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- LLLLIIIIBBBBSSSSPPPPHHHHEEEERRRREEEE((((3333LLLL)))) LLLLIIIIBBBBSSSSPPPPHHHHEEEERRRREEEE((((3333LLLL))))
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- NNNNAAAAMMMMEEEE
- lllliiiibbbbsssspppphhhheeeerrrreeee - the Sphere Library
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- SSSSYYYYNNNNOOOOPPPPSSSSIIIISSSS
- ####iiiinnnncccclllluuuuddddeeee <<<<ggggllll////sssspppphhhheeeerrrreeee....hhhh>>>>
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- iiiinnnntttt sssspppphhhhddddrrrraaaawwww((((ppppaaaarrrraaaammmmssss))))
- ffffllllooooaaaatttt ppppaaaarrrraaaammmmssss[[[[4444]]]];;;;
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- iiiinnnntttt sssspppphhhhggggnnnnppppoooollllyyyyssss((((vvvvooooiiiidddd))))
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- vvvvooooiiiidddd sssspppphhhhffffrrrreeeeeeee((((vvvvooooiiiidddd))))
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- iiiinnnntttt sssspppphhhhmmmmooooddddeeee((((aaaattttttttrrrriiiibbbbuuuutttteeee,,,, vvvvaaaalllluuuueeee))))
- iiiinnnntttt aaaattttttttrrrriiiibbbbuuuutttteeee,,,, vvvvaaaalllluuuueeee;;;;
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- vvvvooooiiiidddd sssspppphhhhoooobbbbjjjj((((oooobbbbjjjjiiiidddd))))
- OOOObbbbjjjjeeeecccctttt oooobbbbjjjjiiiidddd;;;;
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- vvvvooooiiiidddd sssspppphhhhrrrroooottttmmmmaaaattttrrrriiiixxxx((((mmmmaaaatttt))))
- MMMMaaaattttrrrriiiixxxx mmmmaaaatttt;;;;
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- vvvvooooiiiidddd sssspppphhhhbbbbggggnnnnbbbbiiiittttmmmmaaaapppp((((vvvvooooiiiidddd))))
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- vvvvooooiiiidddd sssspppphhhheeeennnnddddbbbbiiiittttmmmmaaaapppp((((vvvvooooiiiidddd))))
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- vvvvooooiiiidddd sssspppphhhhccccoooolllloooorrrr((((ccccllllrrrr))))
- ffffllllooooaaaatttt ccccllllrrrr[[[[4444]]]];;;;
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- DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
- The Sphere Library renders spheres by issuing GL calls. sssspppphhhhddddrrrraaaawwww draws a
- sphere. sssspppphhhhmmmmooooddddeeee sets various attributes that affect the speed and
- quality of spheres rendered by sssspppphhhhddddrrrraaaawwww. sssspppphhhhrrrroooottttmmmmaaaattttrrrriiiixxxx allows you to
- control the orientation of spheres by providing a rotation matrix.
- sssspppphhhhggggnnnnppppoooollllyyyyssss returns the number of polygons per sphere, in the mode
- currently selected by sssspppphhhhmmmmooooddddeeee. sssspppphhhhoooobbbbjjjj operates like sssspppphhhhddddrrrraaaawwww, except
- that, instead of immediately rendering a sphere, it creates and returns a
- GL object, which can be rendered using ccccaaaalllllllloooobbbbjjjj. The routines
- sssspppphhhhbbbbggggnnnnbbbbiiiittttmmmmaaaapppp and sssspppphhhheeeennnnddddbbbbiiiittttmmmmaaaapppp 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 sssspppphhhhccccoooolllloooorrrr.
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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, ----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 sssspppphhhhddddrrrraaaawwww or sssspppphhhhoooobbbbjjjj has been called. The first call to sssspppphhhhddddrrrraaaawwww, 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_j(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 sssspppphhhhffffrrrreeeeeeee to free all its GL objects and their
- associated memory.
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- SSSSEEEEEEEE AAAALLLLSSSSOOOO
- sphdraw, sphgnpolys, sphfree, sphmode, sphobj, sphrotmatrix,
- sphbgnbitmap, , sphendbitmap, sphcolor
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- PPPPaaaaggggeeee 2222
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