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Some spellchecking fixes.
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0ebc838481
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1 changed files with 34 additions and 35 deletions
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@ -61,7 +61,7 @@ the subset:<br>
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style="font-weight: bold;">bold face</span>.<br>
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</p>
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<p>The Tungsten Graphics, Inc. OpenGL subset library is hereafter
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refered to as <span style="font-style: italic;">the subset.</span><br>
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referred to as <span style="font-style: italic;">the subset.</span><br>
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<br>
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</p>
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<h1>2. Primitive Specification</h1>
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@ -294,7 +294,7 @@ the projection matrix stack. The <span style="font-weight: bold;">glPopMat
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command replaces the current matrix with a copy of the top matrix off
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the modelview matrix stack or projection matrix stack, the pops the
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stack. Matrix stacks are useful for traversing and rendering
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heirarchal models.<br>
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hierarchical models.<br>
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<br>
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The <span style="font-weight: bold;">glMultMatrixf</span> command
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post-multiplies the current matrix by the specified matrix. The
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@ -317,7 +317,7 @@ post-multiplies the current matrix by a scaling matrix defined by the <span
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style="font-style: italic;">z</span> scale factors.<br>
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<span style="font-weight: bold;"></span><br>
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The <span style="font-weight: bold;">glFrustum</span> command
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post-multiplies the current matrix by a persperctive projection matrix.
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post-multiplies the current matrix by a perspective projection matrix.
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The <span style="font-style: italic;">near</span> and <span
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style="font-style: italic;">far</span> values specify the position of
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the hither and yon Z-axis clipping planes. The <span
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@ -338,7 +338,7 @@ Y-axis clipping planes. <span style="font-weight: bold;">glOrtho</span>
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is normally used to modify the projection matrix.<br>
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<br>
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The <span style="font-weight: bold;">glViewport</span> command
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specifies the mapping of coordiantes from normalized device coordinates
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specifies the mapping of coordinates from normalized device coordinates
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to window coordinates. The <span style="font-style: italic;">x</span>
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and <span style="font-style: italic;">y</span> parameters specify the
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viewport's lower-left corner in the window and the <span
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@ -479,7 +479,7 @@ Lines are rendered with the command sequence <span
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style="font-weight: bold;">glVertex</span>, ... <span
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style="font-weight: bold;">glEnd</span> where <span
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style="font-style: italic;">mode</span> is one of GL_LINES,
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GL_LINE_STRIP or GL_LINE_LOOP. Lines are rasterizerized as
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GL_LINE_STRIP or GL_LINE_LOOP. Lines are rasterized as
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described in the OpenGL specification. Note that OpenGL uses the <span
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style="font-style: italic;">half-open</span> convention for drawing
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lines: the last fragment in a line segment is omitted so that endpoint
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@ -500,7 +500,7 @@ GL_INVALID_VALUE.<br>
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<br>
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<h3>4.2.2 Line Stipple<br>
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</h3>
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Lines may be stippled (i.e dashed) with the command<br>
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Lines may be stippled (i.e. dashed) with the command<br>
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<br>
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<div style="margin-left: 40px;"><span style="font-weight: bold;">glLineStipple</span>(GLint<span
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style="font-style: italic;">factor</span>, GLushort <span
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@ -534,7 +534,7 @@ Line antialiasing can be enabled or disabled with the commands <span
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Polygons, quadrilaterals and triangles share the same polygon
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rasterization options. <br>
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<br>
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Triangles are rendererd by the command sequence <span
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Triangles are rendered by the command sequence <span
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style="font-weight: bold;">glBegin</span><span
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style="font-style: italic;"><span style="font-style: italic;">(mode</span></span>),<span
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style="font-weight: bold;">glVertex</span>, <span
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@ -547,7 +547,7 @@ of three - extra vertices will be ignored. For GL_TRIANGLE_STRIP
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and GL_TRIANGLE_FAN, at least three vertices should be specified.
