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- eeeennnnddddppppoooollllyyyyggggoooonnnn((((3333GGGG)))) eeeennnnddddppppoooollllyyyyggggoooonnnn((((3333GGGG))))
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- NNNNAAAAMMMMEEEE
- bbbbggggnnnnppppoooollllyyyyggggoooonnnn,,,, eeeennnnddddppppoooollllyyyyggggoooonnnn - delimit the vertices of a polygon
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- CCCC SSSSPPPPEEEECCCCIIIIFFFFIIIICCCCAAAATTTTIIIIOOOONNNN
- vvvvooooiiiidddd bbbbggggnnnnppppoooollllyyyyggggoooonnnn(((())))
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- vvvvooooiiiidddd eeeennnnddddppppoooollllyyyyggggoooonnnn(((())))
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- PPPPAAAARRRRAAAAMMMMEEEETTTTEEEERRRRSSSS
- _n_o_n_e
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- DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
- Vertices specified after bbbbggggnnnnppppoooollllyyyyggggoooonnnn and before eeeennnnddddppppoooollllyyyyggggoooonnnn form a single
- polygon. The polygon can have a maximum of 256 vertices. Use the vvvv
- subroutine to specify a vertex. Self-intersecting polygons (other than
- four-point bowties) may render incorrectly. If a quadrilateral projects
- a self-intersecting polygon, its rendering will be hardware-specific. The
- Graphics Library only guarantees that pixels outside of the convex hull
- will not be modified. Also, concave polygons may not render correctly if
- you have not called ccccoooonnnnccccaaaavvvveeee((((TTTTRRRRUUUUEEEE)))).
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- Between bbbbggggnnnnppppoooollllyyyyggggoooonnnn and eeeennnnddddppppoooollllyyyyggggoooonnnn, you can issue only the following
- Graphics Library subroutines: cccc, ccccoooolllloooorrrr, ccccppppaaaacccckkkk, llllmmmmbbbbiiiinnnndddd, llllmmmmccccoooolllloooorrrr, llllmmmmddddeeeeffff,
- nnnn, RRRRGGGGBBBBccccoooolllloooorrrr, tttt, and vvvv. Use llllmmmmddddeeeeffff and llllmmmmbbbbiiiinnnndddd to respecify only materials
- and their properties.
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- By default polygon vertices are forced to the nearest pixel center prior
- to scan conversion. Polygon accuracy is improved when this coercion is
- defeated with the ssssuuuubbbbppppiiiixxxxeeeellll command. Subpixel vertex positioning is
- especially important when polygons are scan converted with antialiasing
- enabled (see ppppoooollllyyyyssssmmmmooooooootttthhhh).
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- After eeeennnnddddppppoooollllyyyyggggoooonnnn, the current graphics position is undefined.
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- SSSSEEEEEEEE AAAALLLLSSSSOOOO
- backface, c, concave, frontface, polymode, polysmooth, scrsubdivide,
- defpattern, shademodel, subpixel, v
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- NNNNOOOOTTTTEEEESSSS
- If you want to use the bbbbaaaacccckkkkffffaaaacccceeee or ffffrrrroooonnnnttttffffaaaacccceeee routines, specify the
- vertices in counter-clockwise order.
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- Although calling ccccoooonnnnccccaaaavvvveeee((((TTTTRRRRUUUUEEEE)))) will guarantee that all polygons will be
- drawn correctly, on the IRIS-4D B and G models, the Personal Iris, Iris
- Entry, Indy, XL, XS, XS24, XZ, Elan, and Extreme systems, doing so causes
- performance to be degraded.
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- See the section, "2.1.4 Polygons," in the Graphics Library Programming
- Guide for a discussion on the handling of non-coplanar and/or self-
- intersecting polygons.
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- PPPPaaaaggggeeee 1111
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- eeeennnnddddppppoooollllyyyyggggoooonnnn((((3333GGGG)))) eeeennnnddddppppoooollllyyyyggggoooonnnn((((3333GGGG))))
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- On Impact and Infinite Reality llllmmmmccccoooolllloooorrrr cannot be called between
- bbbbggggnnnnppppoooollllyyyyggggoooonnnn and eeeennnnddddppppoooollllyyyyggggoooonnnn
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- On Impact and Infinite Reality ccccoooonnnnccccaaaavvvveeee((((TTTTRRRRUUUUEEEE)))) severly hurts performance
- and some non-simple four sided polygons cannot be handled correctly.
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- PPPPaaaaggggeeee 2222
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