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author | Dan Gudmundsson <[email protected]> | 2013-01-08 14:55:52 +0100 |
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committer | Dan Gudmundsson <[email protected]> | 2013-01-09 11:45:11 +0100 |
commit | c384a91846f7d0aff189fb51d1d502330d7abef4 (patch) | |
tree | 6244eb3e86b4fbe154e8042bbb6bcbaf80a25c74 /lib/wx/src/gen/gl.erl | |
parent | 4400ec08aaa4c30272f502b5d8450dafec30f5dc (diff) | |
download | otp-c384a91846f7d0aff189fb51d1d502330d7abef4.tar.gz otp-c384a91846f7d0aff189fb51d1d502330d7abef4.tar.bz2 otp-c384a91846f7d0aff189fb51d1d502330d7abef4.zip |
wx: Fix comments
Fix utf-8 code generation for opengl docs
Diffstat (limited to 'lib/wx/src/gen/gl.erl')
-rw-r--r-- | lib/wx/src/gen/gl.erl | 285 |
1 files changed, 143 insertions, 142 deletions
diff --git a/lib/wx/src/gen/gl.erl b/lib/wx/src/gen/gl.erl index ff381683ee..8a8158c35e 100644 --- a/lib/wx/src/gen/gl.erl +++ b/lib/wx/src/gen/gl.erl @@ -1,7 +1,9 @@ +%% -*- coding: utf-8 -*- + %% %% %CopyrightBegin% %% -%% Copyright Ericsson AB 2008-2012. All Rights Reserved. +%% Copyright Ericsson AB 2008-2013. All Rights Reserved. %% %% The contents of this file are subject to the Erlang Public License, %% Version 1.1, (the "License"); you may not use this file except in @@ -460,7 +462,7 @@ alphaFunc(Func,Ref) -> %% as (R s0 G s0 B s0 A s0), (R s1 G s1 B s1 A s1) and (R d G d B d A d), respectively. The color specified by {@link gl:blendColor/4} is referred to %% as (R c G c B c A c). They are understood to have integer values between 0 and (k R k G k B k A), where %% -%% k c= 2(m c)-1 +%% k c=2(m c)-1 %% %% and (m R m G m B m A) is the number of red, green, blue, and alpha bitplanes. %% @@ -489,12 +491,12 @@ alphaFunc(Func,Ref) -> %% %% In the table, %% -%% i= min(A s k A-A d) k/A +%% i=min(A s k A-A d) k/A %% %% To determine the blended RGBA values of a pixel, the system uses the following equations: %% %% -%% R d= min(k R R s s R+R d d R) G d= min(k G G s s G+G d d G) B d= min(k B B s s B+B d d B) A d= min(k A A s s A+A d d A) +%% R d=min(k R R s s R+R d d R) G d=min(k G G s s G+G d d G) B d=min(k B B s s B+B d d B) A d=min(k A A s s A+A d d A) %% %% Despite the apparent precision of the above equations, blending arithmetic is not exactly %% specified, because blending operates with imprecise integer color values. However, a blend @@ -503,7 +505,7 @@ alphaFunc(Func,Ref) -> %% , `Dfactor' is `?GL_ONE_MINUS_SRC_ALPHA', and A s is equal to k A, the equations %% reduce to simple replacement: %% -%% R d= R s G d= G s B d= B s A d= A s +%% R d=R s G d=G s B d=B s A d=A s %% %% %% @@ -643,7 +645,7 @@ lineWidth(Width) -> %% is 0, otherwise these fragments are sent to the frame buffer. Bit zero of `Pattern' %% is the least significant bit. %% -%% Antialiased lines are treated as a sequence of 1*width rectangles for purposes of stippling. +%% Antialiased lines are treated as a sequence of 1×width rectangles for purposes of stippling. %% Whether rectangle s is rasterized or not depends on the fragment rule described for %% aliased lines, counting rectangles rather than groups of fragments. %% @@ -690,7 +692,7 @@ polygonMode(Face,Mode) -> %% When `?GL_POLYGON_OFFSET_FILL', `?GL_POLYGON_OFFSET_LINE', or `?GL_POLYGON_OFFSET_POINT' %% is enabled, each fragment's `depth' value will be offset after it is interpolated %% from the `depth' values of the appropriate vertices. The value of the offset is -%% factor*DZ+r*units, where DZ is a measurement of the change in depth relative to the +%% factor×DZ+r×units, where DZ is a measurement of the change in depth relative to the %% screen area of the polygon, and r is the smallest value that is guaranteed to produce %% a resolvable offset for a given implementation. The offset is added before the depth test %% is performed and before the value is written into the depth buffer. @@ -709,10 +711,10 @@ polygonOffset(Factor,Units) -> %% fragments produced by rasterization, creating a pattern. Stippling is independent of polygon %% antialiasing. %% -%% `Pattern' is a pointer to a 32*32 stipple pattern that is stored in memory just +%% `Pattern' is a pointer to a 32×32 stipple pattern that is stored in memory just %% like the pixel data supplied to a {@link gl:drawPixels/5} call with height and `width' %% both equal to 32, a pixel format of `?GL_COLOR_INDEX', and data type of `?GL_BITMAP' -%% . That is, the stipple pattern is represented as a 32*32 array of 1-bit color indices +%% . That is, the stipple pattern is represented as a 32×32 array of 1-bit color indices %% packed in unsigned bytes. {@link gl:pixelStoref/2} parameters like `?GL_UNPACK_SWAP_BYTES' %% and `?GL_UNPACK_LSB_FIRST' affect the assembling of the bits into a stipple pattern. %% Pixel transfer operations (shift, offset, pixel map) are not applied to the stipple image, @@ -737,10 +739,10 @@ polygonStipple(Mask) -> %% @doc Return the polygon stipple pattern %% -%% ``gl:getPolygonStipple'' returns to `Pattern' a 32*32 polygon stipple pattern. +%% ``gl:getPolygonStipple'' returns to `Pattern' a 32×32 polygon stipple pattern. %% The pattern is packed into memory as if {@link gl:readPixels/7} with both `height' %% and `width' of 32, `type' of `?GL_BITMAP', and `format' of `?GL_COLOR_INDEX' -%% were called, and the stipple pattern were stored in an internal 