GLTEXCOORD(3G) | GLTEXCOORD(3G) |
glTexCoord1d, glTexCoord1f, glTexCoord1i, glTexCoord1s, glTexCoord2d, glTexCoord2f, glTexCoord2i, glTexCoord2s, glTexCoord3d, glTexCoord3f, glTexCoord3i, glTexCoord3s, glTexCoord4d, glTexCoord4f, glTexCoord4i, glTexCoord4s, glTexCoord1dv, glTexCoord1fv, glTexCoord1iv, glTexCoord1sv, glTexCoord2dv, glTexCoord2fv, glTexCoord2iv, glTexCoord2sv, glTexCoord3dv, glTexCoord3fv, glTexCoord3iv, glTexCoord3sv, glTexCoord4dv, glTexCoord4fv, glTexCoord4iv, glTexCoord4sv - set the current texture coordinates
void glTexCoord1d( GLdouble s )
void glTexCoord1f( GLfloat s )
void glTexCoord1i( GLint s )
void glTexCoord1s( GLshort s )
void glTexCoord2d( GLdouble s,
GLdouble t )
void glTexCoord2f( GLfloat s,
GLfloat t )
void glTexCoord2i( GLint s,
GLint t )
void glTexCoord2s( GLshort s,
GLshort t )
void glTexCoord3d( GLdouble s,
GLdouble t, GLdouble r )
void glTexCoord3f( GLfloat s,
GLfloat t, GLfloat r )
void glTexCoord3i( GLint s,
GLint t, GLint r )
void glTexCoord3s( GLshort s,
GLshort t, GLshort r )
void glTexCoord4d( GLdouble s,
GLdouble t, GLdouble r, GLdouble q )
void glTexCoord4f( GLfloat s,
GLfloat t, GLfloat r, GLfloat q )
void glTexCoord4i( GLint s,
GLint t, GLint r, GLint q )
void glTexCoord4s( GLshort s,
GLshort t, GLshort r, GLshort q )
void glTexCoord1dv( const GLdouble *v )
void glTexCoord1fv( const GLfloat *v )
void glTexCoord1iv( const GLint *v )
void glTexCoord1sv( const GLshort *v )
void glTexCoord2dv( const GLdouble *v )
void glTexCoord2fv( const GLfloat *v )
void glTexCoord2iv( const GLint *v )
void glTexCoord2sv( const GLshort *v )
void glTexCoord3dv( const GLdouble *v )
void glTexCoord3fv( const GLfloat *v )
void glTexCoord3iv( const GLint *v )
void glTexCoord3sv( const GLshort *v )
void glTexCoord4dv( const GLdouble *v )
void glTexCoord4fv( const GLfloat *v )
void glTexCoord4iv( const GLint *v )
void glTexCoord4sv( const GLshort *v )
glTexCoord specifies texture coordinates in one, two,
three, or four dimensions. glTexCoord1 sets the current texture
coordinates to (s, 0, 0, 1); a call to
glTexCoord2 sets them to (s, t, 0, 1). Similarly,
glTexCoord3 specifies the texture coordinates as (s, t,
r, 1), and glTexCoord4 defines all four components explicitly
as (s, t, r, q).
The current texture coordinates are part of the data that is associated with each vertex and with the current raster position. Initially, the values for s, t, r, and q are (0, 0, 0, 1).
The current texture coordinates can be updated at any time. In particular, glTexCoord can be called between a call to glBegin and the corresponding call to glEnd.
When the GL_ARB_imaging extension is supported, glTexCoord always updates texture unit GL_TEXTURE0_ARB.
glGet with argument GL_CURRENT_TEXTURE_COORDS
glTexCoordPointer, glVertex