NAME
fglVertex2d, fglVertex2f, fglVertex2i, fglVertex2s,
fglVertex3d, fglVertex3f, fglVertex3i, fglVertex3s,
fglVertex4d, fglVertex4f, fglVertex4i, fglVertex4s,
fglVertex2dv, fglVertex2fv, fglVertex2iv, fglVertex2sv,
fglVertex3dv, fglVertex3fv, fglVertex3iv, fglVertex3sv,
fglVertex4dv, fglVertex4fv, fglVertex4iv, fglVertex4sv -
specify a vertex
FORTRAN SPECIFICATION
SUBROUTINE fglVertex2d( REAL*8 x,
REAL*8 y )
SUBROUTINE fglVertex2f( REAL*4 x,
REAL*4 y )
SUBROUTINE fglVertex2i( INTEGER*4 x,
INTEGER*4 y )
SUBROUTINE fglVertex2s( INTEGER*2 x,
INTEGER*2 y )
SUBROUTINE fglVertex3d( REAL*8 x,
REAL*8 y,
REAL*8 z )
SUBROUTINE fglVertex3f( REAL*4 x,
REAL*4 y,
REAL*4 z )
SUBROUTINE fglVertex3i( INTEGER*4 x,
INTEGER*4 y,
INTEGER*4 z )
SUBROUTINE fglVertex3s( INTEGER*2 x,
INTEGER*2 y,
INTEGER*2 z )
SUBROUTINE fglVertex4d( REAL*8 x,
REAL*8 y,
REAL*8 z,
REAL*8 w )
SUBROUTINE fglVertex4f( REAL*4 x,
REAL*4 y,
REAL*4 z,
REAL*4 w )
SUBROUTINE fglVertex4i( INTEGER*4 x,
INTEGER*4 y,
INTEGER*4 z,
INTEGER*4 w )
SUBROUTINE fglVertex4s( INTEGER*2 x,
INTEGER*2 y,
INTEGER*2 z,
INTEGER*2 w )
PARAMETERS
x, y, z, w
Specify x, y, z, and w coordinates of a vertex.
Not all parameters are present in all forms of the
command.
FORTRAN SPECIFICATION
SUBROUTINE fglVertex2dv( CHARACTER*8 v )
SUBROUTINE fglVertex2fv( CHARACTER*8 v )
SUBROUTINE fglVertex2iv( CHARACTER*8 v )
SUBROUTINE fglVertex2sv( CHARACTER*8 v )
SUBROUTINE fglVertex3dv( CHARACTER*8 v )
SUBROUTINE fglVertex3fv( CHARACTER*8 v )
SUBROUTINE fglVertex3iv( CHARACTER*8 v )
SUBROUTINE fglVertex3sv( CHARACTER*8 v )
SUBROUTINE fglVertex4dv( CHARACTER*8 v )
SUBROUTINE fglVertex4fv( CHARACTER*8 v )
SUBROUTINE fglVertex4iv( CHARACTER*8 v )
SUBROUTINE fglVertex4sv( CHARACTER*8 v )
PARAMETERS
v Specifies a pointer to an array of two, three, or four
elements. The elements of a two-element array are x
and y; of a three-element array, x, y, and z; and of a
four-element array, x, y, z, and w.
DESCRIPTION
fglVertex commands are used within fglBegin/fglEnd pairs to
specify point, line, and polygon vertices. The current
color, normal, and texture coordinates are associated with
the vertex when fglVertex is called.
When only x and y are specified, z defaults to 0 and w
defaults to 1. When x, y, and z are specified, w defaults
to 1.
NOTES
Invoking fglVertex outside of a fglBegin/fglEnd pair results
in undefined behavior.
SEE ALSO
fglBegin, fglCallList, fglColor, fglEdgeFlag, fglEvalCoord,
fglIndex, fglMaterial,
fglNormal, fglRect, fglTexCoord, fglVertexPointer