32*32 color index buffer. +%% were called, and the stipple pattern were stored in an internal 32×32 color index buffer. %% Unlike {@link gl:readPixels/7} , however, pixel transfer operations (shift, offset, pixel %% map) are not applied to the returned stipple image. %% @@ -2635,7 +2637,7 @@ loadIdentity() -> %% and `M' points to an array of 16 single- or double-precision floating-point values %% m={m[0] m[1] ... m[15]}, then the modelview transformation M(v) does the following: %% -%% M(v)=(m[0] m[4] m[8] m[12] m[1] m[5] m[9] m[13] m[2] m[6] m[10] m[14] m[3] m[7] m[11] m[15])*(v[0] v[1] v[2] v[3]) +%% M(v)=(m[0] m[4] m[8] m[12] m[1] m[5] m[9] m[13] m[2] m[6] m[10] m[14] m[3] m[7] m[11] m[15])×(v[0] v[1] v[2] v[3]) %% %% Projection and texture transformations are similarly defined. %% @@ -2687,7 +2689,7 @@ multMatrixf({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) -> %% (x 2(1-c)+c x y(1-c)-z s x z(1-c)+y s 0 y x(1-c)+z s y 2(1-c)+c y z(1-c)-x s 0 x z(1-c)-y s y z(1-c)+x s z 2(1-c)+c 0 0 0 0 %% 1) %% -%% Where c= cos(angle), s= sin(angle), and ||(x y z)||= 1 (if not, the GL will normalize this vector). +%% Where c=cos(angle), s=sin(angle), and ||(x y z)||=1 (if not, the GL will normalize this vector). %% %% If the matrix mode is either `?GL_MODELVIEW' or `?GL_PROJECTION', all objects %% drawn after ``gl:rotate'' is called are rotated. Use {@link gl:pushMatrix/0} and {@link gl:pushMatrix/0} @@ -3814,7 +3816,7 @@ rasterPos4sv({X,Y,Z,W}) -> rasterPos4s(X,Y,Z,W). %% ``gl:rect'' supports efficient specification of rectangles as two corner points. Each %% rectangle command takes four arguments, organized either as two consecutive pairs of (x y) %% coordinates or as two pointers to arrays, each containing an (x y) pair. The resulting rectangle -%% is defined in the z= 0 plane. +%% is defined in the z=0 plane. %% %% ``gl:rect''( `X1' , `Y1' , `X2' , `Y2' ) is exactly equivalent to the %% following sequence: glBegin(`?GL_POLYGON'); glVertex2( `X1' , `Y1' ); glVertex2( @@ -4684,9 +4686,9 @@ pixelZoom(Xfactor,Yfactor) -> %% is the number of pixels in a row (`?GL_PACK_ROW_LENGTH' if it is greater than 0, %% the width argument to the pixel routine otherwise), a is the value of `?GL_PACK_ALIGNMENT' %% , and s is the size, in bytes, of a single component (if a< s, then it is as if a= -%% s). In the case of 1-bit values, the location of the next row is obtained by skipping +%% s). In the case of 1-bit values, the location of the next row is obtained by skipping %% -%% k= 8 a |(n l)/(8 a)| +%% k=8 a |(n l)/(8 a)| %% %% components or indices. %% @@ -4708,7 +4710,7 @@ pixelZoom(Xfactor,Yfactor) -> %% a pixel image (`?GL_PACK_IMAGE_HEIGHT' if it is greater than 0, the height argument %% to the {@link gl:texImage3D/10} routine otherwise), a is the value of `?GL_PACK_ALIGNMENT' %% , and s is the size, in bytes, of a single component (if a< s, then it is as if -%% a= s). +%% a=s). %% %% The word `component' in this description refers to the nonindex values red, green, %% blue, alpha, and depth. Storage format `?GL_RGB', for example, has three components @@ -4758,9 +4760,9 @@ pixelZoom(Xfactor,Yfactor) -> %% is the number of pixels in a row (`?GL_UNPACK_ROW_LENGTH' if it is greater than 0, %% the width argument to the pixel routine otherwise), a is the value of `?GL_UNPACK_ALIGNMENT' %% , and s is the size, in bytes, of a single component (if a< s, then it is as if a= -%% s). In the case of 1-bit values, the location of the next row is obtained by skipping +%% s). In the case of 1-bit values, the location of the next row is obtained by skipping %% -%% k= 8 a |(n l)/(8 a)| +%% k=8 a |(n l)/(8 a)| %% %% components or indices. %% @@ -4781,8 +4783,8 @@ pixelZoom(Xfactor,Yfactor) -> %% the width argument to {@link gl:texImage3D/10} otherwise), h is the number of rows in %% an image (`?GL_UNPACK_IMAGE_HEIGHT' if it is greater than 0, the height argument %% to {@link gl:texImage3D/10} otherwise), a is the value of `?GL_UNPACK_ALIGNMENT', -%% and s is the size, in bytes, of a single component (if a< s, then it is as if a= -%% s). +%% and s is the size, in bytes, of a single component (if a< s, then it is as if a=s). +%% %% %% The word `component' in this description refers to the nonindex values red, green, %% blue, alpha, and depth. Storage format `?GL_RGB', for example, has three components @@ -5327,7 +5329,7 @@ readPixels(X,Y,Width,Height,Format,Type,Pixels) -> %% or `?GL_STENCIL_INDEX'. Each unsigned byte is treated as eight 1-bit pixels, with %% bit ordering determined by `?GL_UNPACK_LSB_FIRST' (see {@link gl:pixelStoref/2} ). %% -%% width*height pixels are read from memory, starting at location `Data' . By default, +%% width×height pixels are read from memory, starting at location `Data' . By default, %% these pixels are taken from adjacent memory locations, except that after all `Width' %% pixels are read, the read pointer is advanced to the next four-byte boundary. The four-byte %% row alignment is specified by {@link gl:pixelStoref/2} with argument `?GL_UNPACK_ALIGNMENT' @@ -5340,7 +5342,7 @@ readPixels(X,Y,Width,Height,Format,Type,Pixels) -> %% (see {@link gl:bindBuffer/2} ) while a block of pixels is specified, `Data' is treated %% as a byte offset into the buffer object's data store. %% -%% The width*height pixels that are read from memory are each