NAME
	  fglTexCoord1d, fglTexCoord1f,	fglTexCoord1i, fglTexCoord1s,
	  fglTexCoord2d, fglTexCoord2f,	fglTexCoord2i, fglTexCoord2s,
	  fglTexCoord3d, fglTexCoord3f,	fglTexCoord3i, fglTexCoord3s,
	  fglTexCoord4d, fglTexCoord4f,	fglTexCoord4i, fglTexCoord4s,
	  fglTexCoord1dv, fglTexCoord1fv, fglTexCoord1iv,
	  fglTexCoord1sv, fglTexCoord2dv, fglTexCoord2fv,
	  fglTexCoord2iv, fglTexCoord2sv, fglTexCoord3dv,
	  fglTexCoord3fv, fglTexCoord3iv, fglTexCoord3sv,
	  fglTexCoord4dv, fglTexCoord4fv, fglTexCoord4iv,
	  fglTexCoord4sv - set the current texture coordinates


     FORTRAN SPECIFICATION
	  SUBROUTINE fglTexCoord1d( REAL*8 s )
	  SUBROUTINE fglTexCoord1f( REAL*4 s )
	  SUBROUTINE fglTexCoord1i( INTEGER*4 s	)
	  SUBROUTINE fglTexCoord1s( INTEGER*2 s	)
	  SUBROUTINE fglTexCoord2d( REAL*8 s,
				    REAL*8 t )
	  SUBROUTINE fglTexCoord2f( REAL*4 s,
				    REAL*4 t )
	  SUBROUTINE fglTexCoord2i( INTEGER*4 s,
				    INTEGER*4 t	)
	  SUBROUTINE fglTexCoord2s( INTEGER*2 s,
				    INTEGER*2 t	)
	  SUBROUTINE fglTexCoord3d( REAL*8 s,
				    REAL*8 t,
				    REAL*8 r )
	  SUBROUTINE fglTexCoord3f( REAL*4 s,
				    REAL*4 t,
				    REAL*4 r )
	  SUBROUTINE fglTexCoord3i( INTEGER*4 s,
				    INTEGER*4 t,
				    INTEGER*4 r	)
	  SUBROUTINE fglTexCoord3s( INTEGER*2 s,
				    INTEGER*2 t,
				    INTEGER*2 r	)
	  SUBROUTINE fglTexCoord4d( REAL*8 s,
				    REAL*8 t,
				    REAL*8 r,
				    REAL*8 q )
	  SUBROUTINE fglTexCoord4f( REAL*4 s,
				    REAL*4 t,
				    REAL*4 r,
				    REAL*4 q )
	  SUBROUTINE fglTexCoord4i( INTEGER*4 s,
				    INTEGER*4 t,
				    INTEGER*4 r,
				    INTEGER*4 q	)
	  SUBROUTINE fglTexCoord4s( INTEGER*2 s,
				    INTEGER*2 t,
				    INTEGER*2 r,
				    INTEGER*2 q	)


     PARAMETERS
	  s, t,	r, q
		   Specify s, t, r, and	q  texture coordinates.	 Not
		   all parameters are present in all forms of the
		   command.

     FORTRAN SPECIFICATION
	  SUBROUTINE fglTexCoord1dv( CHARACTER*8 v )
	  SUBROUTINE fglTexCoord1fv( CHARACTER*8 v )
	  SUBROUTINE fglTexCoord1iv( CHARACTER*8 v )
	  SUBROUTINE fglTexCoord1sv( CHARACTER*8 v )
	  SUBROUTINE fglTexCoord2dv( CHARACTER*8 v )
	  SUBROUTINE fglTexCoord2fv( CHARACTER*8 v )
	  SUBROUTINE fglTexCoord2iv( CHARACTER*8 v )
	  SUBROUTINE fglTexCoord2sv( CHARACTER*8 v )
	  SUBROUTINE fglTexCoord3dv( CHARACTER*8 v )
	  SUBROUTINE fglTexCoord3fv( CHARACTER*8 v )
	  SUBROUTINE fglTexCoord3iv( CHARACTER*8 v )
	  SUBROUTINE fglTexCoord3sv( CHARACTER*8 v )
	  SUBROUTINE fglTexCoord4dv( CHARACTER*8 v )
	  SUBROUTINE fglTexCoord4fv( CHARACTER*8 v )
	  SUBROUTINE fglTexCoord4iv( CHARACTER*8 v )
	  SUBROUTINE fglTexCoord4sv( CHARACTER*8 v )


     PARAMETERS
	  v    Specifies a pointer to an array of one, two, three, or
	       four elements, which in turn specify the	s, t, r, and q
	       texture coordinates.

     DESCRIPTION
	  fglTexCoord specifies	texture	coordinates in one, two,
	  three, or four dimensions. fglTexCoord1 sets the current
	  texture coordinates to (s, 0,	0, 1); a call to
	  fglTexCoord2 sets them to (s,	t, 0, 1).  Similarly,
	  fglTexCoord3 specifies the texture coordinates as (s,	t, r,
	  1), and fglTexCoord4 defines all four	components explicitly
	  as (s, t, r, q).

	  The current texture coordinates are part of the data that is
	  associated with each vertex and with the current raster
	  position. Initially, the values for s, t, r, and q are (0,
	  0, 0,	1).

     NOTES
	  The current texture coordinates can be updated at any	time.
	  In particular,
	  fglTexCoord can be called between a call to fglBegin and the
	  corresponding	call to	fglEnd.

     ASSOCIATED	GETS
	  fglGet with argument GL_CURRENT_TEXTURE_COORDS

     SEE ALSO
	  fglTexCoordPointer, fglVertex