
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- will result in the creation of a new GL object and, thus, will take
- longer than subsequent calls with the same combination of sphere
- attributes.
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- If your program uses the Sphere Library and also manipulates its own GL
- objects, you must be careful that your allocation of object identifiers
- does not conflict with the Sphere Library's allocation of object
- identifiers for its internal cache. The Sphere Library calls ggggeeeennnnoooobbbbjjjj for
- its object identifier allocation. If your program allocates object
- identifiers for its own use, you should either use ggggeeeennnnoooobbbbjjjj to allocate
- object identifiers or use iiiissssoooobbbbjjjj to verify that any object identifiers
- your program generates are not already being used by the Sphere Library.
- See _m_a_k_e_o_b(3g) and _g_e_n_o_b_j(3g) for further discussion of object
- identifiers.
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- If you need to free the virtual memory used by the Sphere Library's
- internal cache, you can call sssspppphhhhffffrrrreeee to free all its GL objects and their
- associated memory.
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- SSSSEEEEEEEE AAAALLLLSSSSOOOO
- sphdra, sphgnp, sphfre, sphmod, sphobj, sphrma, sphbbp, sphebp, sphclr
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- PPPPaaaaggggeeee 2222
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