Syntax
[C/C++:]
void gDrawWedge(float xp, float yp, float zp, ...);
[F90:]
subroutine gDrawWedge(xp, yp, zp, gUDim, gVDim, gWDim, gURot, gVRot, gWRot, gUVec, gVVec, gWVec, gAbs)
real, intent(in) :: xp,yp,zp
real, optional, intent(in) :: gUDim, gVDim, gWDim
real, optional, intent(in) :: gURot, gVRot, gWRot
type (GPOINT3), optional, intent(in) :: gUVec, gVVec, gWVec
integer, optional, intent(in) :: gAbs
Arguments
xp, yp, zp
Origin (bottom, left, back corner) of wedge
Optional Args
gUDim, gVDim, gWDim
Optional wedge dimensions (default 1.0,1.0,1.0)
gURot ,gVRot, gWRot
Optional rotations about local axes (default 0.0,0.0,0.0)
gUVec, gVVec, gWVec
Optional edge vectors
gAbs
Optional edge vector direction flag
|
= GABSOLUTE, |
Absolute edge vectors |
|
= GRELATIVE, |
Relative edge vectors |
Description
The routine gDrawWedge() draws a 'solid' wedge primitive of the specified dimensions by generating outward facing facets for each face. The wedge is positioned at the specified origin (
xp,
yp,
zp), with a default unit dimension extending in a positive direction along each of its three local axes. The wedge is cut from top left to bottom right.
An alternative dimension/orientation can be specified using either a) up to three dimension values (
gUDim,
gVDim,
gWDim) and up to three local axes rotations (
gURot,
gVRot,
gWRot) or b) as three mutually perpendicular edge vectors (
gUVec,
gVVec,
gWVec) which may be absolute or relative to the object's origin.
The facets are drawn in the current facet colour/material according to the current lighting/shading environment and subject to the current modelling/viewing transformations.
See Also
gDrawWedge UsagegDrawFacet