operated on in the same +%% The width×height pixels that are read from memory are each operated on in the same %% way, based on the values of several parameters specified by {@link gl:pixelTransferf/2} %% and {@link gl:pixelMapfv/3} . The details of these operations, as well as the target buffer %% into which the pixels are drawn, are specific to the format of the pixels, as specified @@ -5366,10 +5368,10 @@ readPixels(X,Y,Width,Height,Format,Type,Pixels) -> %% %% The GL then converts the resulting indices or RGBA colors to fragments by attaching the %% current raster position `z' coordinate and texture coordinates to each pixel, then -%% assigning x and y window coordinates to the nth fragment such that x n= x r+n% -%% width +%% assigning x and y window coordinates to the nth fragment such that x n=x r+n% width +%% %% -%% y n= y r+|n/width| +%% y n=y r+|n/width| %% %% where (x r y r) is the current raster position. These pixel fragments are then treated just like %% the fragments generated by rasterizing points, lines, or polygons. Texture mapping, fog, @@ -5391,9 +5393,9 @@ readPixels(X,Y,Width,Height,Format,Type,Pixels) -> %% the number of bits in the stencil buffer. The resulting stencil indices are then written %% to the stencil buffer such that the nth index is written to location %% -%% x n= x r+n% width +%% x n=x r+n% width %% -%% y n= y r+|n/width| +%% y n=y r+|n/width| %% %% where (x r y r) is the current raster position. Only the pixel ownership test, the scissor test, %% and the stencil writemask affect these write operations. @@ -5411,9 +5413,9 @@ readPixels(X,Y,Width,Height,Format,Type,Pixels) -> %% raster position color or color index and texture coordinates to each pixel, then assigning %% x and y window coordinates to the nth fragment such that %% -%% x n= x r+n% width +%% x n=x r+n% width %% -%% y n= y r+|n/width| +%% y n=y r+|n/width| %% %% where (x r y r) is the current raster position. These pixel fragments are then treated just like %% the fragments generated by rasterizing points, lines, or polygons. Texture mapping, fog, @@ -5442,9 +5444,9 @@ readPixels(X,Y,Width,Height,Format,Type,Pixels) -> %% raster position `z' coordinate and texture coordinates to each pixel, then assigning %% x and y window coordinates to the nth fragment such that %% -%% x n= x r+n% width +%% x n=x r+n% width %% -%% y n= y r+|n/width| +%% y n=y r+|n/width| %% %% where (x r y r) is the current raster position. These pixel fragments are then treated just like %% the fragments generated by rasterizing points, lines, or polygons. Texture mapping, fog, @@ -5810,7 +5812,7 @@ clearStencil(S) -> %% %% If the texture generation function is `?GL_OBJECT_LINEAR', the function %% -%% g= p 1*x o+p 2*y o+p 3*z o+p 4*w o +%% g=p 1×x o+p 2×y o+p 3×z o+p 4×w o %% %% is used, where g is the value computed for the coordinate named in `Coord' , p 1, %% p 2, p 3, and p 4 are the four values supplied in `Params' , and x o, y o, z o, @@ -5823,7 +5825,7 @@ clearStencil(S) -> %% %% If the texture generation function is `?GL_EYE_LINEAR', the function %% -%% g=(p 1)"*x e+(p 2)"*y e+(p 3)"*z e+(p 4)"*w e +%% g=(p 1)"×x e+(p 2)"×y e+(p 3)"×z e+(p 4)"×w e %% %% is used, where %% @@ -5847,14 +5849,14 @@ clearStencil(S) -> %% %% f=(f x f y f z) T be the reflection vector such that %% -%% f= u-2 n" (n") T u +%% f=u-2 n" (n") T u %% -%% Finally, let m= 2 ((f x) 2+(f y) 2+(f z+1) 2). Then the values assigned to the s and t texture coordinates +%% Finally, let m=2 ((f x) 2+(f y) 2+(f z+1) 2). Then the values assigned to the s and t texture coordinates %% are %% -%% s= f x/m+1/2 +%% s=f x/m+1/2 %% -%% t= f y/m+1/2 +%% t=f y/m+1/2 %% %% To enable or disable a texture-coordinate generation function, call {@link gl:enable/1} %% or {@link gl:enable/1} with one of the symbolic texture-coordinate names (`?GL_TEXTURE_GEN_S' @@ -6002,7 +6004,7 @@ texEnvi(Target,Pname,Param) -> %% `?GL_BLEND' Function </td><td>`?GL_ADD' Function </td></tr></tbody><tbody><tr><td> %% `?GL_ALPHA'</td><td> C v=</td><td> C p</td><td> C p</td><td> undefined </td><td> C p</td> %% <td> C p</td></tr><tr><td></td><td> A v=</td><td> A s</td><td> A p A s</td><td></td><td> -%% A v= A p A s</td><td> A p A s</td></tr><tr><td>`?GL_LUMINANCE'</td><td> C v=</td><td> +%% A v=A p A s</td><td> A p A s</td></tr><tr><td>`?GL_LUMINANCE'</td><td> C v=</td><td> %% C s</td><td> C p C s</td><td> undefined </td><td> C p (1-C s)+C c C s</td><td> C p+C s</td></tr> %% <tr><td> (or 1) </td><td> A v=</td><td> A p</td><td> A p</td><td></td><td> A p</td><td> A %% p</td></tr><tr><td>`?GL_LUMINANCE_ALPHA'</td><td> C v=</td><td> C s</td><td> C p C @@ -6034,11 +6036,11 @@ texEnvi(Target,Pname,Param) -> %% %% <table><tbody><tr><td>`?GL_COMBINE_RGB'</td><td>` Texture Function '</td></tr></tbody> %% <tbody><tr><td>`?GL_REPLACE'</td><td> Arg0</td></tr><tr><td>`?GL_MODULATE'</td><td> -%% Arg0*Arg1</td></tr><tr><td>`?GL_ADD'</td><td> Arg0+Arg1</td></tr><tr><td>`?GL_ADD_SIGNED' -%% </td><td> Arg0+Arg1-0.5</td></tr><tr><td>`?GL_INTERPOLATE'</td><td> Arg0*Arg2+Arg1*(1- +%% Arg0×Arg1</td></tr><tr><td>`?GL_ADD'</td><td> Arg0+Arg1</td></tr><tr><td>`?GL_ADD_SIGNED' +%% </td><td> Arg0+Arg1-0.5</td></tr><tr><td>`?GL_INTERPOLATE'</td><td> Arg0×Arg2+Arg1×(1- %% Arg2)</td> %% </tr><tr><td>`?GL_SUBTRACT'</td><td> Arg0-Arg1</td></tr><tr><td>`?GL_DOT3_RGB' -%% or `?GL_DOT3_RGBA'</td><td> 4*((((Arg0 r)-0.5)*((Arg1 r)-0.5))+(((Arg0 g)-0.5)*((Arg1 g)-0.5))+(((Arg0 b)-0.5)*((Arg1 b)-0.5)))</td></tr></tbody></table> +%% or `?GL_DOT3_RGBA'</td><td> 4×((((Arg0 r)-0.5)×((Arg1 r)-0.5))+(((Arg0 g)-0.5)×((Arg1 g)-0.5))+(((Arg0 b)-0.5)×((Arg1 b)-0.5)))</td></tr></tbody></table> %% %% The scalar results for `?GL_DOT3_RGB' and `?GL_DOT3_RGBA' are placed into each %% of the 3 (RGB) or 4 (RGBA) components on output. @@ -6049,8 +6051,8 @@ texEnvi(Target,Pname,Param) -> %% %% <table><tbody><tr><td>`?GL_COMBINE_ALPHA'</td><td>` Texture Function '</td></tr> %% </tbody><tbody><tr><td>`?GL_REPLACE'</td><td> Arg0</td></tr><tr><td>`?GL_MODULATE' -%% </td><td> Arg0*Arg1</td></tr><tr><td>`?GL_ADD'</td><td> Arg0+Arg1</td></tr><tr><td>`?GL_ADD_SIGNED' -%% </td><td> Arg0+Arg1-0.5</td></tr><tr><td>`?GL_INTERPOLATE'</td><td> Arg0*Arg2+Arg1*(1- +%% </td><td> Arg0×Arg1</td></tr><tr><td>`?GL_ADD'</td><td> Arg0+Arg1</td></tr><tr><td>`?GL_ADD_SIGNED' +%% </td><td> Arg0+Arg1-0.5</td></tr><tr><td>`?GL_INTERPOLATE'</td><td> Arg0×Arg2+Arg1×(1- %% Arg2)</td> %% </tr><tr><td>`?GL_SUBTRACT'</td><td> Arg0-Arg1</td></tr></tbody></table> %% @@ -6245,19 +6247,18 @@ getTexEnviv(Target,Pname) -> %% If the values for `?GL_TEXTURE_BORDER_COLOR' are specified with ``gl:texParameterIiv'' %% or ``gl:texParameterIuiv'', the values are stored unmodified with an internal data %% type of integer. If specified with ``gl:texParameteriv'', they are converted to floating -%% point with the following equation: f= 2 c+1 2 b-/1. If specified with ``gl:texParameterfv'' +%% point with the following equation: f=2 c+1 2 b-/1. If specified with ``gl:texParameterfv'' %% , they are stored unmodified as floating-point values. %% %% `?GL_TEXTURE_COMPARE_FUNC': Specifies the comparison operator used when `?GL_TEXTURE_COMPARE_MODE' %% is set to `?GL_COMPARE_REF_TO_TEXTURE'. Permissible values are: <table><tbody><tr><td> %% ` Texture Comparison Function '</td><td>` Computed result '</td></tr></tbody><tbody> -%% <tr><td>`?GL_LEQUAL'</td><td> result={1.0 0.0 &nbsp;&nbsp; r<=(D t) r>(D t))</td></tr><tr><td>`?GL_GEQUAL'</td><td> -%% result={1.0 0.0 &nbsp;&nbsp; r>=(D t) r<(D t))</td></tr><tr><td>`?GL_LESS'</td><td> result={1.0 0.0 &nbsp;&nbsp; r< -%% (D t) r>=(D t))</td></tr><tr><td>`?GL_GREATER' -%% </td><td> result={1.0 0.0 &nbsp;&nbsp; r>(D t) r<=(D t))</td></tr><tr><td>`?GL_EQUAL'</td><td> result={1.0 0.0 &nbsp;&nbsp; -%% r=(D t) r&ne;(D t))</td></tr><tr><td>`?GL_NOTEQUAL' -%% </td><td> result={1.0 0.0 &nbsp;&nbsp; r&ne;(D t) r=(D t))</td></tr><tr><td>`?GL_ALWAYS'</td><td> result= 1.0</td></tr><tr><td> -%% `?GL_NEVER'</td><td> result= 0.0</td></tr></tbody></table> where r is the current +%% <tr><td>`?GL_LEQUAL'</td><td> result={1.0 0.0 r<=(D t) r>(D t))</td></tr><tr><td>`?GL_GEQUAL'</td><td> +%% result={1.0 0.0 r>=(D t) r<(D t))</td></tr><tr><td>`?GL_LESS'</td><td> result={1.0 0.0 r<(D t) r>=(D t))</td></tr><tr><td>`?GL_GREATER' +%% </td><td> result={1.0 0.0 r>(D t) r<=(D t))</td></tr><tr><td>`?GL_EQUAL'</td><td> result={1.0 0.0 r=(D t) r&ne; +%% (D t))</td></tr><tr><td>`?GL_NOTEQUAL' +%% </td><td> result={1.0 0.0 r&ne;(D t) r=(D t))</td></tr><tr><td>`?GL_ALWAYS'</td><td> result=1.0</td></tr><tr><td> +%% `?GL_NEVER'</td><td> result=0.0</td></tr></tbody></table> where r is the current %% interpolated texture coordinate, and D t is the depth texture value sampled from the %% currently bound depth texture. result is assigned to the the red channel. %% @@ -6286,14 +6287,14 @@ getTexEnviv(Target,Pname) -> %% The other four use mipmaps. %% %% A mipmap is an ordered set of arrays representing the same image at progressively lower -%% resolutions. If the texture has dimensions 2 n*2 m, there are max(n m)+1 mipmaps. The first -%% mipmap is the original texture, with dimensions 2 n*2 m. Each subsequent mipmap has -%% dimensions 2(k-1)*2(l-1), where 2 k*2 l are the dimensions of the previous mipmap, until either -%% k= 0 or l= 0. At that point, subsequent mipmaps have dimension 1*2(l-1) or 2(k-1)*1 until -%% the final mipmap, which has dimension 1*1. To define the mipmaps, call {@link gl:texImage1D/8} +%% resolutions. If the texture has dimensions 2 n×2 m, there are max(n m)+1 mipmaps. The first +%% mipmap is the original texture, with dimensions 2 n×2 m. Each subsequent mipmap has +%% dimensions 2(k-1)×2(l-1), where 2 k×2 l are the dimensions of the previous mipmap, until either +%% k=0 or l=0. At that point, subsequent mipmaps have dimension 1×2(l-1) or 2(k-1)×1 until +%% the final mipmap, which has dimension 1×1. To define the mipmaps, call {@link gl:texImage1D/8} %% , {@link gl:texImage2D/9} , {@link gl:texImage3D/10} , {@link gl:copyTexImage1D/7} , or {@link gl:copyTexImage2D/8} %% with the `level' argument indicating the order of the mipmaps. Level 0 is the original -%% texture; level max(n m) is the final 1*1 mipmap. +%% texture; level max(n m) is the final 1×1 mipmap. %% %% `Params' supplies a function for minifying the texture as one of the following: %% @@ -7255,7 +7256,7 @@ map2f(Target,U1,U2,Ustride,Uorder,V1,V2,Vstride,Vorder,Points) -> %% `Query' can assume the following values: %% %% `?GL_COEFF': `V' returns the control points for the evaluator function. One-dimensional -%% evaluators return order control points, and two-dimensional evaluators return uorder*vorder +%% evaluators