GLPASSTHROUGH(3G)

πŸ“¦ version 24.3.3, in opensuse-leap 16.0

✨ GLPASSTHROUGH ✨

okay bestie, so this is the glPassThrough page from the 3G manual (that's the OpenGL section, iykyk) and it's literally so short but so useful. buckle up πŸŽ€


🌸 NAME 🌸

glPassThrough β€” place a marker in the feedback buffer

like. that's it. that's the whole job. drop a lil flag in there so future-you knows what was up πŸ’…


πŸ¦‹ C SPECIFICATION πŸ¦‹

void glPassThrough( GLfloat token )

πŸ’– PARAMETERS πŸ’–

  • token β€” the marker value you want dropped into the feedback buffer right after a GL_PASS_THROUGH_TOKEN. your little sticky note. your bookmark. your "i was here" 🫢

✨ DESCRIPTION ✨

so, feedback is a GL render mode. you get into it by calling glRenderMode with GL_FEEDBACK. and when the GL is in feedback mode? no pixels get produced by rasterization. none. zero. the vibes are ✨informational only✨. instead, info about the primitives that would have been rasterized gets fed back to the application using the GL. if you want the full rundown of the feedback buffer and what all the values in it mean, go read the glFeedbackBuffer reference page, bestie, it's all there πŸ“–

glPassThrough inserts a user-defined marker in the feedback buffer when it's executed in feedback mode. token comes back at you as if it were a primitive β€” it gets its own unique identifying value: GL_PASS_THROUGH_TOKEN. and the order of glPassThrough commands relative to how you specified your graphics primitives? maintained. preserved. respected. the timeline stays correct β³πŸ‘‘


πŸ“ NOTES πŸ“

glPassThrough is ignored if the GL is not in feedback mode. no feedback mode, no marker, no drama. it just doesn't happen πŸ™ˆ


πŸ’€ ERRORS πŸ’€

  • GL_INVALID_OPERATION is generated if glPassThrough is executed between the execution of glBegin and the corresponding execution of glEnd. like... do NOT do that. stay out of the begin/end sandwich, it is not your moment 😭

πŸ‘‘ ASSOCIATED GETS πŸ‘‘

  • glGet with argument GL_RENDER_MODE

🌈 SEE ALSO 🌈

  • glFeedbackBuffer(3G)
  • glRenderMode(3G)

fr fr, keep your markers in order, keep your begin/end blocks clean, and always check your render mode first. that's the whole page. slay πŸ’…βœ¨

okay that's the whole thing bestie β€” this was the GLPASSTHROUGH page out of the 3G manual, mwah, go forth and mark your feedback buffers πŸ¦‹πŸ’–πŸŽ€

πŸ“¦ where this page comes from