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glMap2d(3)





NAME

       glMap2d, glMap2f - define a two-dimensional evaluator


C SPECIFICATION

       void glMap2d( GLenum target,
                     GLdouble u1,
                     GLdouble u2,
                     GLint ustride,
                     GLint uorder,
                     GLdouble v1,
                     GLdouble v2,
                     GLint vstride,
                     GLint vorder,
                     const GLdouble *points )
       void glMap2f( GLenum target,
                     GLfloat u1,
                     GLfloat u2,
                     GLint ustride,
                     GLint uorder,
                     GLfloat v1,
                     GLfloat v2,
                     GLint vstride,
                     GLint vorder,
                     const GLfloat *points )

       delim $$


PARAMETERS

       target   Specifies the kind of values that are generated by the evalua-
                tor.  Symbolic constants  GL_MAP2_VERTEX_3,  GL_MAP2_VERTEX_4,
                GL_MAP2_INDEX,         GL_MAP2_COLOR_4,        GL_MAP2_NORMAL,
                GL_MAP2_TEXTURE_COORD_1,              GL_MAP2_TEXTURE_COORD_2,
                GL_MAP2_TEXTURE_COORD_3,   and   GL_MAP2_TEXTURE_COORD_4   are
                accepted.

       u1, u2   Specify a linear mapping of $u$, as presented to glEvalCoord2,
                to $u hat$, one of the two variables that are evaluated by the
                equations specified by this command. Initially, u1 is 0 and u2
                is 1.

       ustride  Specifies  the  number of floats or doubles between the begin-
                ning of control point $R sub ij$ and the beginning of  control
                point  $R  sub { (i+1) j }$, where $i$ and $j$ are the $u$ and
                $v$ control point indices, respectively.  This allows  control
                points  to be embedded in arbitrary data structures.  The only
                constraint is that the values for a particular  control  point
                must  occupy contiguous memory locations. The initial value of
                ustride is 0.

       uorder   Specifies the dimension of the control point array in the  $u$
                axis.  Must be positive. The initial value is 1.

       v1, v2   Specify a linear mapping of $v$, as presented to glEvalCoord2,
                to $v hat$, one of the two variables that are evaluated by the
                equations specified by this command. Initially, v1 is 0 and v2
                is 1.

       vstride  Specifies the number of floats or doubles between  the  begin-
                ning  of control point $R sub ij$ and the beginning of control
                point $R sub { i (j+1) }$, where $i$ and $j$ are the  $u$  and
                $v$  control point indices, respectively.  This allows control
                points to be embedded in arbitrary data structures.  The  only
                constraint  is  that the values for a particular control point
                must occupy contiguous memory locations. The initial value  of
                vstride is 0.

       vorder   Specifies  the dimension of the control point array in the $v$
                axis.  Must be positive. The initial value is 1.

       points   Specifies a pointer to the array of control points.


DESCRIPTION

       Evaluators provide a way to use polynomial or rational polynomial  map-
       ping  to  produce  vertices,  normals, texture coordinates, and colors.
       The values produced by an evaluator are sent on to further stages of GL
       processing just as if they had been presented using glVertex, glNormal,
       glTexCoord, and glColor commands, except that the generated  values  do
       not update the current normal, texture coordinates, or color.

       All  polynomial or rational polynomial splines of any degree (up to the
       maximum degree supported by the GL  implementation)  can  be  described
       using  evaluators.   These include almost all surfaces used in computer
       graphics, including B-spline surfaces, NURBS surfaces, Bezier surfaces,
       and so on.

       Evaluators  define  surfaces  based on bivariate Bernstein polynomials.
       Define $p ( u hat , v hat ) $ as

                              p ( u hat , v hat ) ~~=~~
        down 30 {{size 18 {sum}} from {size 8 {i~=~0}} to {size 9 {n}} } ~
        {{size 18 {sum}} from {size 8 {j~=~0}} to {size 9 {m}} } ~
        up 15 { B sub i sup n ( u hat ) ~ B sub j sup m ( v hat ) ~ R sub ij }

       where  $R  sub ij$ is a control point, $B sub i sup n ( u hat )$ is the
       $i$th Bernstein polynomial of degree
       $n$ (uorder = $n ~+~ 1$)

       B sub i sup n ( u hat ) ~~=~~ left ( down 20 {cpile { n above i }} ~ right
       ) u hat sup i ( 1 - u hat ) sup { n - i }

       and $B sub j sup m ( v hat )$ is  the  $j$th  Bernstein  polynomial  of
       degree $m$ (vorder = $m ~+~ 1$)

       B  sub j sup m ( v hat ) ~~=~~ left ( ^down 20 {cpile { m above j }} ~^
                   right ) v hat sup j ( 1 - v hat ) sup { m - j }

       Recall that
       $0 sup 0 ~==~ 1 $ and $ left ( ^ down 20 {cpile { n above 0 }} ~^ right
                                    ) ~~==~~ 1 $

       glMap2  is  used to define the basis and to specify what kind of values
       are produced.  Once defined, a map can be enabled and disabled by call-
       ing  glEnable  and  glDisable with the map name, one of the nine prede-
       fined values for target, described below.  When  glEvalCoord2  presents
       values  $u$  and $v$, the bivariate Bernstein polynomials are evaluated
       using $u hat$ and $v hat$, where

                   $u hat ~~=~~ {u ~-~ "u1"} over {"u2" ~-~ "u1"}$

                   $v hat ~~=~~ {v ~-~ "v1"} over {"v2" ~-~ "v1"}$

       target is a symbolic constant  that  indicates  what  kind  of  control
       points  are  provided  in points, and what output is generated when the
       map is evaluated.  It can assume one of nine predefined values:

       GL_MAP2_VERTEX_3         Each control  point  is  three  floating-point
                                values representing $x$, $y$, and $z$.  Inter-
                                nal glVertex3 commands are generated when  the
                                map is evaluated.

