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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 evalua-
		tor.   Symbolic	 constants GL_MAP2_VERTEX_3, GL_MAP2_VERTEX_4,
		GL_MAP2_INDEX, GL_MAP2_COLOR_4,	 GL_MAP2_NORMAL,  GL_MAP2_TEX-
		TURE_COORD_1,	GL_MAP2_TEXTURE_COORD_2,   GL_MAP2_TEXTURE_CO-
		ORD_3, and GL_MAP2_TEXTURE_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
		equations specified by this command. Initially,	u1 is 0	and u2
		is 1.

       ustride	Specifies the number of	floats or doubles between  the	begin-
		ning  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 memory 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
		equations specified by this command. Initially,	v1 is 0	and v2
		is 1.

       vstride	Specifies the number of	floats or doubles between  the	begin-
		ning  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 memory 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  map-
       ping  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
       maximum degree supported	by the GL implementation) can be described us-
       ing 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.
       Define $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 de-
       gree $m$	(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 call-
       ing glEnable and	glDisable with the map name, one of  the  nine	prede-
       fined  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 evaluated.  It can assume	one of nine predefined values:

       GL_MAP2_VERTEX_3		Each  control  point  is  three	floating-point
				values representing $x$, $y$, and $z$.	Inter-
				nal glVertex3 commands are generated when  the
				map is evaluated.

       GL_MAP2_VERTEX_4		Each control point is four floating-point val-
				ues  representing $x$, $y$, $z$, and $w$.  In-
				ternal 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
				glIndex	commands are generated when the	map is
				evaluated 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 val-
				ues  representing red, green, blue, and	alpha.
				Internal 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 $z$ com-
				ponents	of a normal vector.  Internal glNormal
				commands are generated when the	map is	evalu-
				ated  but  the	current	 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 coor-
				dinates	are not	 updated  with	the  value  of
				these glTexCoord commands.

       GL_MAP2_TEXTURE_COORD_2	Each  control point is two floating-point val-
				ues representing the $s$ and $t$ texture coor-
				dinates.  Internal
				glTexCoord2 commands are  generated  when  the
				map is evaluated but the current texture coor-
				dinates	 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 $r$ tex-
				ture  coordinates.   Internal glTexCoord3 com-
				mands 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_4	Each control point is four floating-point val-
				ues  representing  the	$s$, $t$, $r$, and $q$
				texture	coordinates.  Internal
				glTexCoord4 commands are  generated  when  the
				map is evaluated but the current texture coor-
				dinates	 are  not  updated  with  the value of
				these glTexCoord commands.

       ustride,	uorder,	vstride, vorder, and points define the array  address-
       ing  for	 accessing  the	control	points.	 points	is the location	of the
       first control point, which occupies one,	two, three, or four contiguous
       memory locations, depending on which map	is being defined.  There are $
       "uorder"	times "vorder" $ control points	in the array.  ustride	speci-
       fies  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+1) j}	$.  vstride specifies how many float or	double
       locations are skipped to	advance	the internal memory pointer from  con-
       trol 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 re-
       turns.  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 ex-
       ecution 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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