fglVertex(3G) OpenGL Reference fglVertex(3G)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*4 x,
REAL*4 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*4 x,
REAL*4 y,
REAL*4 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*4 x,
REAL*4 y,
REAL*4 z,
REAL*4 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.
Page 1
fglVertex(3G) OpenGL Reference fglVertex(3G)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
Page 2