GLUBEGINCURVE(3G)
π GLUBEGINCURVE(3G) β the manual page, bestie edition π
okay so we're doing GLUBEGINCURVE(3G) today and honestly? iconic. this is the one that wraps a whole NURBS curve definition in a lil hug so OpenGL knows where it starts and where it stops. let's get into it π
β¨ NAME β¨
gluBeginCurve, gluEndCurve β delimit a NURBS curve definition π¦
like⦠they're the parentheses. the opening bracket and the closing bracket. the "we're so back" and the "it's over". periodt.
πΈ C SPECIFICATION πΈ
void gluBeginCurve( GLUnurbs* nurb )
void gluEndCurve( GLUnurbs* nurb )
two lil functions, one big job. slay π
π«Ά PARAMETERS π«Ά
nurbβ Specifies the NURBS object, which you make withgluNewNurbsRenderer. yeah bestie, you gotta have your NURBS object first, no skipping steps π
π DESCRIPTION π
so. use gluBeginCurve to mark the beginning of a NURBS curve definition. it's giving "opening credits" energy β¨
after you call gluBeginCurve, you make one or more calls to gluNurbsCurve to define the attributes of the curve. and here's the part where you gotta pay attention, no cap: exactly one of those calls to gluNurbsCurve must have a curve type of GL_MAP1_VERTEX_3 or GL_MAP1_VERTEX_4. exactly one. not zero, not two. one. β
then, to mark the end of the NURBS curve definition, you call gluEndCurve. close the bracket, hit send, done. π
GL evaluators are used to render the NURBS curve as a series of line segments. and during all that rendering, the evaluator state gets preserved with glPushAttrib(GL_EVAL_BIT) and glPopAttrib(). so if you wanna know exactly what state those two calls are preserving, go read the glPushAttrib reference page. it's all laid out there, iykyk π
π EXAMPLE π
the following commands render a textured NURBS curve with normals; texture coordinates and normals are also specified as NURBS curves:
gluBeginCurve(nobj);
gluNurbsCurve(nobj, ..., GL_MAP1_TEXTURE_COORD_2);
gluNurbsCurve(nobj, ..., GL_MAP1_NORMAL);
gluNurbsCurve(nobj, ..., GL_MAP1_VERTEX_4); gluEndCurve(nobj);
see how there's exactly one GL_MAP1_VERTEX_4 in there? that's the one. the main character. π
π₯ SEE ALSO π₯
gluBeginSurface(3G)gluBeginTrim(3G)gluNewNurbsRenderer(3G)gluNurbsCurve(3G)glPopAttrib(3G)glPushAttrib(3G)
go read those too, they're all part of the same friend group fr fr π
β¨ DESCRIPTION β¨
Okay bestie, so gluBeginCurve is literally the "hey we're starting a NURBS curve rn" announcement. It marks the beginning of a NURBS curve definition, periodt. π
Once you've called gluBeginCurve, you go ahead and make one or more calls to gluNurbsCurve to define the attributes of the curve. And this part is non-negotiable, okay? Exactly one of those calls to gluNurbsCurve must have a curve type of GL_MAP1_VERTEX_3 or GL_MAP1_VERTEX_4. One. Not zero, not two. It's giving strict. π
Then when you're done defining the curve, you call gluEndCurve to mark the end of the NURBS curve definition. Close the loop, queen. π
So like, the actual rendering? GL evaluators are used to render the NURBS curve as a series of line segments. And during rendering, the evaluator state is preserved with glPushAttrib(GL_EVAL_BIT) and glPopAttrib(). If you wanna know exactly what state those calls preserve, the glPushAttrib reference page has all the deets. π«Ά
πΈ EXAMPLE πΈ
Bestie look, here's how you render a textured NURBS curve with normals. The texture coordinates and the normals are also specified as NURBS curves β yes, really, everything's a curve in this house:
gluBeginCurve(nobj);
gluNurbsCurve(nobj, ..., GL_MAP1_TEXTURE_COORD_2);
gluNurbsCurve(nobj, ..., GL_MAP1_NORMAL);
gluNurbsCurve(nobj, ..., GL_MAP1_VERTEX_4); gluEndCurve(nobj);
See how it's three gluNurbsCurve calls sandwiched between gluBeginCurve and gluEndCurve, and only GL_MAP1_VERTEX_4 is the vertex one? That's the vibe. Main character vertex, supporting cast texture coords and normals. πβ¨
π SEE ALSO π
gluBeginSurface(3G)gluBeginTrim(3G)gluNewNurbsRenderer(3G)gluNurbsCurve(3G)glPopAttrib(3G)glPushAttrib(3G)
And that's the whole page, bestie!! π¦ This one's GLUBEGINCURVE(3G) β the 3G is the section, that's the source, and ngl the footer doesn't give us a date so we're just gonna vibe with that. No cap, go forth and delimit those curves. ππ§β
π¦ where this page comes from
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