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40   <li>Vertex arrays</li>
103 GL_TRIANGLE_FAN - a sequence of triangles all sharing a common vertex<br>
118 <h2>2.2 Other Per-vertex Commands<br>
122 specify colors and texture coordinates for each vertex:<br>
169 <div style="margin-left: 40px;">Per-Vertex commands:<br>
200 Vertex array commands:<br>
231 <h2>3.1 Vertex Transformation</h2>
232 Vertex coordinates are transformed by the current modelview and
385 like a vertex; it is transformed by the modelview matrix, the projection
388 clipped-tested against the frustum like a vertex. &nbsp;If the
402 The following commands related to vertex transformation are not
647 GL_FLAT then vertex colors are not interpolated. &nbsp;The color used
649 vertex used to specify each primitive. &nbsp;For polygons, the color of
650 the first vertex specifies the color for the entire polygon. &nbsp;If <span
651 style="font-style: italic;">mode</span> is GL_SMOOTH then vertex colors
1038 texture image space. &nbsp;Texture coordinates are set for each vertex
1040 &nbsp;During line and polygon rasterization the vertex's texture
2279 &nbsp;Then, for each of the primitive's vertices, the vertex Z value is
2281 is updated if the vertex's Z value is less than the minimum Z value.
2282 &nbsp;The maximum Z value is updated if the vertex's Z value is greater
3401 <h2>A.1 Vertex Arrays</h2>
3402 Should vertex arrays be supported? &nbsp;Is there a performance