268 lines
8.5 KiB
Plaintext
268 lines
8.5 KiB
Plaintext
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'\" et
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'\"! eqn|tbl | mmdoc
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'\"macro stdmacro
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.ds Vn Version 1.2
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.ds Dt 24 September 1999
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.ds Re Release 1.2.1
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.ds Dp Jan 14 18:30
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.ds Dm 01 pushattri
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.ds Xs 21569 10 pushattrib.gl
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.TH GLPUSHATTRIB 3G
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.SH NAME
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.B "glPushAttrib, glPopAttrib
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\- push and pop the server attribute stack
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.SH C SPECIFICATION
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void \f3glPushAttrib\fP(
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GLbitfield \fImask\fP )
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.nf
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.fi
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.SH PARAMETERS
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.TP \w'\f2mask\fP\ \ 'u
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\f2mask\fP
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Specifies a mask that indicates which attributes to save. Values for
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\f2mask\fP are listed below.
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.SH C SPECIFICATION
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void \f3glPopAttrib\fP( void )
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.nf
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.fi
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.SH DESCRIPTION
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\%\f3glPushAttrib\fP takes one argument,
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a mask that indicates which groups of state variables
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to save on the attribute stack.
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Symbolic constants are used to set bits in the mask.
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\f2mask\fP
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is typically constructed by ORing several of these constants together.
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The special mask
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\%\f3GL_ALL_ATTRIB_BITS\fP
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can be used to save all stackable states.
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.P
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The symbolic mask constants and their associated GL state are as follows
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(the second column lists which attributes are saved):
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.P
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.TS
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;
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l l .
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\%\f3GL_ACCUM_BUFFER_BIT\fP Accumulation buffer clear value
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\%\f3GL_COLOR_BUFFER_BIT\fP \%\f3GL_ALPHA_TEST\fP enable bit
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Alpha test function and reference value
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\%\f3GL_BLEND\fP enable bit
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Blending source and destination functions
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Constant blend color
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Blending equation
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\%\f3GL_DITHER\fP enable bit
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\%\f3GL_DRAW_BUFFER\fP setting
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\%\f3GL_COLOR_LOGIC_OP\fP enable bit
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\%\f3GL_INDEX_LOGIC_OP\fP enable bit
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Logic op function
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Color mode and index mode clear values
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Color mode and index mode writemasks
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\%\f3GL_CURRENT_BIT\fP Current RGBA color
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Current color index
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Current normal vector
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Current texture coordinates
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Current raster position
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\%\f3GL_CURRENT_RASTER_POSITION_VALID\fP flag
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RGBA color associated with current raster position
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Color index associated with current raster position
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Texture coordinates associated with current raster position
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\%\f3GL_EDGE_FLAG\fP flag
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\%\f3GL_DEPTH_BUFFER_BIT\fP \%\f3GL_DEPTH_TEST\fP enable bit
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Depth buffer test function
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Depth buffer clear value
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\%\f3GL_DEPTH_WRITEMASK\fP enable bit
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\%\f3GL_ENABLE_BIT\fP \%\f3GL_ALPHA_TEST\fP flag
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\%\f3GL_AUTO_NORMAL\fP flag
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\%\f3GL_BLEND\fP flag
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Enable bits for the user-definable clipping planes
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\%\f3GL_COLOR_MATERIAL\fP
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\%\f3GL_CULL_FACE\fP flag
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\%\f3GL_DEPTH_TEST\fP flag
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\%\f3GL_DITHER\fP flag
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\%\f3GL_FOG\fP flag
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\%\f3GL_LIGHT\fP\f2i\fP where 0\ <= \f2i\fP<\%\f3GL_MAX_LIGHTS\fP
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\%\f3GL_LIGHTING\fP flag
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\%\f3GL_LINE_SMOOTH\fP flag
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\%\f3GL_LINE_STIPPLE\fP flag
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\%\f3GL_COLOR_LOGIC_OP\fP flag
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\%\f3GL_INDEX_LOGIC_OP\fP flag
