Name
gl.GetMap -- return evaluator parameters
Synopsis
vArray = gl.GetMap(target, query)
Function
gl.Map() defines an evaluator. gl.GetMap() returns evaluator parameters. target chooses a map, and query selects a specific parameter. The following values are currently supported for target:

 
#GL_MAP1_COLOR_4
#GL_MAP1_INDEX
#GL_MAP1_NORMAL
#GL_MAP1_TEXTURE_COORD_1
#GL_MAP1_TEXTURE_COORD_2
#GL_MAP1_TEXTURE_COORD_3,
#GL_MAP1_TEXTURE_COORD_4
#GL_MAP1_VERTEX_3
#GL_MAP1_VERTEX_4
#GL_MAP2_COLOR_4
#GL_MAP2_INDEX
#GL_MAP2_NORMAL
#GL_MAP2_TEXTURE_COORD_1
#GL_MAP2_TEXTURE_COORD_2
#GL_MAP2_TEXTURE_COORD_3
#GL_MAP2_TEXTURE_COORD_4
#GL_MAP2_VERTEX_3
#GL_MAP2_VERTEX_4

See gl.Map for details.

query can assume the following values:

#GL_COEFF
v returns the control points for the evaluator function. One-dimensional evaluators return order control points, and two-dimensional evaluators return uorder*vorder control points. Each control point consists of one, two, three, or four double-precision floating-point values. The GL returns two-dimensional control points in row-major order, incrementing the uorder index quickly and the vorder index after each row.

#GL_ORDER
v returns the order of the evaluator function. One-dimensional evaluators return a single value, order. The initial value is 1. Two-dimensional evaluators return two values, uorder and vorder. The initial value is (1,1).

#GL_DOMAIN
v returns the linear u and v mapping parameters. One-dimensional evaluators return two values, u1 and u2, as specified by gl.Map(). Two-dimensional evaluators return four values (u1, u2, v1, and v2) as specified by gl.Map().

Please consult an OpenGL reference manual for more information.

Inputs
target
specifies the symbolic name of a map (see above for possible values)
query
specifies which parameter to return (see above for possible values)
Results
vArray
table containing the requested data
Errors
#GL_INVALID_ENUM is generated if either target or query is not an accepted value.

#GL_INVALID_OPERATION is generated if gl.GetMap() is executed between the execution of gl.Begin() and the corresponding execution of gl.End() .


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