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If less than three are specified, nothing is drawn. <br>
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<br>
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Quadrilaterals are <span style="font-weight: bold;"></span>rendererd
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Quadrilaterals are <span style="font-weight: bold;"></span>rendered
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by the command sequence <span style="font-weight: bold;">glBegin</span>(<span
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style="font-style: italic;"><span style="font-style: italic;">mode</span></span>),<span
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style="font-weight: bold;">glVertex</span>, <span
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@ -560,7 +560,7 @@ vertices will be ignored. For GL_QUAD_STRIP, the number of
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vertices should be even and at least four. Extra vertices (one)
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will be ignored.<br>
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<br>
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Convex polygons are <span style="font-weight: bold;"></span>rendererd
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Convex polygons are <span style="font-weight: bold;"></span>rendered
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by the command sequence <span style="font-weight: bold;">glBegin</span><span
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style="font-style: italic;"><span style="font-style: italic;"></span></span>(GL_POLYGON),<span
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style="font-weight: bold;">glVertex</span>, <span
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@ -625,7 +625,7 @@ The command<br>
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style="font-style: italic;">mode</span>)<br>
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</div>
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<br>
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controls whether polyons are filled, outlined or drawn with a point at
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controls whether polygons are filled, outlined or drawn with a point at
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each vertex. The <span style="font-style: italic;">face</span>
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parameter must be GL_FRONT_AND_BACK. The values GL_FRONT and
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GL_BACK are not permitted by the subset. If <span
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@ -637,8 +637,7 @@ is GL_LINE then the polygon will be rendered as if it were specified by <span
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will be rendered as if it were specified with <span
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style="font-weight: bold;">glBegin</span>(GL_POINTS). Any other
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values for <span style="font-style: italic;">face</span> or <span
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style="font-style: italic;">mode</span> will ra<span
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style="font-style: italic;"></span>ise the error GL_INVALID_ENUM.<br>
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style="font-style: italic;">mode</span> will raise the error GL_INVALID_ENUM.<br>
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<br>
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<h3>4.3.4 Polygon Antialiasing</h3>
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Polygons may be antialiased in order to smooth their edges.
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@ -646,7 +645,7 @@ Polygons may be antialiased in order to smooth their edges.
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style="font-weight: bold;">glEnable</span>(GL_POLYGON_SMOOTH) and <span
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style="font-weight: bold;">glDisable</span>(GL_POLYGON_SMOOTH).<br>
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<br>
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When polygon antialasing is enabled each fragment produced by polygon,
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When polygon antialiasing is enabled each fragment produced by polygon,
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triangle and quadrilateral rasterization will be given a <span
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style="font-style: italic;">coverage</span> value which indicates how
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much of the fragment is covered by the polygon. Fragments
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@ -871,7 +870,7 @@ A texture image is specified with the command:<br>
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<span style="font-style: italic;">target</span> must be GL_TEXTURE_2D.
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<span style="font-style: italic;">level </span>indicates the
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mipmap level for mipmap textures. <span style="font-style: italic;">internalFormat</span>
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is a hint to indicate the prefered internal storage format for the
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is a hint to indicate the preferred internal storage format for the
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texture. <span style="font-style: italic;">width</span> and <span
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style="font-style: italic;">height </span>indicate the image size in
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pixels (or texels). <span style="font-style: italic;">border </span>must
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@ -990,7 +989,7 @@ If the <span style="font-style: italic;">width</span> or <span
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style="font-style: italic;">height</span> parameters are not powers of
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two, the error GL_INVALID_VALUE is raised. If the image levels in
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a mipmap do not satisfy the restrictions listed above the texture is
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considered to be <span style="font-style: italic;">inconsistant</span>
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considered to be <span style="font-style: italic;">inconsistent</span>
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and the system will behave as if the texturing is disabled.<br>
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<br>
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<h3>5.1.2 Texture Image Formats and Unpacking</h3>
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@ -1004,7 +1003,7 @@ GL_RGBA. The <span style="font-style: italic;">type</span>
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parameter must be GL_UNSIGNED_BYTE. Pixel component values are
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thus in the range 0 through 255.<br>
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<br>
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If <span style="font-style: italic;">format</span> is GL_INTESITY then
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If <span style="font-style: italic;">format</span> is GL_INTENSITY then
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the image has one byte per pixel which specifies the pixel's red, green,
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blue and alpha values.<span style="font-style: italic;"></span><br>
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<br>
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@ -1025,7 +1024,7 @@ GLint <span style="font-style: italic;">value</span>)<br>
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<br>
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controls the unpacking of texture image data from client memory. <span
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style="font-style: italic;">pname</span> may be GL_UNPACK_ROW_LENGTH to
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indicate the stride, in pixels, between subsquent rows of the image in
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indicate the stride, in pixels, between subsequent rows of the image in
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client memory. If GL_UNPACK_ROW_LENGTH is zero (the default) then
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the <span style="font-style: italic;">width</span> parameter to <span
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style="font-weight: bold;">glTexImage2D </span>determines the stride.<span
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@ -2000,11 +1999,11 @@ channels in the frame buffer are replaced with the final fragment color.
