Name
gl.PolygonMode -- select a polygon rasterization mode
Synopsis
gl.PolygonMode(face, mode)
Function
gl.PolygonMode() controls the interpretation of polygons for rasterization. face describes which polygons mode applies to: front-facing polygons (#GL_FRONT), back-facing polygons (#GL_BACK), or both (#GL_FRONT_AND_BACK). The polygon mode affects only the final rasterization of polygons. In particular, a polygon's vertices are lit and the polygon is clipped and possibly culled before these modes are applied.

Three modes are defined and can be specified in mode:

#GL_POINT
Polygon vertices that are marked as the start of a boundary edge are drawn as points. Point attributes such as #GL_POINT_SIZE and #GL_POINT_SMOOTH control the rasterization of the points. Polygon rasterization attributes other than #GL_POLYGON_MODE have no effect.

#GL_LINE
Boundary edges of the polygon are drawn as line segments. They are treated as connected line segments for line stippling; the line stipple counter and pattern are not reset between segments (see glLineStipple). Line attributes such as #GL_LINE_WIDTH and #GL_LINE_SMOOTH control the rasterization of the lines. Polygon rasterization attributes other than #GL_POLYGON_MODE have no effect.

#GL_FILL
The interior of the polygon is filled. Polygon attributes such as #GL_POLYGON_STIPPLE and #GL_POLYGON_SMOOTH control the rasterization of the polygon.

The initial value is #GL_FILL for both front- and back-facing polygons.

Vertices are marked as boundary or nonboundary with an edge flag. Edge flags are generated internally by the GL when it decomposes polygons; they can be set explicitly using gl.EdgeFlag().

Please consult an OpenGL reference manual for more information.

Inputs
face
specifies the polygons that mode applies to (see above)
mode
specifies how polygons will be rasterized (see above)
Errors
#GL_INVALID_ENUM is generated if either face or mode is not an accepted value.

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

Associated gets
gl.Get() with argument #GL_POLYGON_MODE


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