void glEvalMesh1( GLenum mode, GLint i1, GLint i2) void glEvalMesh2( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
In the one-dimensional case, glEvalMesh1, the mesh is generated as if the following code fragment were executed:
glBegin (type); for (i = i1; i i2; i += 1) glEvalCoord1(i·u + u1) glEnd();where
u = (u2 u1) / n
and n, u1, and u2 are the arguments
to the most recent glMapGrid1
command. type is GL_POINTS if mode is
GL_POINT, or GL_LINES if mode
is GL_LINE. The one absolute numeric requirement is that if
i=n, then the value computed from
In the two-dimensional case, glEvalMesh2, let
u =
(u2
u1) / n
v =
(v2
v1) / m,
where n, u1, u2, m, v1, and v2 are the arguments to the most recent glMapGrid2 command. Then, if mode is GL_FILL, the glEvalMesh2 command is equivalent to:
for (j = j1; j < j2; j += 1) { glBegin (GL_QUAD_STRIP); for (i = i1; i i2; i += 1) { glEvalCoord2(i·u + u1, j·v + v1); glEvalCoord2(i·u + u1, (j + 1)·v + v1); } glEnd(); }
If mode is GL_LINE, then a call to glEvalMesh2 is equivalent to:
for (j = j1; j j2; j += 1) { glBegin(GL_LINE_STRIP); for (i = i1; i i2; i += 1) glEvalCoord2(i·u + u1, j·v + v1); glEnd(); } for (i = i1; i i2; i += 1) { glBegin(GL_LINE_STRIP); for (j = j1; j j1; j += 1) glEvalCoord2(i·u + u1, j·v + v1); glEnd(); }
And finally, if mode is GL_POINT, then a call to glEvalMesh2 is equivalent to:
glBegin(GL_POINTS); for (j = j1; j j2; j += 1) { for (i = i1; i i2; i += 1) { glEvalCoord2(i·u + u1, j ·v + v1); } } glEnd();
In all three cases, the only absolute numeric requirements are that if i=n, then the value computed from i·u + u1 is exactly u2, and if j=m, then the value computed from j·v + v1 is exactly v2.