Gl.FeedbackBuffer (gb.opengl)
Static Sub FeedbackBuffer ( Type As Integer )
Controls feedback mode.
Parameters
- size
-
Specifies the maximum number of values that can be written into buffer.
- type
-
Specifies a symbolic constant that describes the information
that will be returned for each vertex.
Gl.2D,
Gl.3D,
Gl.3D_COLOR,
Gl.3D_COLOR_TEXTURE, and
Gl.4D_COLOR_TEXTURE are accepted.
- buffer
-
Returns the feedback data.
Description
The
Gl.FeedbackBuffer function controls feedback.
Feedback, like selection, is a GL mode.
The mode is selected by calling
Gl.RenderMode with Gl.FEEDBACK.
When the GL is in feedback mode,
no pixels are produced by rasterization.
Instead, information about primitives that would have been
rasterized is fed back to the application using the GL.
Gl.FeedbackBuffer has three arguments:
buffer is a pointer to an array of floating-point values
into which feedback information is placed.
size indicates the size of the array.
type is a symbolic constant describing the information
that is fed back for each vertex.
Gl.FeedbackBuffer must be issued before feedback mode is enabled
(by calling Gl.RenderMode with argument Gl.FEEDBACK).
Setting Gl.FEEDBACK without establishing the feedback buffer,
or calling
Gl.FeedbackBuffer while the GL is in feedback mode,
is an error.
When Gl.RenderMode is called while in feedback mode, it returns the number of entries
placed in the feedback array and resets the feedback array pointer to the base
of the feedback buffer. The returned value never exceeds
size. If the feedback
data required more room than was available in
buffer,
Gl.RenderMode returns a negative value.
To take the GL out of feedback mode, call
Gl.RenderMode with a parameter value other than Gl.FEEDBACK.
While in feedback mode,
each primitive, bitmap, or pixel rectangle that would be rasterized
generates a block of values that are copied into the feedback array.
If doing so would cause the number of entries to exceed the maximum,
the block is partially written so as to fill the array
(if there is any room left at all),
and an overflow flag is set.
Each block begins with a code indicating the primitive type,
followed by values that describe the primitive's vertices and
associated data.
Entries are also written for bitmaps and pixel rectangles.
Feedback occurs after polygon culling and
Gl.PolygonMode interpretation
of polygons has taken place,
so polygons that are culled are not returned in the feedback buffer.
It can also occur after polygons with more than three edges are broken up
into triangles,
if the GL implementation renders polygons by performing this decomposition.
The Gl.PassThrough command can be used to insert a marker
into the feedback buffer.
See Gl.PassThrough.
Following is the grammar for the blocks of values written
into the feedback buffer.
Each primitive is indicated with a unique identifying value
followed by some number of vertices.
Polygon entries include an integer value indicating how many vertices follow.
A vertex is fed back as some number of floating-point values,
as determined by
type.
Colors are fed back as four values in RGBA mode and one value
in color index mode.
feedbackList
feedbackItem feedbackList | feedbackItem
feedbackItem
point | lineSegment | polygon | bitmap | pixelRectangle | passThru
point
Gl.POINT_TOKEN vertex
lineSegment
Gl.LINE_TOKEN vertex vertex | Gl.LINE_RESET_TOKEN vertex vertex
polygon
Gl.POLYGON_TOKEN n polySpec
polySpec
polySpec vertex | vertex vertex vertex
bitmap
Gl.BITMAP_TOKEN vertex
pixelRectangle
Gl.DRAW_PIXEL_TOKEN vertex | Gl.COPY_PIXEL_TOKEN vertex
passThru
Gl.PASS_THROUGH_TOKEN value
vertex
2d | 3d | 3dColor | 3dColorTexture | 4dColorTexture
2d
value value
3d
value value value
3dColor
value value value color
3dColorTexture
value value value color tex
4dColorTexture
value value value value color tex
color
rgba | index
rgba
value value value value
index
value
tex
value value value value
value
is a floating-point number,
and
n
is a floating-point integer giving the number of vertices in the polygon.
Gl.POINT_TOKEN,
Gl.LINE_TOKEN,
Gl.LINE_RESET_TOKEN,
Gl.POLYGON_TOKEN,
Gl.BITMAP_TOKEN,
Gl.DRAW_PIXEL_TOKEN,
Gl.COPY_PIXEL_TOKEN and
Gl.PASS_THROUGH_TOKEN are symbolic floating-point constants.
Gl.LINE_RESET_TOKEN is returned whenever the line stipple pattern
is reset.
The data returned as a vertex depends on the feedback
type.
The following table gives the correspondence between
type
and the number of values per vertex.
k is 1 in color index mode and 4 in RGBA mode.
Type
|
Coordinates
|
Color
|
Texture
|
Total Number of Values
|
---|
Gl.2D
|
x, y
|
|
|
2
|
Gl.3D
|
x, y, z
|
|
|
3
|
Gl.3D_COLOR
|
x, y, z
|
|
|
|
Gl.3D_COLOR_TEXTURE
|
x, y, z
|
|
4
|
|
Gl.4D_COLOR_TEXTURE
|
x, y, z, w
|
|
4
|
|
Feedback vertex coordinates are in window coordinates,
except
w,
which is in clip coordinates.
Feedback colors are lighted, if lighting is enabled.
Feedback texture coordinates are generated,
if texture coordinate generation is enabled.
They are always transformed by the texture matrix.
Notes
Gl.FeedbackBuffer, when used in a display list, is not compiled into the display list
but is executed immediately.
Gl.FeedbackBuffer returns only the texture coordinate of texture unit Gl.TEXTURE0.
Errors
Gl.INVALID_ENUM is generated if
type is not an accepted value.
Gl.INVALID_VALUE is generated if
size is negative.
Gl.INVALID_OPERATION is generated if
Gl.FeedbackBuffer is called while the
render mode is Gl.FEEDBACK,
or if
Gl.RenderMode is called with argument Gl.FEEDBACK before
Gl.FeedbackBuffer is called at least once.
Gl.INVALID_OPERATION is generated if
Gl.FeedbackBuffer
is executed between the execution of Gl.Begin
and the corresponding execution of Gl.End.
Associated Gets
Gl.Get with argument Gl.RENDER_MODE
Gl.Get with argument Gl.FEEDBACK_BUFFER_POINTER
Gl.Get with argument Gl.FEEDBACK_BUFFER_SIZE
Gl.Get with argument Gl.FEEDBACK_BUFFER_TYPE
See also
Gl.Begin,
Gl.LineStipple,
Gl.PassThrough,
Gl.SelectBuffer
See original documentation on OpenGL website