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\%\f3GL_MAP1_\fP\f2x\fP where \f2x\fP is a map type
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\%\f3GL_MAP2_\fP\f2x\fP where \f2x\fP is a map type
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\%\f3GL_NORMALIZE\fP flag
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\%\f3GL_POINT_SMOOTH\fP flag
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\%\f3GL_POLYGON_OFFSET_LINE\fP flag
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\%\f3GL_POLYGON_OFFSET_FILL\fP flag
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\%\f3GL_POLYGON_OFFSET_POINT\fP flag
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\%\f3GL_POLYGON_SMOOTH\fP flag
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\%\f3GL_POLYGON_STIPPLE\fP flag
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\%\f3GL_SCISSOR_TEST\fP flag
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\%\f3GL_STENCIL_TEST\fP flag
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\%\f3GL_TEXTURE_1D\fP flag
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\%\f3GL_TEXTURE_2D\fP flag
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\%\f3GL_TEXTURE_3D\fP flag
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Flags \%\f3GL_TEXTURE_GEN_\fP\f2x\fP where \f2x\fP is S, T, R, or Q
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\%\f3GL_EVAL_BIT\fP \%\f3GL_MAP1_\fP\f2x\fP enable bits, where \f2x\fP is a map type
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\%\f3GL_MAP2_\fP\f2x\fP enable bits, where \f2x\fP is a map type
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1D grid endpoints and divisions
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2D grid endpoints and divisions
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\%\f3GL_AUTO_NORMAL\fP enable bit
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\%\f3GL_FOG_BIT\fP \%\f3GL_FOG\fP enable bit
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Fog color
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Fog density
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Linear fog start
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Linear fog end
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Fog index
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\%\f3GL_FOG_MODE\fP value
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\%\f3GL_HINT_BIT\fP \%\f3GL_PERSPECTIVE_CORRECTION_HINT\fP setting
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\%\f3GL_POINT_SMOOTH_HINT\fP setting
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\%\f3GL_LINE_SMOOTH_HINT\fP setting
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\%\f3GL_POLYGON_SMOOTH_HINT\fP setting
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\%\f3GL_FOG_HINT\fP setting
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\%\f3GL_LIGHTING_BIT\fP \%\f3GL_COLOR_MATERIAL\fP enable bit
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\%\f3GL_COLOR_MATERIAL_FACE\fP value
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Color material parameters that are tracking the current color
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Ambient scene color
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\%\f3GL_LIGHT_MODEL_LOCAL_VIEWER\fP value
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\%\f3GL_LIGHT_MODEL_TWO_SIDE\fP setting
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\%\f3GL_LIGHTING\fP enable bit
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Enable bit for each light
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Ambient, diffuse, and specular intensity for each light
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Direction, position, exponent, and cutoff angle for each light
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Constant, linear, and quadratic attenuation factors for each light
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Ambient, diffuse, specular, and emissive color for each material
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Ambient, diffuse, and specular color indices for each material
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Specular exponent for each material
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\%\f3GL_SHADE_MODEL\fP setting
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\%\f3GL_LINE_BIT\fP \%\f3GL_LINE_SMOOTH\fP flag
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\%\f3GL_LINE_STIPPLE\fP enable bit
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Line stipple pattern and repeat counter
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Line width
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\%\f3GL_LIST_BIT\fP \%\f3GL_LIST_BASE\fP setting
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\%\f3GL_PIXEL_MODE_BIT\fP \%\f3GL_RED_BIAS\fP and \%\f3GL_RED_SCALE\fP settings
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\%\f3GL_GREEN_BIAS\fP and \%\f3GL_GREEN_SCALE\fP values
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\%\f3GL_BLUE_BIAS\fP and \%\f3GL_BLUE_SCALE\fP
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\%\f3GL_ALPHA_BIAS\fP and \%\f3GL_ALPHA_SCALE\fP
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\%\f3GL_DEPTH_BIAS\fP and \%\f3GL_DEPTH_SCALE\fP
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\%\f3GL_INDEX_OFFSET\fP and \%\f3GL_INDEX_SHIFT\fP values
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\%\f3GL_MAP_COLOR\fP and \%\f3GL_MAP_STENCIL\fP flags
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\%\f3GL_ZOOM_X\fP and \%\f3GL_ZOOM_Y\fP factors
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\%\f3GL_READ_BUFFER\fP setting
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\%\f3GL_POINT_BIT\fP \%\f3GL_POINT_SMOOTH\fP flag
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Point size
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\%\f3GL_POLYGON_BIT\fP \%\f3GL_CULL_FACE\fP enable bit
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\%\f3GL_CULL_FACE_MODE\fP value
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\%\f3GL_FRONT_FACE\fP indicator
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\%\f3GL_POLYGON_MODE\fP setting
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\%\f3GL_POLYGON_SMOOTH\fP flag
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\%\f3GL_POLYGON_STIPPLE\fP enable bit
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\%\f3GL_POLYGON_OFFSET_FILL\fP flag
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\%\f3GL_POLYGON_OFFSET_LINE\fP flag
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\%\f3GL_POLYGON_OFFSET_POINT\fP flag
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\%\f3GL_POLYGON_OFFSET_FACTOR\fP
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\%\f3GL_POLYGON_OFFSET_UNITS\fP
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\%\f3GL_POLYGON_STIPPLE_BIT\fP Polygon stipple image
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\%\f3GL_SCISSOR_BIT\fP \%\f3GL_SCISSOR_TEST\fP flag
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Scissor box
