C language function:glEnd sample codes

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TITLE : C++ Vertex Skinning Example
glEnd();.......
http://blenderartists.org/forum/showthread.php@327885-C-Vertex-Skinning-Example



glEnd();.......
http://cs.nyu.edu/~yap/classes/visual/01f/lect/l1.2/

If we have to explicitly list all the vertices between the glBegin() and glEnd(), this can be painful for large models. Fortunately, OpenGL actually allow iterative constructs. For instance, suppose you want to graph the integer function f(x) for integers 0 ? x ? 99. You can use the following construct:.......
http://cs.nyu.edu/~yap/classes/visual/01f/lect/l1.2/

glEnd();.......
http://cs.nyu.edu/~yap/classes/visual/01f/lect/l1.2/

glEnd();.......
http://cs.nyu.edu/~yap/classes/visual/01f/lect/l1.2/
TITLE : Chapter 13. Evaluators and NURBS
glEnd();.......
http://csweb.cs.wfu.edu/~torgerse/Kokua/Irix_6.5.21_doc_cd/usr/share/Insight/library/SGI_bookshelves/SGI_Developer/books/OpenGL_PG/sgi_html/ch13.html
TITLE : Chapter 13. Evaluators and NURBS
The curve is drawn in the routine display() between the glBegin() and glEnd() calls. Since the evaluator is enabled, the command glEvalCoord1f() is just like issuing a glVertex() command with the coordinates of a vertex on the curve corresponding to the input parameter u........
http://csweb.cs.wfu.edu/~torgerse/Kokua/Irix_6.5.21_doc_cd/usr/share/Insight/library/SGI_bookshelves/SGI_Developer/books/OpenGL_PG/sgi_html/ch13.html
TITLE : Chapter 13. Evaluators and NURBS
glEnd();.......
http://csweb.cs.wfu.edu/~torgerse/Kokua/Irix_6.5.21_doc_cd/usr/share/Insight/library/SGI_bookshelves/SGI_Developer/books/OpenGL_PG/sgi_html/ch13.html
TITLE : Chapter 13. Evaluators and NURBS
Invoke them either by calling glEvalCoord2() between a glBegin() and glEnd() pair or by specifying and then applying a mesh with glMapGrid2() and glEvalMesh2()........
http://csweb.cs.wfu.edu/~torgerse/Kokua/Irix_6.5.21_doc_cd/usr/share/Insight/library/SGI_bookshelves/SGI_Developer/books/OpenGL_PG/sgi_html/ch13.html
TITLE : Chapter 13. Evaluators and NURBS
glEnd();.......
http://csweb.cs.wfu.edu/~torgerse/Kokua/Irix_6.5.21_doc_cd/usr/share/Insight/library/SGI_bookshelves/SGI_Developer/books/OpenGL_PG/sgi_html/ch13.html
TITLE : Chapter 13. Evaluators and NURBS
glEnd();.......
http://csweb.cs.wfu.edu/~torgerse/Kokua/Irix_6.5.21_doc_cd/usr/share/Insight/library/SGI_bookshelves/SGI_Developer/books/OpenGL_PG/sgi_html/ch13.html
TITLE : Chapter 13. Evaluators and NURBS
glEnd();.......
http://csweb.cs.wfu.edu/~torgerse/Kokua/Irix_6.5.21_doc_cd/usr/share/Insight/library/SGI_bookshelves/SGI_Developer/books/OpenGL_PG/sgi_html/ch13.html
TITLE : Chapter 13. Evaluators and NURBS
glEnd();.......
http://csweb.cs.wfu.edu/~torgerse/Kokua/Irix_6.5.21_doc_cd/usr/share/Insight/library/SGI_bookshelves/SGI_Developer/books/OpenGL_PG/sgi_html/ch13.html
TITLE : QOpenGLFunctions_2_0 Class | Qt GUI 5.9
void glEnd().......
http://doc.qt.io/qt-5/qopenglfunctions-2-0.html
TITLE : QOpenGLFunctions_2_0 Class | Qt GUI 5.9
void QOpenGLFunctions_2_0::glEnd().......
http://doc.qt.io/qt-5/qopenglfunctions-2-0.html
TITLE : Maya API: basicShape.py
glFT.glEnd().......
http://download.autodesk.com/us/maya/2011help/api/basic_shape_8py-example.html
TITLE : FORM+CODE In Design, Art, and Architecture by Casey Reas, Chandler McWilliams, and LUST
glEnd();.......
http://formandcode.com/code-examples/transform-landscape
TITLE : antialiasing using FSAA or multisampling
GL11.glEnd();.......
http://forum.lwjgl.org/index.php@topic=1889.0
TITLE : antialiasing using FSAA or multisampling
GL11.glEnd();.......
http://forum.lwjgl.org/index.php@topic=1889.0
TITLE : How to compile OpenGL programs - FedoraForum.org
