Render the Doc to a String using the default Style.
Outputs indented HTML. Because space matters in HTML, the output is quite messy.
Render a piece of indented HTML without adding a DOCTYPE declaration or root element. Only adds whitespace meaning of the document.
Outputs indented XHTML. Because space matters in HTML, the output is quite messy.
How rendering context for new windows are created.
(freeglut only) Controls the creation of rendering contexts for new windows.
Render an object in the given flavour.
Delimit the vertices that define a primitive or a group of like primitives.
Only a subset of GL commands can be used in the delimited action: Those for specifying vertex coordinates (vertex, vertexv), vertex colors (color, colorv, secondaryColor, secondaryColorv, index, indexv), normal (normal, normalv), texture coordinates (texCoord, texCoordv, multiTexCoord, multiTexCoordv), and fog coordinates (fogCoord, fogCoordv). Additionally, evalPoint1, evalPoint2, evalCoord1, evalCoord1v, evalCoord2, evalCoord2v, materialAmbient, materialDiffuse, materialAmbientAndDiffuse, materialSpecular, materialEmission, materialShininess, callList, callLists, and setting edgeFlag are allowed. Writing the respective state variables is allowed in the delimited action, too.
Regardless of the chosen PrimitiveMode, there is no limit to the number of vertices that can be defined during a single renderPrimitive. Lines, triangles, quadrilaterals, and polygons that are incompletely specified are not drawn. Incomplete specification results when either too few vertices are provided to specify even a single primitive or when an incorrect multiple of vertices is specified. The incomplete primitive is ignored; the rest are drawn.
The minimum specification of vertices for each primitive is as follows: 1 for a point, 2 for a line, 3 for a triangle, 4 for a quadrilateral, and 3 for a polygon. Modes that require a certain multiple of vertices are Lines (2), Triangles (3), Quads (4), and QuadStrip (2).
Render the Doc to a String using the given Style.
The kind of GLX rendering context used. Direct rendering provides a performance advantage in some implementations. However, direct rendering contexts cannot be shared outside a single process, and they may be unable to render to GLX pixmaps.
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