void glRectd(GLdouble x1,
GLdouble y1,
GLdouble x2,
GLdouble y2)
void glRectf(GLfloat x1,
GLfloat y1,
GLfloat x2,
GLfloat y2)
void glRecti(GLint x1,
GLint y1,
GLint x2,
GLint y2)
void glRects(GLshort x1,
GLshort y1,
GLshort x2,
GLshort y2)
void glRectdv(const GLdouble *v1,
const GLdouble *v2)
void glRectfv(const GLfloat *v1,
const GLfloat *v2)
void glRectiv(const GLint *v1,
const GLint *v2)
void glRectsv(const GLshort *v1,
const GLshort *v2)
glRect(x1, y1, x2, y2) is exactly equivalent to the following sequence:
glBegin(GL_POLYGON);
glVertex2(x1, y1);
glVertex2(x2, y1);
glVertex2(x2, y2);
glVertex2(x1, y2);
glEnd();
Note that if the second vertex is above and to the right of the first
vertex, the rectangle is constructed with a counterclockwise winding.
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© 1995 Uwe Behrens. All rights reserved.