sphbbp(3G)sphbbp(3G)NAME
sphbbp, sphebp - delimit specification of bitmapped spheres
FORTRAN 77 SPECIFICATION
#include <gl/fsphere.h>
subroutine sphbbp()
subroutine sphebp()PARAMETERS
none
DESCRIPTION
Spheres specified with sphdra after sphbbp and before sphebp are drawn
with bitmapped spheres. The bitmap contains an image of a phong-shaded
sphere. The diffuse color of the sphere may be specified by sphclr.
Between sphbbp and sphebp, only calls to sphclr and sphdra are permitted
and including any GL calls or other Sphere Library calls will produce
undefined results.
NOTE
Bitmapped spheres are currently only implemented on the RealityEngine,
and with several restrictions.
The framebuffer must be configured for RGBmode with the standard buffer,
ie. the zbuffer must not be deallocated with zbsize. Multisample buffers
must not be allocated. The projection matrix for bitmapped spheres must
be orthographic and use of perspective, such as calls to perspe or window
will produce undefined results.
The following operations are not obeyed when drawing bitmap spheres:
accumulation buffering, blending, feedback, fog, lighting, logicop,
picking, stencil, texturing, and writemask.
The values for blendfunction and logicop are reset to their default
values. If writemasking was being used previous to drawing bitmapped
spheres, the resulting writemask after sphebp, will be undefined.
Therefore, it is best too ensure that blendfuction, logicop, and
writemask modes are not being used when entering the bitmap sphere mode
to avoid surprises.
On RealityEngine, bitmapped spheres compete for framebuffer memory with
stereobuffer and at least a medium pixel depth is required to have room
for both.
BUGS
Bitmapped spheres on RealityEngine are currently only available in
immediate mode.
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sphbbp(3G)sphbbp(3G)
Bitmapped spheres do not clip correctly but pop when clipped against the
near and far clipping planes. User-defined clipping planes are ignored by
the bitmapped spheres.
Currently, on RealityEngine, sphbbp is relatively slow to execute and so
it is best to minimize the number of times the bitmap sphere mode is
entered in a frame. Draw as many spheres as possible between one set of
sphbbp and sphebp calls.
SEE ALSO
libsphere, sphdra, sphclr, acbuf, blendf, feedba, fogver, logico, lmdef,
mssize, pick, RGBmod, stenci, texdef, writem, zbsize
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