glPassThrough  2TOT_N4

[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 glRenderMode4MC301H 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:

glGet8KNKTW 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

glBegin, glEnd, glFeedbackBuffer, glRenderMode