gl.PassThrough(token)
#GL_FEEDBACK
.
When the GL is in feedback mode, no pixels are produced by rasterization. Instead, information about primitives that
would have been rasterized is fed back to the application using the GL. See gl.FeedbackBuffer for a description of the feedback buffer and the values in it.
gl.PassThrough()
inserts a user-defined marker in the feedback buffer when it is executed in feedback mode. token
is
returned as if it were a primitive; it is indicated with its own unique identifying value: #GL_PASS_THROUGH_TOKEN
.
The order of gl.PassThrough()
commands with respect to the specification of graphics primitives is maintained.
gl.PassThrough()
is ignored if the GL is not in feedback mode.
Please consult an OpenGL reference manual for more information.
#GL_PASS_THROUGH_TOKEN
#GL_INVALID_OPERATION
is generated if gl.PassThrough()
is executed between the execution of gl.Begin() and the corresponding execution of gl.End().
#GL_RENDER_MODE