NAME fglColor3b, fglColor3d, fglColor3f, fglColor3i, fglColor3s, fglColor3ub, fglColor3ui, fglColor3us, fglColor4b, fglColor4d, fglColor4f, fglColor4i, fglColor4s, fglColor4ub, fglColor4ui, fglColor4us, fglColor3bv, fglColor3dv, fglColor3fv, fglColor3iv, fglColor3sv, fglColor3ubv, fglColor3uiv, fglColor3usv, fglColor4bv, fglColor4dv, fglColor4fv, fglColor4iv, fglColor4sv, fglColor4ubv, fglColor4uiv, fglColor4usv - set the current color FORTRAN SPECIFICATION SUBROUTINE fglColor3b( INTEGER*1 red, INTEGER*1 green, INTEGER*1 blue ) SUBROUTINE fglColor3d( REAL*8 red, REAL*8 green, REAL*8 blue ) SUBROUTINE fglColor3f( REAL*4 red, REAL*4 green, REAL*4 blue ) SUBROUTINE fglColor3i( INTEGER*4 red, INTEGER*4 green, INTEGER*4 blue ) SUBROUTINE fglColor3s( INTEGER*2 red, INTEGER*2 green, INTEGER*2 blue ) SUBROUTINE fglColor3ub( INTEGER*1 red, INTEGER*1 green, INTEGER*1 blue ) SUBROUTINE fglColor3ui( INTEGER*4 red, INTEGER*4 green, INTEGER*4 blue ) SUBROUTINE fglColor3us( INTEGER*2 red, INTEGER*2 green, INTEGER*2 blue ) SUBROUTINE fglColor4b( INTEGER*1 red, INTEGER*1 green, INTEGER*1 blue, INTEGER*1 alpha ) SUBROUTINE fglColor4d( REAL*8 red, REAL*8 green, REAL*8 blue, REAL*8 alpha ) SUBROUTINE fglColor4f( REAL*4 red, REAL*4 green, REAL*4 blue, REAL*4 alpha ) SUBROUTINE fglColor4i( INTEGER*4 red, INTEGER*4 green, INTEGER*4 blue, INTEGER*4 alpha ) SUBROUTINE fglColor4s( INTEGER*2 red, INTEGER*2 green, INTEGER*2 blue, INTEGER*2 alpha ) SUBROUTINE fglColor4ub( INTEGER*1 red, INTEGER*1 green, INTEGER*1 blue, INTEGER*1 alpha ) SUBROUTINE fglColor4ui( INTEGER*4 red, INTEGER*4 green, INTEGER*4 blue, INTEGER*4 alpha ) SUBROUTINE fglColor4us( INTEGER*2 red, INTEGER*2 green, INTEGER*2 blue, INTEGER*2 alpha ) PARAMETERS red, green, blue Specify new red, green, and blue values for the current color. alpha Specifies a new alpha value for the current color. Included only in the four-argument fglColor4 commands. FORTRAN SPECIFICATION SUBROUTINE fglColor3bv( CHARACTER*8 v ) SUBROUTINE fglColor3dv( CHARACTER*8 v ) SUBROUTINE fglColor3fv( CHARACTER*8 v ) SUBROUTINE fglColor3iv( CHARACTER*8 v ) SUBROUTINE fglColor3sv( CHARACTER*8 v ) SUBROUTINE fglColor3ubv( CHARACTER*256 v ) SUBROUTINE fglColor3uiv( CHARACTER*8 v ) SUBROUTINE fglColor3usv( CHARACTER*8 v ) SUBROUTINE fglColor4bv( CHARACTER*8 v ) SUBROUTINE fglColor4dv( CHARACTER*8 v ) SUBROUTINE fglColor4fv( CHARACTER*8 v ) SUBROUTINE fglColor4iv( CHARACTER*8 v ) SUBROUTINE fglColor4sv( CHARACTER*8 v ) SUBROUTINE fglColor4ubv( CHARACTER*256 v ) SUBROUTINE fglColor4uiv( CHARACTER*8 v ) SUBROUTINE fglColor4usv( CHARACTER*8 v ) PARAMETERS v Specifies a pointer to an array that contains red, green, blue, and (sometimes) alpha values. DESCRIPTION The GL stores both a current single-valued color index and a current four-valued RGBA color. fglColor sets a new four- valued RGBA color. fglColor has two major variants: fglColor3 and fglColor4. fglColor3 variants specify new red, green, and blue values explicitly and set the current alpha value to 1.0 (full intensity) implicitly. fglColor4 variants specify all four color components explicitly. fglColor3b, fglColor4b, fglColor3s, fglColor4s, fglColor3i, and fglColor4i take three or four signed byte, short, or long integers as arguments. When v is appended to the name, the color commands can take a pointer to an array of such values. Current color values are stored in floating-point format, with unspecified mantissa and exponent sizes. Unsigned integer color components, when specified, are linearly mapped to floating-point values such that the largest representable value maps to 1.0 (full intensity), and 0 maps to 0.0 (zero intensity). Signed integer color components, when specified, are linearly mapped to floating-point values such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. (Note that this mapping does not convert 0 precisely to 0.0.) Floating-point values are mapped directly. Neither floating-point nor signed integer values are clamped to the range [0,1] before the current color is updated. However, color components are clamped to this range before they are interpolated or written into a color buffer. NOTES The initial value for the current color is (1, 1, 1, 1). The current color can be updated at any time. In particular, fglColor can be called between a call to fglBegin and the corresponding call to fglEnd. ASSOCIATED GETS fglGet with argument GL_CURRENT_COLOR fglGet with argument GL_RGBA_MODE SEE ALSO fglIndex