return order control points, and two-dimensional evaluators return uorder×vorder %% control points. Each control point consists of one, two, three, or four integer, single-precision %% floating-point, or double-precision floating-point values, depending on the type of the %% evaluator. The GL returns two-dimensional control points in row-major order, incrementing @@ -7330,9 +7331,9 @@ getMapiv(Target,Query,V) -> %% `?GL_AUTO_NORMAL', ``gl:evalCoord2'' generates surface normals analytically, regardless %% of the contents or enabling of the `?GL_MAP2_NORMAL' map. Let %% -%% m=((&PartialD; p)/(&PartialD; u))*((&PartialD; p)/(&PartialD; v)) +%% m=((&PartialD; p)/(&PartialD; u))×((&PartialD; p)/(&PartialD; v)) %% -%% Then the generated normal n is n= m/(||m||) +%% Then the generated normal n is n=m/(||m||) %% %% If automatic normal generation is disabled, the corresponding normal map `?GL_MAP2_NORMAL' %% , if enabled, is used to produce a normal. If neither automatic normal generation nor @@ -7393,17 +7394,17 @@ evalCoord2fv({U,V}) -> evalCoord2f(U,V). %% 0 maps exactly to `U1' , and integer grid coordinate `Un' maps exactly to `U2' %% . All other integer grid coordinates i are mapped so that %% -%% u= i(u2-u1)/un+u1 +%% u=i(u2-u1)/un+u1 %% %% ``gl:mapGrid2'' specifies two such linear mappings. One maps integer grid coordinate -%% i= 0 exactly to `U1' , and integer grid coordinate i= un exactly to `U2' . The -%% other maps integer grid coordinate j= 0 exactly to `V1' , and integer grid coordinate -%% j= vn exactly to `V2' . Other integer grid coordinates i and j are mapped such +%% i=0 exactly to `U1' , and integer grid coordinate i=un exactly to `U2' . The +%% other maps integer grid coordinate j=0 exactly to `V1' , and integer grid coordinate +%% j=vn exactly to `V2' . Other integer grid coordinates i and j are mapped such %% that %% -%% u= i(u2-u1)/un+u1 +%% u=i(u2-u1)/un+u1 %% -%% v= j(v2-v1)/vn+v1 +%% v=j(v2-v1)/vn+v1 %% %% The mappings specified by ``gl:mapGrid'' are used identically by {@link gl:evalMesh1/3} %% and {@link gl:evalPoint1/1} . @@ -7440,7 +7441,7 @@ mapGrid2f(Un,U1,U2,Vn,V1,V2) -> %% 1 ); where &Delta; u=(u 2-u 1)/n %% %% and n, u 1, and u 2 are the arguments to the most recent {@link gl:mapGrid1d/3} command. -%% The one absolute numeric requirement is that if i= n, then the value computed from i.&Delta; +%% The one absolute numeric requirement is that if i=n, then the value computed from i.&Delta; %% u+u 1 is exactly u 2. %% %% In the two-dimensional case, ``gl:evalPoint2'', let @@ -7452,8 +7453,8 @@ mapGrid2f(Un,U1,U2,Vn,V1,V2) -> %% where n, u 1, u 2, m, v 1, and v 2 are the arguments to the most recent {@link gl:mapGrid1d/3} %% command. Then the ``gl:evalPoint2'' command is equivalent to calling glEvalCoord2( i. %% &Delta; u+u 1, j.&Delta; v+v 1 ); The only absolute numeric requirements are -%% that if i= n, then the value computed from i.&Delta; u+u 1 is exactly u 2, and -%% if j= m, then the value computed from j.&Delta; v+v 1 is exactly v 2. +%% that if i=n, then the value computed from i.&Delta; u+u 1 is exactly u 2, and +%% if j=m, then the value computed from j.&Delta; v+v 1 is exactly v 2. %% %% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glEvalPoint.xml">external</a> documentation. -spec evalPoint1(I) -> ok when I :: integer(). @@ -7486,8 +7487,8 @@ evalPoint2(I,J) -> %% `type' is `?GL_POINTS' if `Mode' is `?GL_POINT', or `?GL_LINES' %% if `Mode' is `?GL_LINE'. %% -%% The one absolute numeric requirement is that if i= n, then the value computed from i. -%% &Delta; u+u 1 is exactly u 2. +%% The one absolute numeric requirement is that if i=n, then the value computed from i.&Delta; +%% u+u 1 is exactly u 2. %% %% In the two-dimensional case, ``gl:evalMesh2'', let .cp &Delta; u=(u 2-u 1)/n %% @@ -7516,8 +7517,8 @@ evalPoint2(I,J) -> %% ; i <= `I2' ; i += 1 ) glEvalCoord2( i.&Delta; u+u 1, j.&Delta; v+v 1 %% ); glEnd(); %% -%% In all three cases, the only absolute numeric requirements are that if i= n, then the -%% value computed from i.&Delta; u+u 1 is exactly u 2, and if j= m, then the value +%% In all three cases, the only absolute numeric requirements are that if i=n, then the +%% value computed from i.&Delta; u+u 1 is exactly u 2, and if j=m, then the value %% computed from j.&Delta; v+v 1 is exactly v 2. %% %% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glEvalMesh.xml">external</a> documentation. @@ -7578,21 +7579,21 @@ evalMesh2(Mode,I1,I2,J1,J2) -> %% (in the case that `?GL_FOG_COORD_SRC' is `?GL_FOG_COORD'). The equation for `?GL_LINEAR' %% fog is f=(end-c)/(end-start) %% -%% The equation for `?GL_EXP' fog is f= e(-(density. c)) +%% The equation for `?GL_EXP' fog is f=e(-(density. c)) %% -%% The equation for `?GL_EXP2' fog is f= e(-(density. c)) 2 +%% The equation for `?GL_EXP2' fog is f=e(-(density. c)) 2 %% %% Regardless of the fog mode, f is clamped to the range [0 1] after it is computed. Then, %% if the GL is in RGBA color mode, the fragment's red, green, and blue colors, represented %% by C r, are replaced by %% -%% (C r)"= f*C r+(1-f)*C f +%% (C r)"=f×C r+(1-f)×C f %% %% Fog does not affect a fragment's alpha component. %% %% In color index mode, the fragment's color index i r is replaced by %% -%% (i r)"= i r+(1-f)*i f +%% (i r)"=i r+(1-f)×i f %% %% %% @@ -7664,44 +7665,45 @@ fogiv(Pname,Params) -> %% 