pfClear man page on IRIX

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pfClear(3pf)   OpenGL Performer 3.2.2 libpr C++ Reference Pages	  pfClear(3pf)

NAME
     pfClear - Clear specified graphics buffers

FUNCTION SPECIFICATION
     void   pfClear(int which, const pfVec4 color);

PARAMETERS
     which  is a mask that specifies which buffers are to be cleared.  which
	    is a bitwise OR of:

	    PFCL_COLOR		Clear color buffer to color.

	    PFCL_DEPTH		Clear depth buffer to maximum value of our
				defined depth range.

	    PFCL_MSDEPTH	Fast clear of the multisample depth buffer.

	    PFCL_STENCIL	Clear stencil buffer to 0.

	    PFCL_DITHER		Enable dithering during the color clear.  By
				default, pfClear turns off dithering for color
				clears.

     color  specifies the red, green, blue, and alpha components of the color
	    buffer clear color.	 Each component is defined in the range 0.0 to
	    1.0.  If color is NULL then a black fully opaque color will be
	    used.

DESCRIPTION
     pfClear clears the buffers specified by which in the current graphics
     window.  The actual screen area cleared depends on many GL state settings
     including viewport and screen or scissor mask (OpenGL glScissor), current
     draw buffer (front, back, left, right, overlay, etc.), and the existence
     of a depth buffer for PFCL_DEPTH and stencil buffer for PFCL_STENCIL.
     See the OpenGL glClear(3g) reference page for more details.

     If which includes PFCL_COLOR and color is NULL, then any selected color
     buffer will be cleared to black fully opaque pixels using
     glColor4f(0,0,0,1) in OpenGL.

     PFCL_MSDEPTH has effect only when multisampling (See pfAntialias).	 In
     this case, instead of writing the maximum depth value into each
     individual pixel subsample, each pixel is "tagged" as having the maximum
     depth value.  This clear is much faster than a full depth buffer clear;
     however, the color buffer is not cleared so results from previous frames
     will be left in the color buffer if not redrawn.  This requires that each
     pixel in the viewport be covered by geometry.  Often this is accomplished
     by drawing one or more large background polygons (often textured) at the
     far clip plane to "clear" the framebuffer to an interesting background
     rather than depth buffer and then incurring the additional cost of
     clearing drawing background polygons.  This requires that the background
     rendering disable depth buffer testing (e.g. glDepthFunc(GL_ALWAYS) in

									Page 1

pfClear(3pf)   OpenGL Performer 3.2.2 libpr C++ Reference Pages	  pfClear(3pf)

     OpenGL).  Otherwise, a normal depth buffer clear will be required if
     multisampling is not in use or not supported in the current framebuffer
     configuration.  Note that the background drawing should leave depth
     buffering enabled so that it's depth values will be written.

     The follow example shows how to clear all buffers with one pfClear call:

	  /*
	   * Clear color buffer to black, depth buffer to the maximum depth value,
	   * and stencil buffer to 0.
	   */
	  pfClear(PFCL_DEPTH | PFCL_COLOR | PFCL_STENCIL, NULL);

     pfClear is a display-listable command.  If a pfDispList has been opened
     by pfDispList::open, pfClear will not have immediate effect but will be
     captured by the pfDispList and will only have effect when that pfDispList
     is later drawn with pfDispList::draw.

NOTES
     PFCL_MSDEPTH is only available on RealityEngine systems, and then only in
     the multisample antialiasing mode.	 For performance reasons, the depth
     buffer for the entire window rather than just the current viewport is
     cleared with OpenGL on Indy, i.e. scissoring is disabled.

SEE ALSO
     pfAntialias, pfDispList, glClear, glDepthFunc, clear, multisample,
     gconfig, zclear, zfunction, czclear

									Page 2

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