View Full Version : Why use the "f" suffix?
Ginho!
09-13-2012, 07:20 AM
Hi everyone,
i'm a newbie in OpenGL, and i'm asking some question:
for example in this line:
glFogf(GL_FOG_DENSITY, 0.05f);
What does the "f" suffix stands for?
Another question:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
What does glMatrixMode and glLoadIdentity mean?
Thanks in advance :D
Coconut
09-13-2012, 07:38 AM
f stands for float, verses d stands for double etc.
There are four stacks of matrices: projection, modelview, texture and color.
Before you call glLoadIdentity to set the values of a matrix, you need to specify which matrix stack you want to set. So you call glMatrixMode() to set the "current" matrix.
In your 2 lines of code, glLoadIdentity() will set the value of projection matrix as identity matrix.
Ginho!
09-14-2012, 11:59 AM
f stands for float, verses d stands for double etc.
Thank you!
There are four stacks of matrices: projection, modelview, texture and color.
OK. What is matrices? :)
last question: glVertex sets a point of a polygon?
Cheers. :D
Ginho!
09-18-2012, 09:46 AM
Up .....................
thokra
09-18-2012, 01:28 PM
glVertex*() defines the position of a vertex which can either be rendered as a single point or can be a vertex in a sequence of vertices making up a more complex entity, like a line, a triangle, a quad or a more general polygon. The name of the function is a little misleading as it really defines the position in object-space, which is only one of potentially many so called vertex attributes a vertex may be associated with. Other vertex attributes may include a normal, a vertex color, a texture coordinate and so forth.
Note: glVertex*() is legacy OpenGL (http://www.opengl.org/wiki/Legacy_OpenGL)! Modern OpenGL uses different ways to specify geometry and vertex attributes. If you're just now learning OpenGL, please learn modern OpenGL, i.e. OpenGL 3.0 or higher.
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