'\" te '\"! tbl|eqn | mmdoc '\"macro stdmacro .ds Vn Version 1.2 .ds Dt 24 September 1999 .ds Re Release 1.2.1 .ds Dp Jan 14 18:30 .ds Dm 01 edgeflagp .ds Xs 49268 6 edgeflagpointer.gl .TH GLEDGEFLAGPOINTER 3G .SH NAME .B "glEdgeFlagPointer \- define an array of edge flags .SH C SPECIFICATION void \f3glEdgeFlagPointer\fP( GLsizei \fIstride\fP, .nf .ta \w'\f3void \fPglEdgeFlagPointer( 'u const GLvoid \fI*ptr\fP ) .fi .EQ delim $$ .EN .SH PARAMETERS .TP \w'\f2stride\fP\ \ 'u \f2stride\fP Specifies the byte offset between consecutive edge flags. If \f2stride\fP is 0 (the initial value), the edge flags are understood to be tightly packed in the array. The initial value is 0. .TP \f2ptr\fP Specifies a pointer to the first edge flag in the array. The initial value is zero. .SH DESCRIPTION \%\f3glEdgeFlagPointer\fP specifies the location and data of an array of boolean edge flags to use when rendering. \f2stride\fP specifies the byte stride from one edge flag to the next allowing vertices and attributes to be packed into a single array or stored in separate arrays. (Single-array storage may be more efficient on some implementations; see \%\f3glInterleavedArrays\fP.) .P When an edge flag array is specified, \f2stride\fP and \f2ptr\fP are saved as client-side state. .P To enable and disable the edge flag array, call \%\f3glEnableClientState\fP and .br \%\f3glDisableClientState\fP with the argument \%\f3GL_EDGE_FLAG_ARRAY\fP. If enabled, the edge flag array is used when \%\f3glDrawArrays\fP, \%\f3glDrawElements\fP, or \%\f3glArrayElement\fP is called. .P Use \%\f3glDrawArrays\fP to construct a sequence of primitives (all of the same type) from prespecified vertex and vertex attribute arrays. Use \%\f3glArrayElement\fP to specify primitives by indexing vertices and vertex attributes and \%\f3glDrawElements\fP to construct a sequence of primitives by indexing vertices and vertex attributes. .SH NOTES \%\f3glEdgeFlagPointer\fP is available only if the GL version is 1.1 or greater. .P The edge flag array is initially disabled and it won't be accessed when .br \%\f3glArrayElement\fP, \%\f3glDrawElements\fP or \%\f3glDrawArrays\fP is called. .P Execution of \%\f3glEdgeFlagPointer\fP is not allowed between the execution of \%\f3glBegin\fP and the corresponding execution of \%\f3glEnd\fP, but an error may or may not be generated. If no error is generated, the operation is undefined. .P \%\f3glEdgeFlagPointer\fP is typically implemented on the client side. .P Edge flag array parameters are client-side state and are therefore not saved or restored by \%\f3glPushAttrib\fP and \%\f3glPopAttrib\fP. Use \%\f3glPushClientAttrib\fP and .br \%\f3glPopClientAttrib\fP instead. .SH ERRORS \%\f3GL_INVALID_ENUM\fP is generated if \f2stride\fP is negative. .SH ASSOCIATED GETS \%\f3glIsEnabled\fP with argument \%\f3GL_EDGE_FLAG_ARRAY\fP .br \%\f3glGet\fP with argument \%\f3GL_EDGE_FLAG_ARRAY_STRIDE\fP .br \%\f3glGetPointerv\fP with argument \%\f3GL_EDGE_FLAG_ARRAY_POINTER\fP .SH SEE ALSO \%\f3glArrayElement(3G)\fP, \%\f3glColorPointer(3G)\fP, \%\f3glDrawArrays(3G)\fP, \%\f3glDrawElements(3G)\fP, \%\f3glEnable(3G)\fP, \%\f3glGetPointerv(3G)\fP, \%\f3glIndexPointer(3G)\fP, \%\f3glNormalPointer(3G)\fP, \%\f3glPopClientAttrib(3G)\fP, .br \%\f3glPushClientAttrib(3G)\fP, \%\f3glTexCoordPointer(3G)\fP, \%\f3glVertexPointer(3G)\fP