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<div style="margin-left: 40px;">void <span style="font-weight: bold;">glColorMask</span>(GLboolean<span
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style="font-style: italic;">redMask</span>, GLboolean <span
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style="font-style: italic;">greenMask</span>, GLboolean <span
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style="font-style: italic;">blueMask</span>, GLboolena <span
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style="font-style: italic;">blueMask</span>, GLboolean <span
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style="font-style: italic;">alphaMask</span>)<br>
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</div>
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<br>
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allows selective writting to individual color channels. If <span
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allows selective writing to individual color channels. If <span
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style="font-style: italic;">redMask</span> is GL_TRUE then writing to
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the red color channel is enabled, otherwise it's disabled.
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Similarly, the green, blue and alpha channels can also be masked.<br>
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@ -2127,7 +2126,7 @@ converted to 8-bit unsigned integers in the range[0, 255] if <span
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style="font-style: italic;">type </span>is GL_UNSIGNED_BYTE or
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converted to floating point values in the range [0, 1] if <span
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style="font-style: italic;">type</span> is GL_FLOAT. The (red,
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greeen, blue, alpha) tuples are then stored as GL_RGB triplets (by
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green, blue, alpha) tuples are then stored as GL_RGB triplets (by
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dropping the alpha component) or GL_RGBA quadruples in client memory.<br>
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<br>
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Image data is <span style="font-style: italic;">packed</span> into
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@ -2141,7 +2140,7 @@ the command<br>
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<br>
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<span style="font-style: italic;">pname</span> must be
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GL_PACK_ROW_LENGTH. <span style="font-style: italic;">value</span>
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indiciates the stride (in pixels) between subsequent rows in the
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indicates the stride (in pixels) between subsequent rows in the
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destination image. If GL_PACK_ROW_LENGTH is zero (the default)
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then the <span style="font-style: italic;">width</span> parameter to <span
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style="font-weight: bold;">glReadPixels</span> indicates the row stride.<br>
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@ -2298,7 +2297,7 @@ transformed and clip-tested normally. Primitives which aren't
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discarded by clipping cause the <span style="font-style: italic;">hit</span> <span
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style="font-style: italic;">data</span> to be updated. The hit
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data consists of three pieces of information: a hit flag, a minimum Z
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value and a maxium Z value. First, the hit flag is set.
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value and a maximum Z value. First, the hit flag is set.
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Then, for each of the primitive's vertices, the vertex Z value is
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compared to the minimum and maximum Z values. The minimum Z value
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is updated if the vertex's Z value is less than the minimum Z value.
