glPassThrough function
The glPassThrough function places a marker in the feedback buffer.
Syntax
void WINAPI glPassThrough(
GLfloat token
);
Parameters
-
token
-
A marker value to be placed in the feedback buffer. It is indicated with the following unique identifying value.
Value Meaning - GL_PASS_THROUGH_TOKEN
The order of glPassThrough commands with respect to the specification of graphics primitives is maintained.
Return value
This function does not return a value.
Error codes
The following error code can be retrieved by the glGetError function.
Name | Meaning |
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The function was called between a call to glBegin and the corresponding call to glEnd. |
Remarks
Feedback is an OpenGL render mode selected by calling glRenderMode with GL_FEEDBACK. When OpenGL is in feedback mode, no pixels are produced by rasterization. Instead, information about primitives that would have been rasterized is fed back to the application by OpenGL. See glFeedbackBuffer for a description of the feedback buffer and the values in it.
The glPassThrough function inserts a user-defined marker in the feedback buffer when it is executed in feedback mode. The token parameter is returned as if it were a primitive.
The glPassThrough function is ignored if OpenGL is not in feedback mode.
The following function retrieves information related to glPassThrough:
glGet with argument GL_RENDER_MODE
Requirements
Requirement | Value |
---|---|
Minimum supported client |
Windows 2000 Professional [desktop apps only] |
Minimum supported server |
Windows 2000 Server [desktop apps only] |
Header |
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Library |
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DLL |
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