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\%\f3GL_STENCIL_BUFFER_BIT\fP \%\f3GL_STENCIL_TEST\fP enable bit
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Stencil function and reference value
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Stencil value mask
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Stencil fail, pass, and depth buffer pass actions
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Stencil buffer clear value
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Stencil buffer writemask
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\%\f3GL_TEXTURE_BIT\fP Enable bits for the four texture coordinates
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Border color for each texture image
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Minification function for each texture image
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Magnification function for each texture image
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Texture coordinates and wrap mode for each texture image
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Color and mode for each texture environment
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Enable bits \%\f3GL_TEXTURE_GEN_\fP\f2x\fP, \f2x\fP is S, T, R, and Q
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\%\f3GL_TEXTURE_GEN_MODE\fP setting for S, T, R, and Q
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\%\f3glTexGen\fP plane equations for S, T, R, and Q
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Current texture bindings (for example, \%\f3GL_TEXTURE_BINDING_2D\fP)
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\%\f3GL_TRANSFORM_BIT\fP Coefficients of the six clipping planes
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Enable bits for the user-definable clipping planes
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\%\f3GL_MATRIX_MODE\fP value
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\%\f3GL_NORMALIZE\fP flag
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\%\f3GL_RESCALE_NORMAL\fP flag
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\%\f3GL_VIEWPORT_BIT\fP Depth range (near and far)
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Viewport origin and extent
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.TE
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.P
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\%\f3glPopAttrib\fP restores the values of the state variables saved with the last
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.br
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\%\f3glPushAttrib\fP command.
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Those not saved are left unchanged.
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.P
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It is an error to push attributes onto a full stack,
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or to pop attributes off an empty stack.
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In either case, the error flag is set
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and no other change is made to GL state.
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.P
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Initially, the attribute stack is empty.
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.SH NOTES
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Not all values for GL state can be saved on the attribute stack.
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For example,
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render mode state,
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and select and feedback state cannot be saved.
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Client state must be saved with
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\%\f3glPushClientAttrib\fP.
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.P
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The depth of the attribute stack depends on the implementation,
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but it must be at least 16.
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.P
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When the \%\f3GL_ARB_multitexture\fP extension is supported, pushing and
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popping texture state apples to all supported texture units.
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.SH ERRORS
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\%\f3GL_STACK_OVERFLOW\fP is generated if \%\f3glPushAttrib\fP is called while
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the attribute stack is full.
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.P
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\%\f3GL_STACK_UNDERFLOW\fP is generated if \%\f3glPopAttrib\fP is called while
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the attribute stack is empty.
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.P
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\%\f3GL_INVALID_OPERATION\fP is generated if \%\f3glPushAttrib\fP or \%\f3glPopAttrib\fP
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is executed between the execution of \%\f3glBegin\fP
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and the corresponding execution of \%\f3glEnd\fP.
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.SH ASSOCIATED GETS
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\%\f3glGet\fP with argument \%\f3GL_ATTRIB_STACK_DEPTH\fP
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.br
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\%\f3glGet\fP with argument \%\f3GL_MAX_ATTRIB_STACK_DEPTH\fP
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.SH SEE ALSO
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\%\f3glGet(3G)\fP,
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\%\f3glGetClipPlane(3G)\fP,
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\%\f3glGetError(3G)\fP,
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\%\f3glGetLight(3G)\fP,
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\%\f3glGetMap(3G)\fP,
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\%\f3glGetMaterial(3G)\fP,
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.br
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\%\f3glGetPixelMap(3G)\fP,
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\%\f3glGetPolygonStipple(3G)\fP,
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\%\f3glGetString(3G)\fP,
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\%\f3glGetTexEnv(3G)\fP,
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\%\f3glGetTexGen(3G)\fP,
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\%\f3glGetTexImage(3G)\fP,
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\%\f3glGetTexLevelParameter(3G)\fP,
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\%\f3glGetTexParameter(3G)\fP,
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\%\f3glIsEnabled(3G)\fP,
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\%\f3glPushClientAttrib(3G)\fP
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