gl.EdgeFlagPointer(flagsArray)
gl.EdgeFlagPointer()
specifies an array of boolean edge flags to use when rendering. If you pass Nil
in flagsArray
,
the edge flag array buffer will be freed but it won't be removed from OpenGL. You need to do this manually, e.g.
by disabling the edge flag array or defining a new one.
When an edge flag array is specified, it is saved as client-side state, in addition to the current vertex array buffer object binding.
To enable and disable the edge flag array, call gl.EnableClientState() and gl.DisableClientState()
with the argument #GL_EDGE_FLAG_ARRAY
. If enabled, the edge flag array is used when gl.DrawArrays(), gl.DrawElements(),
or gl.ArrayElement() is called.
Edge flags are not supported for interleaved vertex array formats. See gl.InterleavedArrays for details.
The edge flag array is initially disabled and isn't accessed when gl.DrawArrays(), gl.DrawElements(), or gl.ArrayElement() is called.
Execution of gl.EdgeFlagPointer()
is not allowed between the execution of gl.Begin() and the corresponding execution of gl.End(), but an error may or may not
be generated. If no error is generated, the operation is undefined.
gl.EdgeFlagPointer()
is typically implemented on the client side.
Edge flag array parameters are client-side state and are therefore not saved or restored by gl.PushAttrib() and gl.PopAttrib(). Use gl.PushClientAttrib() and gl.PopClientAttrib() instead.
Please consult an OpenGL reference manual for more information.
Nil
#GL_EDGE_FLAG_ARRAY
gl.Get() with argument #GL_EDGE_FLAG_ARRAY_POINTER