bgntme(3G)
bgntme, endtme - delimit the vertices of a triangle mesh
As shipped in IRIX 6.5. First release of IRIX 6.5.
NAME bgntme, endtme - delimit the vertices of a triangle mesh FORTRAN 77 SPECIFICATION subroutine bgntme subroutine endtme PARAMETERS none DESCRIPTION Vertices specified between bgntme and endtme are used to define a mesh of triangles. The graphics pipe maintains two vertex registers. The first and second vertices are loaded into the registers, but no triangle is drawn until the system executes the third vertex routine. Upon executing the third vertex routine, the system draws a triangle through the vertices, then replaces the older of the register vertices with the third vertex. For each new vertex routine, the system draws a triangle through the new vertex and the stored vertices, then (by default) replaces the older stored vertex with the new vertex. If you want the system to replace the more recent of the stored vertices, call swaptm prior to calling v. Between bgntme and endtme you can issue the following Graphics Library routines: c, color, cpack, lmbind, lmcolo, lmdef, n, RGBcol, swaptm, t, and v. Use lmdef and lmbind only to respecify materials and their properties. If you want to use backfa, you should specify the vertices of the first triangle in counter-clockwise order. All triangles in the mesh have the same rotation as the first triangle in a mesh so that backfacing works correctly. There is no limit to the number of vertices that can be specified between bgntme and endtme. By default triangle vertices are forced to the nearest pixel center prior to scan conversion. Triangle accuracy is improved when this coercion is defeated with the subpix command. Subpixel vertex positioning is especially important when triangles are scan converted with antialiasing enabled (see polysm). After endtme the current graphics position is undefined. EXAMPLE For example, the code sequence: call bgntme call v3f(v0) call v3f(v1) call v3f(v2) call v3f(v3) call endtme draws two triangles, (v0,v1,v2) and (v3,v2,v1), while the code sequence: bgntme v3f(v0) v3f(v1) swaptm v3f(v2) v3f(v3) endtme draws two triangles, (v0,v1,v2) and (v0,v2,v3). There is no limit to the number of times that swaptm can be called. NOTE On Impact and Infinite Reality lmcolo cannot be called between bgntme and endtme SEE ALSO backfa, c, concav, frontf, polymo, polysm, scrsub, setpat, shadem, subpix, swaptm, v