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@ -3027,9 +3026,9 @@ Radeon".<br>
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</td>
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</tr>
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<tr>
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<td style="vertical-align: top;">GL_VENDER<br>
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<td style="vertical-align: top;">GL_VENDOR<br>
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</td>
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<td style="vertical-align: top;">The vender of this
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<td style="vertical-align: top;">The vendor of this
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implementation, such as "Tungsten Graphics, Inc."<br>
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</td>
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</tr>
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@ -3490,10 +3489,10 @@ conformance tests.<br>
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RESOLUTION: open<br>
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<br>
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<h2>A.6 Texture Environment Modes</h2>
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Which texure environment modes should be supported? OpenGL 1.2
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Which texture environment modes should be supported? OpenGL 1.2
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has GL_REPLACE, GL_MODULATE, GL_DECAL and GL_BLEND. GL_DECAL isn't
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defined for all base internal texture formats. GL_ADD is another
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useful mode. Perhaps drop GL_DECAL mode and add GL_ADDmode.<br>
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useful mode. Perhaps drop GL_DECAL mode and add GL_ADD mode.<br>
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<br>
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RECOMMENDATION: implement the standard modes GL_REPLACE, GL_MODULATE,
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GL_DECAL and GL_BLEND.<br>
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@ -3504,17 +3503,17 @@ RESOLUTION: open<br>
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Should we support the GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL,
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GL_TEXTURE_MIN_LOD and GL_TEXTURE_MAX_LOD texture parameters?<br>
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<br>
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RECOMENDATION: We propose omitting these features at this time,
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in the interest of simplifiying the driver.<br>
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RECOMMENDATION: We propose omitting these features at this time,
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in the interest of simplifying the driver.<br>
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<br>
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RESOLUTION: open<br>
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<br>
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<h2>A.8 Texture Priorities and Residency</h2>
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Should the subset support texture prorities via <span
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Should the subset support texture priorities via <span
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style="font-weight: bold;">glPrioritizeTextures</span> and the <span
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style="font-weight: bold;">glAreTexturesResident</span> command?<br>
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<br>
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RECOMENDATION: Few applications use these features and functions.
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RECOMMENDATION: Few applications use these features and functions.
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We propose omitting them to simplify the driver.<br>
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<br>
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RESOLUTION: open<br>
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@ -3529,7 +3528,7 @@ aren't strictly needed since the user can provide a 1, 2 or 4-byte
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aligned address and appropriate GL_PACK_ROW_LENGTH or
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GL_UNPACK_ROW_LENGTH values instead.<br>
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<br>
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RECOMENDATION: We recommend omitting them to simplify the driver.<br>
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RECOMMENDATION: We recommend omitting them to simplify the driver.<br>
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<br>
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RESOLUTION: open<br>
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<br>
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@ -3539,10 +3538,10 @@ GL_PACK_SKIP_PIXELS and GL_PACK_SKIP_ROWS options for pixel
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unpacking/packing?<br>
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<br>
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These options aren't really needed since the user can adjust the start
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address and GL_PACK/UNPACK_ROW_LENGTH parameters to achive the same
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address and GL_PACK/UNPACK_ROW_LENGTH parameters to achieve the same
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effect.<br>
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<br>
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RECOMENDATION: omit these parameters.<br>
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RECOMMENDATION: omit these parameters.<br>
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<br>
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RESOLUTION: open<br>
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<br>
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@ -3550,7 +3549,7 @@ RESOLUTION: open<br>
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Should we support the command <span style="font-weight: bold;">glGetTexEnvi/fv,
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glGetTexParameteri/fv</span> and <span style="font-weight: bold;">glGetTexLevelParameteri/fv</span>?<br>
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<br>
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RECOMENDATION: No. They're seldom needed and their
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RECOMMENDATION: No. They're seldom needed and their
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implementation is several hundred lines of code in length.<br>
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<br>
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RESOLUTION: open<br>
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@ -3560,7 +3559,7 @@ Should we support the commands <span style="font-weight: bold;">glGetIntegerv,
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glGetBooleanv </span>and <span style="font-weight: bold;">glGetDoublev</span>
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in addition to <span style="font-weight: bold;">glGetFloatv</span>?<br>
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<br>
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RECOMENDATION: Omit the boolean, integer and double-valued
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RECOMMENDATION: Omit the boolean, integer and double-valued
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functions. All state values which can be queried by these commands can
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be expressed as floating point values and queried with <span
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style="font-weight: bold;">glGetFloatv</span>. The
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