void glTexGend( GLenum coord, GLenum pname, GLdouble param) void glTexGenf( GLenum coord, GLenum pname, GLfloat param) void glTexGeni( GLenum coord, GLenum pname, GLint param) void glTexGendv( GLenum coord, GLenum pname, const GLdouble *params) void glTexGenfv( GLenum coord, GLenum pname, const GLfloat *params) void glTexGeniv( GLenum coord, GLenum pname, const GLint *params)
If the texture generation function is GL_OBJECT_LINEAR, the function
g = p1xo + p2yo + p3zo + p4wo
is used, where g is the value computed for the coordinate named in coord, p1, p2, p3, and p4 are the four values supplied in params, and xo, yo, zo, and wo are the object coordinates of the vertex. This function can be used, for example, to texture-map terrain using sea level as a reference plane (defined by p1, p2, p3, and p4). The altitude of a terrain vertex is computed by the GL_OBJECT_LINEAR coordinate generation function as its distance from sea level; that altitude can then be used to index the texture image to map white snow onto peaks and green grass onto foothills.
If the texture generation function is GL_EYE_LINEAR, the function
g = p1' xe + p2' ye + p3' ze + p4' we
is used, where
( p1' p2' p3' p4' ) = ( p1 p2 p3 p4) M-1
and xe, ye, ze, and we are the eye coordinates of the vertex, p1, p2, p3, and p4 are the values supplied in params, and M is the modelview matrix when glTexGen is invoked. If M is poorly conditioned or singular, texture coordinates generated by the resulting function may be inaccurate or undefined.
Note that the values in params define a reference plane in eye coordinates. The modelview matrix that is applied to them may not be the same one in effect when the polygon vertices are transformed. This function establishes a field of texture coordinates that can produce dynamic contour lines on moving objects.
If pname is GL_SPHERE_MAP and
coord is either GL_S or GL_T,
s and t texture coordinates are generated as follows. Let
u be the unit vector pointing from the origin to the polygon
vertex (in eye coordinates). Let n' be the current normal, after
transformation to eye coordinates. Let
f = u 2n' n'Tu
Finally, let
s = fx/m + 1/2
t = fy/m + 1/2
To enable or disable a texture-coordinate generation function, call glEnable or glDisable with one of the symbolic
texture-coordinate names (GL_TEXTURE_GEN_S,
GL_TEXTURE_GEN_T, GL_TEXTURE_GEN_R, or
GL_TEXTURE_GEN_Q) as the argument. When enabled, the
specified texture coordinate is computed according to the generating function
associated with that coordinate. When disabled, subsequent vertices take the
specified texture coordinate from the current set of texture
coordinates. Initially, all texture generation functions are set to
GL_EYE_LINEAR and are disabled. Both s plane equations
are