NAME fglVertex2d, fglVertex2f, fglVertex2i, fglVertex2s, fglVertex3d, fglVertex3f, fglVertex3i, fglVertex3s, fglVertex4d, fglVertex4f, fglVertex4i, fglVertex4s, fglVertex2dv, fglVertex2fv, fglVertex2iv, fglVertex2sv, fglVertex3dv, fglVertex3fv, fglVertex3iv, fglVertex3sv, fglVertex4dv, fglVertex4fv, fglVertex4iv, fglVertex4sv - specify a vertex FORTRAN SPECIFICATION SUBROUTINE fglVertex2d( REAL*8 x, REAL*8 y ) SUBROUTINE fglVertex2f( REAL*4 x, REAL*4 y ) SUBROUTINE fglVertex2i( INTEGER*4 x, INTEGER*4 y ) SUBROUTINE fglVertex2s( INTEGER*2 x, INTEGER*2 y ) SUBROUTINE fglVertex3d( REAL*8 x, REAL*8 y, REAL*8 z ) SUBROUTINE fglVertex3f( REAL*4 x, REAL*4 y, REAL*4 z ) SUBROUTINE fglVertex3i( INTEGER*4 x, INTEGER*4 y, INTEGER*4 z ) SUBROUTINE fglVertex3s( INTEGER*2 x, INTEGER*2 y, INTEGER*2 z ) SUBROUTINE fglVertex4d( REAL*8 x, REAL*8 y, REAL*8 z, REAL*8 w ) SUBROUTINE fglVertex4f( REAL*4 x, REAL*4 y, REAL*4 z, REAL*4 w ) SUBROUTINE fglVertex4i( INTEGER*4 x, INTEGER*4 y, INTEGER*4 z, INTEGER*4 w ) SUBROUTINE fglVertex4s( INTEGER*2 x, INTEGER*2 y, INTEGER*2 z, INTEGER*2 w ) PARAMETERS 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. FORTRAN SPECIFICATION SUBROUTINE fglVertex2dv( CHARACTER*8 v ) SUBROUTINE fglVertex2fv( CHARACTER*8 v ) SUBROUTINE fglVertex2iv( CHARACTER*8 v ) SUBROUTINE fglVertex2sv( CHARACTER*8 v ) SUBROUTINE fglVertex3dv( CHARACTER*8 v ) SUBROUTINE fglVertex3fv( CHARACTER*8 v ) SUBROUTINE fglVertex3iv( CHARACTER*8 v ) SUBROUTINE fglVertex3sv( CHARACTER*8 v ) SUBROUTINE fglVertex4dv( CHARACTER*8 v ) SUBROUTINE fglVertex4fv( CHARACTER*8 v ) SUBROUTINE fglVertex4iv( CHARACTER*8 v ) SUBROUTINE fglVertex4sv( CHARACTER*8 v ) PARAMETERS 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. DESCRIPTION fglVertex commands are used within fglBegin/fglEnd pairs to specify point, line, and polygon vertices. The current color, normal, and texture coordinates are associated with the vertex when fglVertex 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. NOTES Invoking fglVertex outside of a fglBegin/fglEnd pair results in undefined behavior. SEE ALSO fglBegin, fglCallList, fglColor, fglEdgeFlag, fglEvalCoord, fglIndex, fglMaterial, fglNormal, fglRect, fglTexCoord, fglVertexPointer