       GL_MAP2_VERTEX_4         Each control point is four floating-point val-
                                ues  representing  $x$,  $y$,  $z$,  and  $w$.
                                Internal glVertex4 commands are generated when
                                the map is evaluated.

       GL_MAP2_INDEX            Each control point is a single  floating-point
                                value  representing  a  color index.  Internal
                                glIndex commands are generated when the map is
                                evaluated but the current index is not updated
                                with the value of these glIndex commands.

       GL_MAP2_COLOR_4          Each control point is four floating-point val-
                                ues  representing red, green, blue, and alpha.
                                Internal glColor4 commands are generated  when
                                the  map is evaluated but the current color is
                                not updated with the value of  these  glColor4
                                commands.

       GL_MAP2_NORMAL           Each  control  point  is  three floating-point
                                values representing the $x$, $y$, and $z$ com-
                                ponents of a normal vector.  Internal glNormal
                                commands are generated when the map is  evalu-
                                ated  but  the  current  normal is not updated
                                with the value of these glNormal commands.

       GL_MAP2_TEXTURE_COORD_1  Each control point is a single  floating-point
                                value representing the $s$ texture coordinate.
                                Internal
                                glTexCoord1 commands are  generated  when  the
                                map is evaluated but the current texture coor-
                                dinates are not  updated  with  the  value  of
                                these glTexCoord commands.

       GL_MAP2_TEXTURE_COORD_2  Each  control point is two floating-point val-
                                ues representing the $s$ and $t$ texture coor-
                                dinates.  Internal
                                glTexCoord2  commands  are  generated when the
                                map is evaluated but the current texture coor-
                                dinates  are  not  updated  with  the value of
                                these glTexCoord commands.

       GL_MAP2_TEXTURE_COORD_3  Each control  point  is  three  floating-point
                                values representing the $s$, $t$, and $r$ tex-
                                ture coordinates.  Internal  glTexCoord3  com-
                                mands  are generated when the map is evaluated
                                but the current texture  coordinates  are  not
                                updated  with  the  value  of these glTexCoord
                                commands.

       GL_MAP2_TEXTURE_COORD_4  Each control point is four floating-point val-
                                ues  representing  the  $s$, $t$, $r$, and $q$
                                texture coordinates.  Internal
                                glTexCoord4 commands are  generated  when  the
                                map is evaluated but the current texture coor-
                                dinates are not  updated  with  the  value  of
                                these glTexCoord commands.

       ustride,  uorder, vstride, vorder, and points define the array address-
       ing for accessing the control points.  points is the  location  of  the
       first control point, which occupies one, two, three, or four contiguous
       memory locations, depending on which map is being defined.  There are $
       "uorder" ~times~ "vorder" $ control points in the array.  ustride spec-
       ifies how many float or double locations are  skipped  to  advance  the
       internal  memory  pointer  from control point $R sub {i j} $ to control
       point $R sub {(i+1) j} $.  vstride specifies how many float  or  double
       locations  are skipped to advance the internal memory pointer from con-
       trol point $R sub {i j} $ to control point $R sub {i (j+1) } $.


NOTES

       As is the case with all GL commands that accept pointers to data, it is
       as  if  the  contents  of  points  were  copied by glMap2 before glMap2
       returns.  Changes to the contents of points have no effect after glMap2
       is called.

       Initially,  GL_AUTO_NORMAL  is  enabled.  If GL_AUTO_NORMAL is enabled,
       normal  vectors  are  generated   when   either   GL_MAP2_VERTEX_3   or
       GL_MAP2_VERTEX_4 is used to generate vertices.


ERRORS

       GL_INVALID_ENUM is generated if target is not an accepted value.

       GL_INVALID_VALUE  is  generated if u1 is equal to u2, or if v1 is equal
       to v2.

       GL_INVALID_VALUE is generated if either ustride or vstride is less than
       the number of values in a control point.

       GL_INVALID_VALUE is generated if either uorder or vorder is less than 1
       or greater than the return value of GL_MAX_EVAL_ORDER.

       GL_INVALID_OPERATION is generated if glMap2  is  executed  between  the
       execution of glBegin and the corresponding execution of glEnd.

       When     the     GL_ARB_multitexture     extension     is    supported,
       GL_INVALID_OPERATION is generated if glMap2 is called and the value  of
       GL_ACTIVE_TEXTURE_ARB is not GL_TEXTURE0_ARB.


ASSOCIATED GETS

       glGetMap
       glGet with argument GL_MAX_EVAL_ORDER
       glIsEnabled with argument GL_MAP2_VERTEX_3
       glIsEnabled with argument GL_MAP2_VERTEX_4
       glIsEnabled with argument GL_MAP2_INDEX
       glIsEnabled with argument GL_MAP2_COLOR_4
       glIsEnabled with argument GL_MAP2_NORMAL
       glIsEnabled with argument GL_MAP2_TEXTURE_COORD_1
       glIsEnabled with argument GL_MAP2_TEXTURE_COORD_2
       glIsEnabled with argument GL_MAP2_TEXTURE_COORD_3
       glIsEnabled with argument GL_MAP2_TEXTURE_COORD_4


SEE ALSO

       glBegin(3G),      glColor(3G),      glEnable(3G),      glEvalCoord(3G),
       glEvalMesh(3G),     glEvalPoint(3G),     glMap1(3G),     glMapGrid(3G),
       glNormal(3G), glTexCoord(3G), glVertex(3G)

                                                                    GLMAP2(3G)

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