Win32 API 日本語リファレンス
ホームGraphics.OpenGL › glTexCoord4i

glTexCoord4i

関数
現在のテクスチャ座標を整数の4成分で設定する。
DLLOPENGL32.dll呼出規約winapi

シグネチャ

// OPENGL32.dll
#include <windows.h>

void glTexCoord4i(
    INT s,
    INT t,
    INT r,
    INT q
);

パラメーター

名前方向
sINTin
tINTin
rINTin
qINTin

戻り値の型: void

各言語での呼び出し定義

// OPENGL32.dll
#include <windows.h>

void glTexCoord4i(
    INT s,
    INT t,
    INT r,
    INT q
);
[DllImport("OPENGL32.dll", ExactSpelling = true)]
static extern void glTexCoord4i(
    int s,   // INT
    int t,   // INT
    int r,   // INT
    int q   // INT
);
<DllImport("OPENGL32.dll", ExactSpelling:=True)>
Public Shared Sub glTexCoord4i(
    s As Integer,   ' INT
    t As Integer,   ' INT
    r As Integer,   ' INT
    q As Integer   ' INT
)
End Sub
' s : INT
' t : INT
' r : INT
' q : INT
Declare PtrSafe Sub glTexCoord4i Lib "opengl32" ( _
    ByVal s As Long, _
    ByVal t As Long, _
    ByVal r As Long, _
    ByVal q As Long)
' VBA7前提(PtrSafe)。32bit Office では LongPtr→Long。Integer=16bit / Long=32bit / LongLong=64bit。
import ctypes
from ctypes import wintypes

glTexCoord4i = ctypes.windll.opengl32.glTexCoord4i
glTexCoord4i.restype = None
glTexCoord4i.argtypes = [
    ctypes.c_int,  # s : INT
    ctypes.c_int,  # t : INT
    ctypes.c_int,  # r : INT
    ctypes.c_int,  # q : INT
]
require 'fiddle'
require 'fiddle/import'

lib = Fiddle.dlopen('OPENGL32.dll')
glTexCoord4i = Fiddle::Function.new(
  lib['glTexCoord4i'],
  [
    Fiddle::TYPE_INT,  # s : INT
    Fiddle::TYPE_INT,  # t : INT
    Fiddle::TYPE_INT,  # r : INT
    Fiddle::TYPE_INT,  # q : INT
  ],
  Fiddle::TYPE_VOID)
#[link(name = "opengl32")]
extern "system" {
    fn glTexCoord4i(
        s: i32,  // INT
        t: i32,  // INT
        r: i32,  // INT
        q: i32  // INT
    );
}
// crates: windows-sys provides ready-made bindings for this API.
$sig = @"
[DllImport("OPENGL32.dll")]
public static extern void glTexCoord4i(int s, int t, int r, int q);
"@
$api = Add-Type -MemberDefinition $sig -Name 'OPENGL32_glTexCoord4i' -Namespace Win32 -PassThru
# $api::glTexCoord4i(s, t, r, q)
#uselib "OPENGL32.dll"
#func global glTexCoord4i "glTexCoord4i" sptr, sptr, sptr, sptr
; glTexCoord4i s, t, r, q
; s : INT -> "sptr"
; t : INT -> "sptr"
; r : INT -> "sptr"
; q : INT -> "sptr"
#uselib "OPENGL32.dll"
#func global glTexCoord4i "glTexCoord4i" int, int, int, int
; glTexCoord4i s, t, r, q
; s : INT -> "int"
; t : INT -> "int"
; r : INT -> "int"
; q : INT -> "int"
; void glTexCoord4i(INT s, INT t, INT r, INT q)
#uselib "OPENGL32.dll"
#func global glTexCoord4i "glTexCoord4i" int, int, int, int
; glTexCoord4i s, t, r, q
; s : INT -> "int"
; t : INT -> "int"
; r : INT -> "int"
; q : INT -> "int"
import (
	"golang.org/x/sys/windows"
	"unsafe"
)

var (
	opengl32 = windows.NewLazySystemDLL("OPENGL32.dll")
	procglTexCoord4i = opengl32.NewProc("glTexCoord4i")
)

// s (INT), t (INT), r (INT), q (INT)
r1, _, err := procglTexCoord4i.Call(
	uintptr(s),
	uintptr(t),
	uintptr(r),
	uintptr(q),
)
_ = err  // syscall.Errno (valid when the call sets last-error)
_ = r1   // void
procedure glTexCoord4i(
  s: Integer;   // INT
  t: Integer;   // INT
  r: Integer;   // INT
  q: Integer   // INT
); stdcall;
  external 'OPENGL32.dll' name 'glTexCoord4i';
result := DllCall("OPENGL32\glTexCoord4i"
    , "Int", s   ; INT
    , "Int", t   ; INT
    , "Int", r   ; INT
    , "Int", q   ; INT
    , "Int")   ; return: void
●glTexCoord4i(s, t, r, q) = DLL("OPENGL32.dll", "int glTexCoord4i(int, int, int, int)")
# 呼び出し: glTexCoord4i(s, t, r, q)
# s : INT -> "int"
# t : INT -> "int"
# r : INT -> "int"
# q : 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)。