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 +%% feedbackList ← feedbackItem feedbackList | feedbackItem %% -%% feedbackItem point | lineSegment | polygon | bitmap | pixelRectangle | passThru +%% feedbackItem ← point | lineSegment | polygon | bitmap | pixelRectangle | passThru %% -%% point `?GL_POINT_TOKEN' vertex +%% point ←`?GL_POINT_TOKEN' vertex %% -%% lineSegment `?GL_LINE_TOKEN' vertex vertex | `?GL_LINE_RESET_TOKEN' vertex +%% lineSegment ←`?GL_LINE_TOKEN' vertex vertex | `?GL_LINE_RESET_TOKEN' vertex %% vertex %% -%% polygon `?GL_POLYGON_TOKEN' n polySpec +%% polygon ←`?GL_POLYGON_TOKEN' n polySpec %% -%% polySpec polySpec vertex | vertex vertex vertex +%% polySpec ← polySpec vertex | vertex vertex vertex %% -%% bitmap `?GL_BITMAP_TOKEN' vertex +%% bitmap ←`?GL_BITMAP_TOKEN' vertex %% -%% pixelRectangle `?GL_DRAW_PIXEL_TOKEN' vertex | `?GL_COPY_PIXEL_TOKEN' vertex +%% pixelRectangle ←`?GL_DRAW_PIXEL_TOKEN' vertex | `?GL_COPY_PIXEL_TOKEN' vertex +%% %% -%% passThru `?GL_PASS_THROUGH_TOKEN' value +%% passThru ←`?GL_PASS_THROUGH_TOKEN' value %% -%% vertex 2d | 3d | 3dColor | 3dColorTexture | 4dColorTexture +%% vertex ← 2d | 3d | 3dColor | 3dColorTexture | 4dColorTexture %% -%% 2d value value +%% 2d ← value value %% -%% 3d value value value +%% 3d ← value value value %% -%% 3dColor value value value color +%% 3dColor ← value value value color %% -%% 3dColorTexture value value value color tex +%% 3dColorTexture ← value value value color tex %% -%% 4dColorTexture value value value value color tex +%% 4dColorTexture ← value value value value color tex %% -%% color rgba | index +%% color ← rgba | index %% -%% rgba value value value value +%% rgba ← value value value value %% -%% index value +%% index ← value %% -%% tex value value value 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' @@ -7886,13 +7888,13 @@ blendColor(Red,Green,Blue,Alpha) -> %% blend factors are denoted (s R s G s B s A) and (d R d G d B d A), respectively. For these equations all color components %% are understood to have values in the range [0 1]. <table><tbody><tr><td>` Mode '</td><td> %% ` RGB Components '</td><td>` Alpha Component '</td></tr></tbody><tbody><tr><td>`?GL_FUNC_ADD' -%% </td><td> Rr= R s s R+R d d R Gr= G s s G+G d d G Br= B s s B+B d d B</td><td> Ar= -%% A s s A+A d d A</td></tr><tr><td>`?GL_FUNC_SUBTRACT'</td><td> Rr= R s s R-R d d -%% R Gr= G s s G-G d d G Br= B s s B-B d d B</td><td> Ar= A s s A-A d d A</td></tr><tr> -%% <td>`?GL_FUNC_REVERSE_SUBTRACT'</td><td> Rr= R d d R-R s s R Gr= G d d G-G s s G -%% Br= B d d B-B s s B</td><td> Ar= A d d A-A s s A</td></tr><tr><td>`?GL_MIN'</td><td> -%% Rr= min(R s R d) Gr= min(G s G d) Br= min(B s B d)</td><td> Ar= min(A s A d)</td></tr><tr><td>`?GL_MAX'</td><td> Rr= -%% max(R s R d) Gr= max(G s G d) Br= max(B s B d)</td><td> Ar= max(A s A d)</td></tr></tbody></table> +%% </td><td> Rr=R s s R+R d d R Gr=G s s G+G d d G Br=B s s B+B d d B</td><td> Ar=A s +%% s A+A d d A</td></tr><tr><td>`?GL_FUNC_SUBTRACT'</td><td> Rr=R s s R-R d d R Gr=G +%% s s G-G d d G Br=B s s B-B d d B</td><td> Ar=A s s A-A d d A</td></tr><tr><td>`?GL_FUNC_REVERSE_SUBTRACT' +%% </td><td> Rr=R d d R-R s s R Gr=G d d G-G s s G Br=B d d B-B s s B</td><td> Ar=A d +%% d A-A s s A</td></tr><tr><td>`?GL_MIN'</td><td> Rr=min(R s R d) Gr=min(G s G d) Br=min(B s B d)</td><td> Ar=min +%% (A s A d)</td></tr><tr><td>`?GL_MAX'</td><td> Rr=max(R s R d) Gr=max(G s G d) Br=max(B s B d)</td><td> Ar=max(A s A d)</td></tr></tbody> +%% </table> %% %% The results of these equations are clamped to the range [0 1]. %% @@ -9062,7 +9064,7 @@ sampleCoverage(Value,Invert) -> %% %% `ImageSize' must be equal to: %% -%% b s*|width b/w|*|height b/h|*|depth b/d| +%% b s×|width b/w|×|height b/h|×|depth b/d| %% %% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCompressedTexImage3D.xml">external</a> documentation. -spec compressedTexImage3D(Target, Level, Internalformat, Width, Height, Depth, Border, ImageSize, Data) -> ok when Target :: enum(),Level :: integer(),Internalformat :: enum(),Width :: integer(),Height :: integer(),Depth :: integer(),Border :: integer(),ImageSize :: integer(),Data :: offset()|mem(). @@ -9124,7 +9126,7 @@ compressedTexImage3D(Target,Level,Internalformat,Width,Height,Depth,Border,Image %% %% `ImageSize' must be equal to: %% -%% b s*|width b/w|*|height b/h| +%% b s×|width b/w|×|height b/h| %% %% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCompressedTexImage2D.xml">external</a> documentation. -spec compressedTexImage2D(Target, Level, Internalformat, Width, Height, Border, ImageSize, Data) -> ok when Target :: enum(),Level :: integer(),Internalformat :: enum(),Width :: integer(),Height :: integer(),Border :: integer(),ImageSize :: integer(),Data :: offset()|mem(). @@ -9181,7 +9183,7 @@ compressedTexImage2D(Target,Level,Internalformat,Width,Height,Border,ImageSize,D %% %% `ImageSize' must be equal to: %% -%% b s*|width b/w| +%% b s×|width b/w| %% %% See <a href="http://www.opengl.org/sdk/docs/man/xhtml/glCompressedTexImage1D.xml">external</a> documentation. -spec compressedTexImage1D(Target, Level, Internalformat, Width, Border, ImageSize, Data) -> ok when Target :: enum(),Level :: integer(),Internalformat :: enum(),Width :: integer(),Border :: integer(),ImageSize :: integer(),Data :: offset()|mem(). @@ -9502,7 +9504,7 @@ multiTexCoord4sv(Target,{S,T,R,Q}) -> multiTexCoord4s(Target,S,T,R,Q). %% and `M' points to an array of 16 single- or double-precision floating-point values %% m={m[0] m[1] ... m[15]}, then the modelview transformation M(v) does the following: %% -%% M(v)=(m[0] m[1] m[2] m[3] m[4] m[5] m[6] m[7] m[8] m[9] m[10] m[11] m[12] m[13] m[14] m[15])*(v[0] v[1] v[2] v[3]) +%% M(v)=(m[0] m[1] m[2] m[3] m[4] m[5] m[6] m[7] m[8] m[9] m[10] m[11] m[12] m[13] m[14] m[15])×(v[0] v[1] v[2] v[3]) %% %% Projection and texture transformations are similarly defined. %% @@ -9569,7 +9571,7 @@ multTransposeMatrixd({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) -> %% is referred to as (R c G c B c A c). They are understood to have integer values between 0 and (k R k G k B %% k A), where %% -%% k c= 2(m c)-1 +%% k c=2(m c)-1 %% %% and (m R m G m B m A) is the number of red, green, blue, and alpha bitplanes. %% @@ -9601,12 +9603,12 @@ multTransposeMatrixd({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) -> %% %% In the table, %% -%% i= min(A s 1-(A d)) +%% i=min(A s 1-(A d)) %% %% To determine the blended RGBA values of a pixel, the system uses the following equations: %% %% -%% R d= min(k R R s s R+R d d R) G d= min(k G G s s G+G d d G) B d= min(k B B s s B+B d d B) A d= min(k A A s s A+A d d A) +%% R d=min(k R R s s R+R d d R) G d=min(k G G s s G+G d d G) B d=min(k B B s s B+B d d B) A d=min(k A A s s A+A d d A) %% %% Despite the apparent precision of the above equations, blending arithmetic is not exactly %% specified, because blending operates with imprecise integer color values. However, a blend @@ -9615,7 +9617,7 @@ multTransposeMatrixd({M1,M2,M3,M4,M5,M6,M7,M8,M9,M10,M11,M12}) -> %% , `DstRGB' is `?GL_ONE_MINUS_SRC_ALPHA', and A s is equal to k A, the equations %% reduce to simple replacement: %% -%% R d= R s G d= G s B d= B s A d= A s +%% R d=R s G d=G s B d=B s A d=A s %% %% %% @@ -9899,7 +9901,7 @@ secondaryColorPointer(Size,Type,Stride,Pointer) -> %% current modelview and projection matrices, nor by the viewport-to-window transform. The %% z coordinate of the current raster position is updated in the following manner: %% -%% z={n f(n+z*(f-n)) if z<= 0 if z>= 1(otherwise)) +%% z={n f(n+z×(f-n)) if z<= 0 if z>= 1(otherwise)) %% %% where n is `?GL_DEPTH_RANGE''s near value, and f is `?GL_DEPTH_RANGE''s %% far value. See {@link gl:depthRange/2} . @@ -10397,13 +10399,13 @@ getBufferParameteriv(Target,Pname) -> %% blend factors are denoted (s R s G s B s A) and (d R d G d B d A), respectively. For these equations all color components %% are understood to have values in the range [0 1]. <table><tbody><tr><td>` Mode '</td><td> %% ` RGB Components '</td><td>` Alpha Component '</td></tr></tbody><tbody><tr><td>`?GL_FUNC_ADD' -%% </td><td> Rr= R s s R+R d d R Gr= G s s G+G d d G Br= B s s B+B d d B</td><td> Ar= -%% A s s A+A d d A</td></tr><tr><td>`?GL_FUNC_SUBTRACT'</td><td> Rr= R s s R-R d d -%% R Gr= G s s G-G d d G Br= B s s B-B d d B</td><td> Ar= A s s A-A d d A</td></tr><tr> -%% <td>`?GL_FUNC_REVERSE_SUBTRACT'</td><td> Rr= R d d R-R s s R Gr= G d d G-G s s G -%% Br= B d d B-B s s B</td><td> Ar= A d d A-A s s A</td></tr><tr><td>`?GL_MIN'</td><td> -%% Rr= min(R s R d) Gr= min(G s G d) Br= min(B s B d)</td><td> Ar= min(A s A d)</td></tr><tr><td>`?GL_MAX'</td><td> Rr= -%% max(R s R d) Gr= max(G s G d) Br= max(B s B d)</td><td> Ar= max(A s A d)</td></tr></tbody></table> +%% </td><td> Rr=R s s R+R d d R Gr=G s s G+G d d G Br=B s s B+B d d B</td><td> Ar=A s +%% s A+A d d A</td></tr><tr><td>`?GL_FUNC_SUBTRACT'</td><td> Rr=R s s R-R d d R Gr=G +%% s s G-G d d G Br=B s s B-B d d B</td><td> Ar=A s s A-A d d A</td></tr><tr><td>`?GL_FUNC_REVERSE_SUBTRACT' +%% </td><td> Rr=R d d R-R s s R Gr=G d d G-G s s G Br=B d d B-B s s B</td><td> Ar=A d +%% d A-A s s A</td></tr><tr><td>`?GL_MIN'</td><td> Rr=min(R s R d) Gr=min(G s G d) Br=min(B s B d)</td><td> Ar=min +%% (A s A d)</td></tr><tr><td>`?GL_MAX'</td><td> Rr=max(R s R d) Gr=max(G s G d) Br=max(B s B d)</td><td> Ar=max(A s A d)</td></tr></tbody> +%% </table> %% %% The results of these equations are clamped to the range [0 1]. %% @@ -11626,11 +11628,11 @@ useProgram(Program) -> %% %% The commands ``gl:uniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv'' are used to modify %% a matrix or an array of matrices. The numbers in the command name are interpreted as the -%% dimensionality of the matrix. The number `2' indicates a 2 � 2 matrix (i.e., 4 values), -%% the number `3' indicates a 3 � 3 matrix (i.e., 9 values), and the number `4' -%% indicates a 4 � 4 matrix (i.e., 16 values). Non-square matrix dimensionality is explicit, +%% dimensionality of the matrix. The number `2' indicates a 2 × 2 matrix (i.e., 4 values), +%% the number `3' indicates a 3 × 3 matrix (i.e., 9 values), and the number `4' +%% indicates a 4 × 4 matrix (i.e., 16 values). Non-square matrix dimensionality is explicit, %% with the first number representing the number of columns and the second number representing -%% the number of rows. For example, `2x4' indicates a 2 � 4 matrix with 2 columns and +%% the number of rows. For example, `2x4' indicates a 2 × 4 matrix with 2 columns and %% 4 rows (i.e., 8 values). If `Transpose' is `?GL_FALSE', each matrix is assumed %% to be supplied in column major order. If `Transpose' is `?GL_TRUE', each