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GLMAP2()								GLMAP2()

NAME
     glMap2d, glMap2f - define a two-dimensional evaluator

C SPECIFICATION
     void glMap2d( GLenum target,
		   GLdouble u1,
		   GLdouble u2,
		   GLint ustride,
		   GLint uorder,
		   GLdouble v1,
		   GLdouble v2,
		   GLint vstride,
		   GLint vorder,
		   const GLdouble *points )
     void glMap2f( GLenum target,
		   GLfloat u1,
		   GLfloat u2,
		   GLint ustride,
		   GLint uorder,
		   GLfloat v1,
		   GLfloat v2,
		   GLint vstride,
		   GLint vorder,
		   const GLfloat *points )

     delim $$

PARAMETERS
     target   Specifies  the kind of values that are generated by the evaluator.
	      Symbolic constants GL_MAP2_VERTEX_3, GL_MAP2_VERTEX_4, GL_MAP2_IN-
	      DEX,  GL_MAP2_COLOR_4,  GL_MAP2_NORMAL,	GL_MAP2_TEXTURE_COORD_1,
	      GL_MAP2_TEXTURE_COORD_2, GL_MAP2_TEXTURE_COORD_3, and GL_MAP2_TEX-
	      TURE_COORD_4 are accepted.

     u1, u2   Specify  a linear mapping of $u$, as presented to glEvalCoord2, to
	      $u hat$, one of the two variables that are evaluated by the  equa-
	      tions specified by this command. Initially, u1 is 0 and u2 is 1.

     ustride  Specifies the number of floats or doubles between the beginning of
	      control point $R sub ij$ and the beginning of control point $R sub
	      {  (i+1) j }$, where $i$ and $j$ are the $u$ and $v$ control point
	      indices, respectively.  This allows control points to be	embedded
	      in  arbitrary  data  structures.	 The only constraint is that the
	      values for a particular control point must occupy contiguous  mem-
	      ory locations. The initial value of ustride is 0.

     uorder   Specifies  the  dimension  of  the  control point array in the $u$
	      axis.  Must be positive. The initial value is 1.

     v1, v2   Specify a linear mapping of $v$, as presented to glEvalCoord2,  to
	      $v  hat$, one of the two variables that are evaluated by the equa-
	      tions specified by this command. Initially, v1 is 0 and v2 is 1.

     vstride  Specifies the number of floats or doubles between the beginning of
	      control point $R sub ij$ and the beginning of control point $R sub
	      { i (j+1) }$, where $i$ and $j$ are the $u$ and $v$ control  point
	      indices,	respectively.  This allows control points to be embedded
	      in arbitrary data structures.  The only  constraint  is  that  the
	      values  for a particular control point must occupy contiguous mem-
	      ory locations. The initial value of vstride is 0.

     vorder   Specifies the dimension of the control  point  array  in	the  $v$
	      axis.  Must be positive. The initial value is 1.

     points   Specifies a pointer to the array of control points.

DESCRIPTION
     Evaluators  provide  a way to use polynomial or rational polynomial mapping
     to produce vertices, normals, texture coordinates, and colors.  The  values
     produced  by  an  evaluator  are sent on to further stages of GL processing
     just as if they had been presented using  glVertex,  glNormal,  glTexCoord,
     and  glColor  commands,  except that the generated values do not update the
     current normal, texture coordinates, or color.

     All polynomial or rational polynomial splines of any degree (up to the max-
     imum degree supported by the GL  implementation)  can  be	described  using
     evaluators.   These  include almost all surfaces used in computer graphics,
     including B-spline surfaces, NURBS surfaces, Bezier surfaces, and so on.

     Evaluators define surfaces based on bivariate Bernstein  polynomials.   De-
     fine $p ( u hat , v hat ) $ as

     p	(  u  hat , v hat ^) ~~=~~ up 10 {sum from i=0 to n sum from j=0 to m} B
	      sub i sup n ( u hat ^) B sub j sup m ( v hat ^) R sub ij

     where $R sub ij$ is a control point, $B sub i sup n (  u  hat  ^)$  is  the
     $i$th Bernstein polynomial of degree
     $n$ (uorder = $n + 1$)

     B	sub  i	sup  n	( u hat ^) ~~=~~ left ( down 20 {cpile { n above i }} ~~
		  right ) u hat sup i ( 1 - u hat ^) sup { n - i }

     and $B sub j sup m ( v hat ^)$ is the $j$th Bernstein polynomial of  degree
     $m$ (vorder = $m + 1$)

     B	sub  j	sup  m	( v hat ^) ~~=~~ left ( down 20 {cpile { m above j }} ~~
		  right ) v hat sup j ( 1 - v hat ^) sup { m - j }

     Recall that
     $0 sup 0 ~==~ 1 $ and $ left ( down 20 {cpile { n above ~0 }}  ~~	right  )
				     ~~==~~ 1 $

     glMap2  is  used to define the basis and to specify what kind of values are
     produced.	Once defined, a map can be enabled and disabled by calling glEn-
     able and glDisable with the map name, one of the nine predefined values for
     target, described below.  When glEvalCoord2 presents values  $u$  and  $v$,
     the  bivariate  Bernstein	polynomials  are  evaluated using $u hat$ and $v
     hat$, where

		   $u hat ~~=~~ {u ~-~ "u1"} over {"u2" ~-~ "u1"}$

		   $v hat ~~=~~ {v ~-~ "v1"} over {"v2" ~-~ "v1"}$

     target is a symbolic constant that indicates what kind  of  control  points
     are provided in points, and what output is generated when the map is evalu-
     ated.  It can assume one of nine predefined values:

     GL_MAP2_VERTEX_3	      Each  control point is three floating-point values
			      representing $x$, $y$, and $z$.	Internal  glVer-
			      tex3 commands are generated when the map is evalu-
			      ated.

