HP b2600 Reference Manual page 133

Opengl 1.1 reference
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GL_MAP1_TEXTURE_COORD_4
If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate s, t, r, and q
texture coordinates. See glMap1.
GL_MAP1_VERTEX_3
If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate x, y, and z
vertex coordinates. See glMap1.
GL_MAP1_VERTEX_4
If enabled, calls to glEvalCoord1, glEvalMesh1, and glEvalPoint1 generate homogeneous
x, y, z, and w vertex coordinates. See glMap1.
GL_MAP2_COLOR_4
If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate RGBA
values. See glMap2.
GL_MAP2_INDEX
If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate color indices.
See glMap2.
GL_MAP2_NORMAL
If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate normals. See
glMap2.
GL_MAP2_TEXTURE_COORD_1
If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate s
GL_MAP2_TEXTURE_COORD_2
If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate s and t
texture coordinates. See glMap2.
GL_MAP2_TEXTURE_COORD_3
If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate s, t, and r
texture coordinates. See glMap2.
GL_MAP2_TEXTURE_COORD_4
If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate s, t, r, and q
texture coordinates. See glMap2.
GL_MAP2_VERTEX_3
If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate x, y, and z
vertex coordinates. See glMap2.
GL_MAP2_VERTEX_4
If enabled, calls to glEvalCoord2, glEvalMesh2, and glEvalPoint2 generate homogeneous
x, y, z, and w vertex coordinates. See glMap2.
GL_NORMALIZE
If enabled, normal vectors specified with glNormal are scaled to unit length after
transformation. See glNormal.
GL_OCCLUSION_TEST_hp
Chapter 5
E
glEnable
133

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