matrix %% is assumed to be supplied in row major order. The `Count' argument indicates the @@ -12753,7 +12755,7 @@ drawElementsInstanced(Mode,Count,Type,Indices,Primcount) -> %% %% When a buffer object is attached to a buffer texture, the buffer object's data store %% is taken as the texture's texel array. The number of texels in the buffer texture's texel -%% array is given by buffer_size components� sizeof( base_type/) +%% array is given by buffer_size components×sizeof( base_type/) %% %% where `buffer_size' is the size of the buffer object, in basic machine units and %% components and base type are the element count and base data type for elements, as specified @@ -14576,14 +14578,14 @@ bindSampler(Unit,Sampler) -> %% to compute the texture value. The other four use mipmaps. %% %% A mipmap is an ordered set of arrays representing the same image at progressively lower -%% resolutions. If the texture has dimensions 2 n*2 m, there are max(n m)+1 mipmaps. The first -%% mipmap is the original texture, with dimensions 2 n*2 m. Each subsequent mipmap has -%% dimensions 2(k-1)*2(l-1), where 2 k*2 l are the dimensions of the previous mipmap, until either -%% k= 0 or l= 0. At that point, subsequent mipmaps have dimension 1*2(l-1) or 2(k-1)*1 until -%% the final mipmap, which has dimension 1*1. To define the mipmaps, call {@link gl:texImage1D/8} +%% resolutions. If the texture has dimensions 2 n×2 m, there are max(n m)+1 mipmaps. The first +%% mipmap is the original texture, with dimensions 2 n×2 m. Each subsequent mipmap has +%% dimensions 2(k-1)×2(l-1), where 2 k×2 l are the dimensions of the previous mipmap, until either +%% k=0 or l=0. At that point, subsequent mipmaps have dimension 1×2(l-1) or 2(k-1)×1 until +%% the final mipmap, which has dimension 1×1. To define the mipmaps, call {@link gl:texImage1D/8} %% , {@link gl:texImage2D/9} , {@link gl:texImage3D/10} , {@link gl:copyTexImage1D/7} , or {@link gl:copyTexImage2D/8} %% with the `level' argument indicating the order of the mipmaps. Level 0 is the original -%% texture; level max(n m) is the final 1*1 mipmap. +%% texture; level max(n m) is the final 1×1 mipmap. %% %% `Params' supplies a function for minifying the texture as one of the following: %% @@ -14695,13 +14697,12 @@ bindSampler(Unit,Sampler) -> %% `?GL_TEXTURE_COMPARE_FUNC': Specifies the comparison operator used when `?GL_TEXTURE_COMPARE_MODE' %% is set to `?GL_COMPARE_REF_TO_TEXTURE'. Permissible values are: <table><tbody><tr><td> %% ` Texture Comparison Function '</td><td>` Computed result '</td></tr></tbody><tbody> -%% <tr><td>`?GL_LEQUAL'</td><td> result={1.0 0.0 &nbsp;&nbsp; r<=(D t) r>(D t))</td></tr><tr><td>`?GL_GEQUAL'</td><td> -%% result={1.0 0.0 &nbsp;&nbsp; r>=(D t) r<(D t))</td></tr><tr><td>`?GL_LESS'</td><td> result={1.0 0.0 &nbsp;&nbsp; r< -%% (D t) r>=(D t))</td></tr><tr><td>`?GL_GREATER' -%% </td><td> result={1.0 0.0 &nbsp;&nbsp; r>(D t) r<=(D t))</td></tr><tr><td>`?GL_EQUAL'</td><td> result={1.0 0.0 &nbsp;&nbsp; -%% r=(D t) r&ne;(D t))</td></tr><tr><td>`?GL_NOTEQUAL' -%% </td><td> result={1.0 0.0 &nbsp;&nbsp; r&ne;(D t) r=(D t))</td></tr><tr><td>`?GL_ALWAYS'</td><td> result= 1.0</td></tr><tr><td> -%% `?GL_NEVER'</td><td> result= 0.0</td></tr></tbody></table> where r is the current +%% <tr><td>`?GL_LEQUAL'</td><td> result={1.0 0.0 r<=(D t) r>(D t))</td></tr><tr><td>`?GL_GEQUAL'</td><td> +%% result={1.0 0.0 r>=(D t) r<(D t))</td></tr><tr><td>`?GL_LESS'</td><td> result={1.0 0.0 r<(D t) r>=(D t))</td></tr><tr><td>`?GL_GREATER' +%% </td><td> result={1.0 0.0 r>(D t) r<=(D t))</td></tr><tr><td>`?GL_EQUAL'</td><td> result={1.0 0.0 r=(D t) r&ne; +%% (D t))</td></tr><tr><td>`?GL_NOTEQUAL' +%% </td><td> result={1.0 0.0 r&ne;(D t) r=(D t))</td></tr><tr><td>`?GL_ALWAYS'</td><td> result=1.0</td></tr><tr><td> +%% `?GL_NEVER'</td><td> result=0.0</td></tr></tbody></table> where r is the current %% interpolated texture coordinate, and D t is the texture value sampled from the currently %% bound texture. result is assigned to R t. %% @@ -15774,11 +15775,11 @@ getProgramPipelineiv(Pipeline,Pname) -> %% %% The commands ``gl:programUniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv'' are used %% to modify a matrix or an array of matrices. The numbers in the command name are interpreted -%% as the dimensionality of the matrix. The number `2' indicates a 2 � 2 matrix (i.e., -%% 4 values), the number `3' indicates a 3 � 3 matrix (i.e., 9 values), and the number `4' -%% indicates a 4 � 4 matrix (i.e., 16 values). Non-square matrix dimensionality is explicit, +%% as the dimensionality of the matrix. The number `2' indicates a 2 × 2 matrix (i.e., +%% 4 values), the number `3' indicates a 3 × 3 matrix (i.e., 9 values), and the number `4' +%% indicates a 4 × 4 matrix (i.e., 16 values). Non-square matrix dimensionality is explicit, %% with the first number representing the number of columns and the second number representing -%% the number of rows. For example, `2x4' indicates a 2 � 4 matrix with 2 columns and +%% the number of rows. For example, `2x4' indicates a 2 × 4 matrix with 2 columns and %% 4 rows (i.e., 8 values). If `Transpose' is `?GL_FALSE', each matrix is assumed %% to be supplied in column major order. If `Transpose' is `?GL_TRUE', each matrix %% is assumed to be supplied in row major order. The `Count' argument indicates the |