sphbit(3G)
sphbbp, sphebp - delimit specification of bitmapped spheres
As shipped in IRIX 6.5. First release of IRIX 6.5.
NAME sphbbp, sphebp - delimit specification of bitmapped spheres FORTRAN 77 SPECIFICATION #include <gl/fsphere.h> subroutine sphbbp() subroutine sphebp() PARAMETERS none DESCRIPTION Spheres specified with sphdra after sphbbp and before sphebp are drawn with bitmapped spheres. The bitmap contains an image of a phong-shaded sphere. The diffuse color of the sphere may be specified by sphclr. Between sphbbp and sphebp, only calls to sphclr and sphdra are permitted and including any GL calls or other Sphere Library calls will produce undefined results. NOTE Bitmapped spheres are currently only implemented on the RealityEngine, and with several restrictions. The framebuffer must be configured for RGBmode with the standard buffer, ie. the zbuffer must not be deallocated with zbsize. Multisample buffers must not be allocated. The projection matrix for bitmapped spheres must be orthographic and use of perspective, such as calls to perspe or window will produce undefined results. The following operations are not obeyed when drawing bitmap spheres: accumulation buffering, blending, feedback, fog, lighting, logicop, picking, stencil, texturing, and writemask. The values for blendfunction and logicop are reset to their default values. If writemasking was being used previous to drawing bitmapped spheres, the resulting writemask after sphebp, will be undefined. Therefore, it is best too ensure that blendfuction, logicop, and writemask modes are not being used when entering the bitmap sphere mode to avoid surprises. On RealityEngine, bitmapped spheres compete for framebuffer memory with stereobuffer and at least a medium pixel depth is required to have room for both. BUGS Bitmapped spheres on RealityEngine are currently only available in immediate mode. Bitmapped spheres do not clip correctly but pop when clipped against the near and far clipping planes. User-defined clipping planes are ignored by the bitmapped spheres. Currently, on RealityEngine, sphbbp is relatively slow to execute and so it is best to minimize the number of times the bitmap sphere mode is entered in a frame. Draw as many spheres as possible between one set of sphbbp and sphebp calls. SEE ALSO libsphere, sphdra, sphclr, acbuf, blendf, feedba, fogver, logico, lmdef, mssize, pick, RGBmod, stenci, texdef, writem, zbsize