glEvalMesh1

glEvalMesh: man2/glEvalMesh.xml

glMapGrid and glEvalMesh are used in tandem to efficiently generate and evaluate a series of evenly-spaced map domain values. glEvalMesh steps through the integer domain of a one- or two-dimensional grid, whose range is the domain of the evaluation maps specified by glMap1 and glMap2. mode determines whether the resulting vertices are connected as points, lines, or filled polygons. In the one-dimensional case, glEvalMesh1, the mesh is generated as if the following code fragment were executed:

glBegin(  $(D_INLINECODE type));
for ( i =  $(D_INLINECODE i1); i <=  $(D_INLINECODE i2); i += 1 )
   glEvalCoord1(  i · Δ u + u 1);
glEnd();

where Δ u = u 2 - u 1 n and n, u 1, and u 2 are the arguments to the most recent glMapGrid1 command. 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 · Δ u + u 1 is exactly u 2. In the two-dimensional case, glEvalMesh2, let .cp Δ u = u 2 - u 1 n Δ v = v 2 - v 1 m where n, u 1, u 2, m, v 1, and v 2 are the arguments to the most recent glMapGrid2 command. Then, if mode is GL_FILL, the glEvalMesh2 command is equivalent to:

for ( j =  $(D_INLINECODE j1); j <  $(D_INLINECODE j2); j += 1 ) {
   glBegin( GL_QUAD_STRIP );
   for ( i =  $(D_INLINECODE i1); i <=  $(D_INLINECODE i2); i += 1 ) {
  glEvalCoord2(  i · Δ u + u 1, j · Δ v + v 1);
  glEvalCoord2(  i · Δ u + u 1, j + 1 · Δ v + v 1);
   }
   glEnd();
}

If mode is GL_LINE, then a call to glEvalMesh2 is equivalent to:

for ( j =  $(D_INLINECODE j1); j <=  $(D_INLINECODE j2); j += 1 ) {
   glBegin( GL_LINE_STRIP );
   for ( i =  $(D_INLINECODE i1); i <=  $(D_INLINECODE i2); i += 1 )
  glEvalCoord2(  i · Δ u + u 1, j · Δ v + v 1);
   glEnd();
}

for ( i =  $(D_INLINECODE i1);  i <=  $(D_INLINECODE i2); i += 1 ) {
   glBegin( GL_LINE_STRIP );
   for ( j =  $(D_INLINECODE j1); j <=  $(D_INLINECODE j1); j += 1 )
  glEvalCoord2(  i · Δ u + u 1, j · Δ v + v 1);
   glEnd();
}

And finally, if mode is GL_POINT, then a call to glEvalMesh2 is equivalent to:

glBegin( GL_POINTS );
for ( j =  $(D_INLINECODE j1); j <=  $(D_INLINECODE j2); j += 1 )
   for ( i =  $(D_INLINECODE i1); i <=  $(D_INLINECODE i2); i += 1 )
  glEvalCoord2(  i · Δ u + u 1, j · Δ v + v 1);
glEnd();

In all three cases, the only absolute numeric requirements are that if i = n, then the value computed from i · Δ u + u 1 is exactly u 2, and if j = m, then the value computed from j · Δ v + v 1 is exactly v 2.

@OpenGL_Version(OGLIntroducedIn.V1P0)
fn_glEvalMesh1 glEvalMesh1;

See Also

glBegin, glEvalCoord, glEvalPoint, glMap1, glMap2, glMapGrid

Meta