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glEvalMesh1
関数1次元グリッド範囲のエバリュエータ点群を描画する。
シグネチャ
// OPENGL32.dll
#include <windows.h>
void glEvalMesh1(
DWORD mode,
INT i1,
INT i2
);パラメーター
| 名前 | 型 | 方向 |
|---|---|---|
| mode | DWORD | in |
| i1 | INT | in |
| i2 | INT | in |
戻り値の型: void
各言語での呼び出し定義
// OPENGL32.dll
#include <windows.h>
void glEvalMesh1(
DWORD mode,
INT i1,
INT i2
);[DllImport("OPENGL32.dll", ExactSpelling = true)]
static extern void glEvalMesh1(
uint mode, // DWORD
int i1, // INT
int i2 // INT
);<DllImport("OPENGL32.dll", ExactSpelling:=True)>
Public Shared Sub glEvalMesh1(
mode As UInteger, ' DWORD
i1 As Integer, ' INT
i2 As Integer ' INT
)
End Sub' mode : DWORD
' i1 : INT
' i2 : INT
Declare PtrSafe Sub glEvalMesh1 Lib "opengl32" ( _
ByVal mode As Long, _
ByVal i1 As Long, _
ByVal i2 As Long)
' VBA7前提(PtrSafe)。32bit Office では LongPtr→Long。Integer=16bit / Long=32bit / LongLong=64bit。import ctypes
from ctypes import wintypes
glEvalMesh1 = ctypes.windll.opengl32.glEvalMesh1
glEvalMesh1.restype = None
glEvalMesh1.argtypes = [
wintypes.DWORD, # mode : DWORD
ctypes.c_int, # i1 : INT
ctypes.c_int, # i2 : INT
]require 'fiddle'
require 'fiddle/import'
lib = Fiddle.dlopen('OPENGL32.dll')
glEvalMesh1 = Fiddle::Function.new(
lib['glEvalMesh1'],
[
-Fiddle::TYPE_INT, # mode : DWORD
Fiddle::TYPE_INT, # i1 : INT
Fiddle::TYPE_INT, # i2 : INT
],
Fiddle::TYPE_VOID)#[link(name = "opengl32")]
extern "system" {
fn glEvalMesh1(
mode: u32, // DWORD
i1: i32, // INT
i2: i32 // INT
);
}
// crates: windows-sys provides ready-made bindings for this API.$sig = @"
[DllImport("OPENGL32.dll")]
public static extern void glEvalMesh1(uint mode, int i1, int i2);
"@
$api = Add-Type -MemberDefinition $sig -Name 'OPENGL32_glEvalMesh1' -Namespace Win32 -PassThru
# $api::glEvalMesh1(mode, i1, i2)#uselib "OPENGL32.dll"
#func global glEvalMesh1 "glEvalMesh1" sptr, sptr, sptr
; glEvalMesh1 mode, i1, i2
; mode : DWORD -> "sptr"
; i1 : INT -> "sptr"
; i2 : INT -> "sptr"#uselib "OPENGL32.dll"
#func global glEvalMesh1 "glEvalMesh1" int, int, int
; glEvalMesh1 mode, i1, i2
; mode : DWORD -> "int"
; i1 : INT -> "int"
; i2 : INT -> "int"; void glEvalMesh1(DWORD mode, INT i1, INT i2)
#uselib "OPENGL32.dll"
#func global glEvalMesh1 "glEvalMesh1" int, int, int
; glEvalMesh1 mode, i1, i2
; mode : DWORD -> "int"
; i1 : INT -> "int"
; i2 : INT -> "int"import (
"golang.org/x/sys/windows"
"unsafe"
)
var (
opengl32 = windows.NewLazySystemDLL("OPENGL32.dll")
procglEvalMesh1 = opengl32.NewProc("glEvalMesh1")
)
// mode (DWORD), i1 (INT), i2 (INT)
r1, _, err := procglEvalMesh1.Call(
uintptr(mode),
uintptr(i1),
uintptr(i2),
)
_ = err // syscall.Errno (valid when the call sets last-error)
_ = r1 // voidprocedure glEvalMesh1(
mode: DWORD; // DWORD
i1: Integer; // INT
i2: Integer // INT
); stdcall;
external 'OPENGL32.dll' name 'glEvalMesh1';result := DllCall("OPENGL32\glEvalMesh1"
, "UInt", mode ; DWORD
, "Int", i1 ; INT
, "Int", i2 ; INT
, "Int") ; return: void●glEvalMesh1(mode, i1, i2) = DLL("OPENGL32.dll", "int glEvalMesh1(dword, int, int)")
# 呼び出し: glEvalMesh1(mode, i1, i2)
# mode : DWORD -> "dword"
# i1 : INT -> "int"
# i2 : INT -> "int"
# なでしこ1は32bit・ANSI(Shift_JIS)。文字列=char*(ANSI)、ポインタ/ハンドル=void*(4byte)。