glPassThrough
[New
- Windows 95, OEM Service Release 2]
The glPassThrough
function places a marker in the feedback buffer.
void glPassThrough(
|
GLfloat token |
|
|
); |
|
Parameters
token
A marker
value to be placed in the feedback buffer. It is indicated with the following
unique identifying value:
GL_PASS_THROUGH_TOKEN
The order of glPassThrough
commands with respect to the specification of graphics primitives is
maintained.
Remarks
Feedback is
an OpenGL render mode. The mode is selected by calling glRenderMode with GL_FEEDBACK. When
OpenGL 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 OpenGL. See glFeedbackBuffer3L6J_WO for a description of the feedback buffer
and the values in it.
The glPassThrough
function inserts a user-defined marker in the feedback buffer when it is
executed in feedback mode. The token parameter is returned as if it were
a primitive.
The glPassThrough
function is ignored if OpenGL is not in feedback mode.
The following
function retrieves information related to glPassThrough:
glGet
with argument GL_RENDER_MODE
Error Codes
The following
are the error codes generated and their conditions.
|
Error
Code |
Condition |
|
GL_INVALID_OPERATION
|
glPassThrough was called between a call to glBegin and the
corresponding call to glEnd. |
See Also