GLEVALMESH(3G) UNIX Programmer's Manual GLEVALMESH(3G)
glEvalMesh1, glEvalMesh2 - compute a one- or two-dimensional
grid of points or lines
void glEvalMesh1( GLenum mode,
GLint i1,
GLint i2 )
mode In glEvalMesh1, specifies whether to compute a one-
dimensional mesh of points or lines. Symbolic con-
stants GL_POINT and GL_LINE are accepted.
i1, i2
Specify the first and last integer values for grid
domain variable i.
void glEvalMesh2( GLenum mode,
GLint i1,
GLint i2,
GLint j1,
GLint j2 )
mode In glEvalMesh2, specifies whether to compute a two-
dimensional mesh of points, lines, or polygons. Sym-
bolic constants GL_POINT, GL_LINE, and GL_FILL are
accepted.
i1, i2
Specify the first and last integer values for grid
domain variable i.
j1, j2
Specify the first and last integer values for grid
domain variable j.
glMapGrid and glEvalMesh are used in tandem to efficiently
generate and evaluate a series of evenly-spaced map domain
values. glEvalMesh steps through the integer domain of a
one- or two-dimensional grid, whose range is the domain of
the evaluation maps specified by glMap1 and glMap2. mode
determines whether the resulting vertices are connected as
points, lines, or filled polygons.
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GLEVALMESH(3G) UNIX Programmer's Manual GLEVALMESH(3G)
In the one-dimensional case, glEvalMesh1, the mesh is gen-
erated as if the following code fragment were executed:
glBegin( type );
for ( i = i1; i <= i2; i += 1 )
glEvalCoord1( i._\_u + u1 );
glEnd();
where
_\_u = (u2 - u1)/n
and n, u1, and u2 are the arguments to the most recent
glMapGrid1 command. type is GL_POINTS if mode is GL_POINT,
or GL_LINES if mode is GL_LINE.
The one absolute numeric requirement is that if i = n, then
the value computed from i._\_u + u1 is exactly u2.
In the two-dimensional case, glEvalMesh2, let
_\_u = (u2 - u1)/n
_\_v = (v2 - v1)/m,
where n, u1, u2, m, v1, and v2 are the arguments to the most
recent glMapGrid2 command. Then, if mode is GL_FILL, the
glEvalMesh2 command is equivalent to:
for ( j = j1; j < j2; j += 1 ) {
glBegin( GL_QUAD_STRIP );
for ( i = i1; i <= i2; i += 1 ) {
glEvalCoord2( i._\_u + u1, j._\_v + v1 );
glEvalCoord2( i._\_u + u1, (j+1)._\_v + v1 );
}
glEnd();
}
If mode is GL_LINE, then a call to glEvalMesh2 is equivalent
to:
for ( j = j1; j <= j2; j += 1 ) {
glBegin( GL_LINE_STRIP );
for ( i = i1; i <= i2; i += 1 )
glEvalCoord2( i._\_u + u1, j._\_v + v1 );
glEnd();
}
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GLEVALMESH(3G) UNIX Programmer's Manual GLEVALMESH(3G)
for ( i = i1; i <= i2; i += 1 ) {
glBegin( GL_LINE_STRIP );
for ( j = j1; j <= j1; j += 1 )
glEvalCoord2( i._\_u + u1, j._\_v + v1 );
glEnd();
}
And finally, if mode is GL_POINT, then a call to glEvalMesh2
is equivalent to:
glBegin( GL_POINTS );
for ( j = j1; j <= j2; j += 1 )
for ( i = i1; i <= i2; i += 1 )
glEvalCoord2( i._\_u + u1, j._\_v + v1 );
glEnd();
In all three cases, the only absolute numeric requirements
are that if i = n, then the value computed from i._\_u + u1
is exactly u2, and if j = m, then the value computed from
j._\_v + v1 is exactly v2.
GL_INVALID_ENUM is generated if mode is not an accepted
value.
GL_INVALID_OPERATION is generated if glEvalMesh is executed
between the execution of glBegin and the corresponding exe-
cution of glEnd.
glGet with argument GL_MAP1_GRID_DOMAIN
glGet with argument GL_MAP2_GRID_DOMAIN
glGet with argument GL_MAP1_GRID_SEGMENTS
glGet with argument GL_MAP2_GRID_SEGMENTS
glBegin(3G), glEvalCoord(3G), glEvalPoint(3G), glMap1(3G),
glMap2(3G), glMapGrid(3G)
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