glVertex2d, glVertex2f, glVertex2i, glVertex2s, glVertex3d, glVertex3f, glVertex3i, glVertex3s, glVertex4d, glVertex4f, glVertex4i, glVertex4s, glVertex2dv, glVertex2fv, glVertex2iv, glVertex2sv, glVertex3dv, glVertex3fv, glVertex3iv, glVertex3sv, glVertex4dv, glVertex4fv, glVertex4iv, glVertex4sv - specify a vertex
glVertex glVertexd(x, y[, z[, w]]) | glVertexd((x, y[, z[, w]])) -> None glVertex2d glVertex2d(x, y) -> None glVertex2dv glVertex2dv(vertex) -> None glVertex2f glVertex2f(x, y) -> None glVertex2fv glVertex2fv(vertex) -> None glVertex2i glVertex2i(x, y) -> None glVertex2iv glVertex2iv(vertex) -> None glVertex2s glVertex2s(x, y) -> None glVertex2sv glVertex2sv(vertex) -> None glVertex3d glVertex3d(x, y, z) -> None glVertex3dv glVertex3dv(vertex) -> None glVertex3f glVertex3f(x, y, z) -> None glVertex3fv glVertex3fv(vertex) -> None glVertex3i glVertex3i(x, y, z) -> None glVertex3iv glVertex3iv(vertex) -> None glVertex3s glVertex3s(x, y, z) -> None glVertex3sv glVertex3sv(vertex) -> None glVertex4d glVertex4d(x, y, z, w) -> None glVertex4dv glVertex4dv(vertex) -> None glVertex4f glVertex4f(x, y, z, w) -> None glVertex4fv glVertex4fv(vertex) -> None glVertex4i glVertex4i(x, y, z, w) -> None glVertex4iv glVertex4iv(vertex) -> None glVertex4s glVertex4s(x, y, z, w) -> None glVertex4sv glVertex4sv(vertex) -> None glVertexb glVertexb(x, y[, z[, w]]) | glVertexb((x, y[, z[, w]])) -> None glVertexd glVertexd(x, y[, z[, w]]) | glVertexd((x, y[, z[, w]])) -> None glVertexf glVertexf(x, y[, z[, w]]) | glVertexf((x, y[, z[, w]])) -> None glVertexi glVertexi(x, y[, z[, w]]) | glVertexi((x, y[, z[, w]])) -> None glVertexs glVertexs(x, y[, z[, w]]) | glVertexs((x, y[, z[, w]])) -> None
void glVertex2d( GLdouble x,
GLdouble y )
void glVertex2f( GLfloat x,
GLfloat y )
void glVertex2i( GLint x,
GLint y )
void glVertex2s( GLshort x,
GLshort y )
void glVertex3d( GLdouble x,
GLdouble y,
GLdouble z )
void glVertex3f( GLfloat x,
GLfloat y,
GLfloat z )
void glVertex3i( GLint x,
GLint y,
GLint z )
void glVertex3s( GLshort x,
GLshort y,
GLshort z )
void glVertex4d( GLdouble x,
GLdouble y,
GLdouble z,
GLdouble w )
void glVertex4f( GLfloat x,
GLfloat y,
GLfloat z,
GLfloat w )
void glVertex4i( GLint x,
GLint y,
GLint z,
GLint w )
void glVertex4s( GLshort x,
GLshort y,
GLshort z,
GLshort w )
x, y, z, w
Specify x, y, z, and w coordinates of a vertex.
Not all parameters are present in all forms of the
command.
void glVertex2dv( const GLdouble *v ) void glVertex2fv( const GLfloat *v ) void glVertex2iv( const GLint *v ) void glVertex2sv( const GLshort *v ) void glVertex3dv( const GLdouble *v ) void glVertex3fv( const GLfloat *v ) void glVertex3iv( const GLint *v ) void glVertex3sv( const GLshort *v ) void glVertex4dv( const GLdouble *v ) void glVertex4fv( const GLfloat *v ) void glVertex4iv( const GLint *v ) void glVertex4sv( const GLshort *v )
v Specifies a pointer to an array of two, three, or four
elements. The elements of a two-element array are x
and y; of a three-element array, x, y, and z; and of a
four-element array, x, y, z, and w.
glVertex commands are used within glBegin/glEnd pairs to specify point, line, and polygon vertices. The current color, normal, and texture coordinates are associated with the vertex when glVertex is called. When only x and y are specified, z defaults to 0 and w defaults to 1. When x, y, and z are specified, w defaults to 1.
glBegin, glCallList, glColor, glEdgeFlag, glEvalCoord, glIndex, glMaterial, glNormal, glRect, glTexCoord, glVertexPointer
:: Documentation :: References :: GL ::
:: Index (n/a) ::