     GL_MAP2_VERTEX_4	      Each  control  point is four floating-point values
			      representing $x$, $y$,  $z$,  and  $w$.	Internal
			      glVertex4  commands  are generated when the map is
			      evaluated.

     GL_MAP2_INDEX	      Each control  point  is  a  single  floating-point
			      value  representing a color index.  Internal glIn-
			      dex commands are generated when the map is  evalu-
			      ated but the current index is not updated with the
			      value of these glIndex commands.

     GL_MAP2_COLOR_4	      Each  control  point is four floating-point values
			      representing red, green, blue, and alpha.   Inter-
			      nal  glColor4  commands are generated when the map
			      is evaluated but the current color is not  updated
			      with the value of these glColor4 commands.

     GL_MAP2_NORMAL	      Each  control point is three floating-point values
			      representing the $x$, $y$, and $z$ components of a
			      normal vector.   Internal  glNormal  commands  are
			      generated  when  the map is evaluated but the cur-
			      rent normal is not updated with the value of these
			      glNormal commands.

     GL_MAP2_TEXTURE_COORD_1  Each control  point  is  a  single  floating-point
			      value  representing  the	$s$  texture coordinate.
			      Internal
			      glTexCoord1 commands are generated when the map is
			      evaluated but the current texture coordinates  are
			      not  updated  with  the  value of these glTexCoord
			      commands.

     GL_MAP2_TEXTURE_COORD_2  Each control point is  two  floating-point  values
			      representing  the $s$ and $t$ texture coordinates.
			      Internal
			      glTexCoord2 commands are generated when the map is
			      evaluated but the current texture coordinates  are
			      not  updated  with  the  value of these glTexCoord
			      commands.

     GL_MAP2_TEXTURE_COORD_3  Each control point is three floating-point  values
			      representing the $s$, $t$, and $r$ texture coordi-
			      nates.   Internal  glTexCoord3 commands are gener-
			      ated when the map is  evaluated  but  the  current
			      texture coordinates are not updated with the value
			      of these glTexCoord commands.

     GL_MAP2_TEXTURE_COORD_4  Each  control  point is four floating-point values
			      representing the $s$, $t$, $r$,  and  $q$  texture
			      coordinates.  Internal
			      glTexCoord4 commands are generated when the map is
			      evaluated  but the current texture coordinates are
			      not updated with the  value  of  these  glTexCoord
			      commands.

     ustride,  uorder,	vstride,  vorder, and points define the array addressing
     for accessing the control points.	points is the location of the first con-
     trol point, which occupies one, two, three, or four contiguous memory loca-
     tions, depending on which map is being defined.  There are $ "uorder" times
     "vorder" $ control points in the array.  ustride specifies how  many  float
     or double locations are skipped to advance the internal memory pointer from
     control  point $R sub {i j} $ to control point $R sub {(i+1) j} $.  vstride
     specifies how many float or double locations are skipped to advance the in-
     ternal memory pointer from control point $R sub {i j} $ to control point $R
     sub {i (j+1) } $.

NOTES
     As is the case with all GL commands that accept pointers to data, it is  as
     if  the  contents	of  points  were copied by glMap2 before glMap2 returns.
     Changes to the contents of points have no effect after glMap2 is called.

     Initially, GL_AUTO_NORMAL is enabled. If GL_AUTO_NORMAL is enabled,  normal
     vectors  are  generated when either GL_MAP2_VERTEX_3 or GL_MAP2_VERTEX_4 is
     used to generate vertices.

ERRORS
     GL_INVALID_ENUM is generated if target is not an accepted value.

     GL_INVALID_VALUE is generated if u1 is equal to u2, or if v1  is  equal  to
     v2.

     GL_INVALID_VALUE is generated if either ustride or vstride is less than the
     number of values in a control point.

     GL_INVALID_VALUE  is generated if either uorder or vorder is less than 1 or
     greater than the return value of GL_MAX_EVAL_ORDER.

     GL_INVALID_OPERATION is generated if glMap2 is executed between the  execu-
     tion of glBegin and the corresponding execution of glEnd.

ASSOCIATED GETS
     glGetMap
     glGet with argument GL_MAX_EVAL_ORDER
     glIsEnabled with argument GL_MAP2_VERTEX_3
     glIsEnabled with argument GL_MAP2_VERTEX_4
     glIsEnabled with argument GL_MAP2_INDEX
     glIsEnabled with argument GL_MAP2_COLOR_4
     glIsEnabled with argument GL_MAP2_NORMAL
     glIsEnabled with argument GL_MAP2_TEXTURE_COORD_1
     glIsEnabled with argument GL_MAP2_TEXTURE_COORD_2
     glIsEnabled with argument GL_MAP2_TEXTURE_COORD_3
     glIsEnabled with argument GL_MAP2_TEXTURE_COORD_4

SEE ALSO
     glBegin,  glColor,  glEnable, glEvalCoord, glEvalMesh, glEvalPoint, glMap1,
     glMapGrid, glNormal, glTexCoord, glVertex

									GLMAP2()

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