glEnd();.......
http://forums.fedoraforum.org/showthread.php@t=191630
TITLE : How to compile OpenGL programs - FedoraForum.org
glEnd();.......
http://forums.fedoraforum.org/showthread.php@t=191630
TITLE : How to compile OpenGL programs - FedoraForum.org
glEnd();.......
http://forums.fedoraforum.org/showthread.php@t=191630
TITLE : Simple OpenGL example with GLFW, GLEW and OculusSDK 0.3.1 Oculus
glEnd();.......
http://forums.oculus.com/developer/discussion/8152/simple-opengl-example-with-glfw-glew-and-oculussdk-0-3-1
TITLE : Simple OpenGL example with GLFW, GLEW and OculusSDK 0.3.1 Oculus
Although the glBegin()/glEnd() stuff is really bad. I think I'll combine with:.......
http://forums.oculus.com/developer/discussion/8152/simple-opengl-example-with-glfw-glew-and-oculussdk-0-3-1
TITLE : Simple OpenGL example with GLFW, GLEW and OculusSDK 0.3.1 Oculus
glEnd();.......
http://forums.oculus.com/developer/discussion/8152/simple-opengl-example-with-glfw-glew-and-oculussdk-0-3-1
TITLE : OpenGL: why do I have to set a normal with glNormal? - Game Development Stack Exchange
glEnd();.......
http://gamedev.stackexchange.com/questions/50653/opengl-why-do-i-have-to-set-a-normal-with-glnormal
TITLE : OpenGL: why do I have to set a normal with glNormal? - Game Development Stack Exchange
glEnd();.......
http://gamedev.stackexchange.com/questions/50653/opengl-why-do-i-have-to-set-a-normal-with-glnormal
TITLE : OpenGL/GLUT example
glEnd();.......
http://graphics.stanford.edu/courses/cs248-00/helpsession/opengl/code_example.html
TITLE : Krishnakanth Mallik: Function-Plot: Sample OpenGL program
glEnd(); // end drawing.......
http://krishnakanthmallikc.blogspot.com/2009/06/function-plot-sample-opengl-program.html
TITLE : Lazy Foo' Productions - The Viewport
//Full View if( gViewportMode == VIEWPORT_MODE_FULL ) { //Fill the screen glViewport( 0.f, 0.f, SCREEN_WIDTH, SCREEN_HEIGHT ); //Red quad glBegin( GL_QUADS ); glColor3f( 1.f, 0.f, 0.f ); glVertex2f( -SCREEN_WIDTH / 2.f, -SCREEN_HEIGHT / 2.f ); glVertex2f( SCREEN_WIDTH / 2.f, -SCREEN_HEIGHT / 2.f ); glVertex2f( SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f ); glVertex2f( -SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f ); glEnd(); }.......
http://lazyfoo.net/tutorials/OpenGL/03_the_viewport/index.php
TITLE : Lazy Foo' Productions - The Viewport
//View port at center of screen else if( gViewportMode == VIEWPORT_MODE_HALF_CENTER ) { //Center viewport glViewport( SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 4.f, SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f ); //Green quad glBegin( GL_QUADS ); glColor3f( 0.f, 1.f, 0.f ); glVertex2f( -SCREEN_WIDTH / 2.f, -SCREEN_HEIGHT / 2.f ); glVertex2f( SCREEN_WIDTH / 2.f, -SCREEN_HEIGHT / 2.f ); glVertex2f( SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f ); glVertex2f( -SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f ); glEnd(); }.......
http://lazyfoo.net/tutorials/OpenGL/03_the_viewport/index.php
TITLE : Lazy Foo' Productions - The Viewport
//Viewport centered at the top else if( gViewportMode == VIEWPORT_MODE_HALF_TOP ) { //Viewport at top glViewport( SCREEN_WIDTH / 4.f, SCREEN_HEIGHT / 2.f, SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f ); //Blue quad glBegin( GL_QUADS ); glColor3f( 0.f, 0.f, 1.f ); glVertex2f( -SCREEN_WIDTH / 2.f, -SCREEN_HEIGHT / 2.f ); glVertex2f( SCREEN_WIDTH / 2.f, -SCREEN_HEIGHT / 2.f ); glVertex2f( SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f ); glVertex2f( -SCREEN_WIDTH / 2.f, SCREEN_HEIGHT / 2.f ); glEnd(); }.......
http://lazyfoo.net/tutorials/OpenGL/03_the_viewport/index.php
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https://www.google.com/#q=glEnd