bgnqst(3G)
bgnqst, endqst - delimit the vertices of a quadrilateral strip
As shipped in IRIX 6.5.19. Unchanged since IRIX 6.5.
NAME bgnqst, endqst - delimit the vertices of a quadrilateral strip FORTRAN SPECIFICATION subroutine bgnqst subroutine endqst DESCRIPTION Vertices specified between bgnqst and endqst are used to define a strip of quadrilaterals. The graphics pipe maintains three vertex registers. The first, second, and third vertices are loaded into the registers, but no quadrilateral is drawn until the system executes the fourth vertex routine. Upon executing the fourth vertex routine, the system draws a quadrilateral through the vertices, then replaces the two oldest vertices with the third and fourth vertices. For each new pair of vertex routines, the system draws a quadrilateral through two new vertices and the two older stored vertices, then replaces the older stored vertices with the two new vertices. The quadrilaterals are drawn as though each quadrilateral was an independent polygon with vertex order (n, n+1, n+3, n+2). If the quadrilateral projects a self-intersecting polygon, its rendering will be hardware-specific. The Graphics Library only guarantees that pixels outside of the convex hull will not be modified. Between bgnqst and endqst you can issue the following Graphics Library routines: c, color, cpack, lmbind, lmcolo, lmdef, n, RGBcol, t, and v. Use lmdef and lmbind only to respecify materials and their properties. There is no limit to the number of vertices that can be specified between bgnqst and endqst. The result is undefined, however, if an odd number of vertices are specified, or if fewer than four vertices are specified. By default, quadrilateral vertices are forced to the nearest pixel center prior to scan conversion. Quadrilateral accuracy is improved when this coercion is defeated with the subpix command. Subpixel vertex positioning is especially important when quadrilaterals are scan converted with antialiasing enabled (see polysm). After endqst the current graphics position is undefined. See the Graphics Library Programmer's Guide for examples. SEE ALSO backfa, c, concav, frontf, polymo, polysm, scrsub, defpat, shadem, subpix, v NOTE IRIS-4D VGX models use vertex normals to improve the shading quality of quadrilaterals, regardless of whether lighting is enabled. On some systems quadrilateral strips are decomposed into triangles prior to shading and scan conversion. See the section, "2.1.4 Polygons," in the Graphics Library Programmer's Guide for a discussion on the handling of non-coplanar and/or self- intersecting polygons. See the section, "2.1.6 Meshes," in the Graphics Library Programmer's Guide for a discussion on the order of the vertices when a q-strip is decomposed into its equivalent t-mesh. On Impact and Infinite Reality lmcolo cannot be called between bgnqst and endqst