GLFEEDBACKBUFFER - Online Linux Manual PageSection : 3G

NAME"glFeedbackBuffer − controls feedback mode

C SPECIFICATIONvoid glFeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer )

PARAMETERSsize  Specifies the maximum number of values that can be written into buffer. type  Specifies a symbolic constant that describes the information that will be returned for each vertex. ­GL_2D, ­GL_3D, ­GL_3D_COLOR, ­GL_3D_COLOR_TEXTURE, and ­GL_4D_COLOR_TEXTURE are accepted. buffer  Returns the feedback data.

DESCRIPTIONThe ­glFeedbackBuffer function controls feedback. Feedback, like selection, is a GL mode. The mode is selected by calling ­glRenderMode with ­GL_FEEDBACK. When the GL is in feedback mode, no pixels are produced by rasterization. Instead, information about primitives that would have been rasterized is fed back to the application using the GL. ­glFeedbackBuffer has three arguments: buffer is a pointer to an array of floating-point values into which feedback information is placed. size indicates the size of the array. type is a symbolic constant describing the information that is fed back for each vertex. ­glFeedbackBuffer must be issued before feedback mode is enabled (by calling ­glRenderMode with argument ­GL_FEEDBACK). Setting ­GL_FEEDBACK without establishing the feedback buffer, or calling ­glFeedbackBuffer while the GL is in feedback mode, is an error. When ­glRenderMode is called while in feedback mode, it returns the number of entries placed in the feedback array, and resets the feedback array pointer to the base of the feedback buffer. The returned value never exceeds size. If the feedback data required more room than was available in buffer, ­glRenderMode returns a negative value. To take the GL out of feedback mode, call ­glRenderMode with a parameter value other than ­GL_FEEDBACK. While in feedback mode, each primitive, bitmap, or pixel rectangle that would be rasterized generates a block of values that are copied into the feedback array. If doing so would cause the number of entries to exceed the maximum, the block is partially written so as to fill the array (if there is any room left at all), and an overflow flag is set. Each block begins with a code indicating the primitive type, followed by values that describe the primitive's vertices and associated data. Entries are also written for bitmaps and pixel rectangles. Feedback occurs after polygon culling and ­glPolygonMode interpretation of polygons has taken place, so polygons that are culled are not returned in the feedback buffer. It can also occur after polygons with more than three edges are broken up into triangles, if the GL implementation renders polygons by performing this decomposition. The ­glPassThrough command can be used to insert a marker into the feedback buffer. See ­glPassThrough. Following is the grammar for the blocks of values written into the feedback buffer. Each primitive is indicated with a unique identifying value followed by some number of vertices. Polygon entries include an integer value indicating how many vertices follow. A vertex is fed back as some number of floating-point values, as determined by type. Colors are fed back as four values in RGBA mode and one value in color index mode. feedbackList ← feedbackItem feedbackList | feedbackItem feedbackItem ← point | lineSegment | polygon | bitmap | pixelRectangle | passThru point ← ­GL_POINT_TOKEN vertex lineSegment ← ­GL_LINE_TOKEN vertex vertex | ­GL_LINE_RESET_TOKEN vertex vertex polygon ← ­GL_POLYGON_TOKEN n polySpec polySpec ← polySpec vertex | vertex vertex vertex bitmap ← ­GL_BITMAP_TOKEN vertex pixelRectangle ← ­GL_DRAW_PIXEL_TOKEN vertex | ­GL_COPY_PIXEL_TOKEN vertex passThru ← ­GL_PASS_THROUGH_TOKEN value vertex ← 2d | 3d | 3dColor | 3dColorTexture | 4dColorTexture 2d ← value value 3d ← value value value 3dColor ← value value value color 3dColorTexture ← value value value color tex 4dColorTexture ← value value value value color tex color ← rgba | index rgba ← value value value value index ← value tex ← value value value value value is a floating-point number, and n is a floating-point integer giving the number of vertices in the polygon. ­GL_POINT_TOKEN, ­GL_LINE_TOKEN, ­GL_LINE_RESET_TOKEN, ­GL_POLYGON_TOKEN, ­GL_BITMAP_TOKEN, ­GL_DRAW_PIXEL_TOKEN, ­GL_COPY_PIXEL_TOKEN and ­GL_PASS_THROUGH_TOKEN are symbolic floating-point constants. ­GL_LINE_RESET_TOKEN is returned whenever the line stipple pattern is reset. The data returned as a vertex depends on the feedback type. The following table gives the correspondence between type and the number of values per vertex. k is 1 in color index mode and 4 in RGBA mode. TypeCoordinatesColorTextureTotal Number of Values ­GL_2Dx, y2 ­GL_3Dx, y, z3 ­GL_3D_COLORx, y, zk3~+~k ­GL_3D_COLOR_TEXTUREx, y, z,k47~+~k ­GL_4D_COLOR_TEXTUREx, y, z, wk48~+~k Feedback vertex coordinates are in window coordinates, except w, which is in clip coordinates. Feedback colors are lighted, if lighting is enabled. Feedback texture coordinates are generated, if texture coordinate generation is enabled. They are always transformed by the texture matrix.

NOTES­glFeedbackBuffer, when used in a display list, is not compiled into the display list but is executed immediately. When the ­GL_ARB_multitexture extension is supported, ­glFeedbackBuffer returns only the texture coordinates of texture unit ­GL_TEXTURE0_ARB.

ERRORS­GL_INVALID_ENUM is generated if type is not an accepted value. ­GL_INVALID_VALUE is generated if size is negative. ­GL_INVALID_OPERATION is generated if ­glFeedbackBuffer is called while the render mode is ­GL_FEEDBACK, or if ­glRenderMode is called with argument ­GL_FEEDBACK before ­glFeedbackBuffer is called at least once. ­GL_INVALID_OPERATION is generated if ­glFeedbackBuffer is executed between the execution of ­glBegin and the corresponding execution of ­glEnd.

ASSOCIATED GETS­glGet with argument ­GL_RENDER_MODE
­
glGet with argument ­GL_FEEDBACK_BUFFER_POINTER
­
glGet with argument ­GL_FEEDBACK_BUFFER_SIZE
­
glGet with argument ­GL_FEEDBACK_BUFFER_TYPE

SEE ALSO­glBegin(3G), ­glLineStipple(3G), ­glPassThrough(3G), ­glPolygonMode(3G), ­glRenderMode(3G), ­glSelectBuffer(3G)
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