Thread: bytes long and short

  1. #1
    Registered User SAMSAM's Avatar
    Join Date
    Nov 2001
    Posts
    218

    bytes long and short

    Hi;

    i am fooling around with a filling style of a polygon in opengl.
    and have created a mask(namemask) that will fill the polygon
    with the name "sia" .can someone explain to me as why
    in stippling pattern(for lines), we use a DWORD(0xEB32)

    and in mask we use example(0xFF) WORD unsigned short .
    is there a reason?

    am i right about the definitions on these two(DWORD & WORD)?

    Code:
     GLushort lineStipple = 0xEB32;
      glLineStipple(3, lineStipple);
    
     
     
      GLubyte namemask[] = {
        0x0, 0x0, 0x0, 0x0,
        0x0, 0x0, 0x0, 0x0,
        0x0, 0x0, 0x0, 0x0,
        0x0, 0x0, 0x0, 0x0,
        0x0, 0x0, 0x0, 0x0,
        0x0, 0x0, 0x0, 0x0,
        0x0, 0x0, 0x0, 0x0,
        0x0, 0x0, 0x0, 0x0,
        0x0, 0x0, 0x0, 0x0,
        0x0, 0x0, 0x0, 0x0,
        0x0, 0xF1, 0x9F, 0xE0,
        0x0, 0x91, 0x90, 0x20,
        0x0, 0x11, 0x88, 0x20,
        0x0, 0x11, 0x88, 0x20,
        0x0, 0x11, 0x88, 0x40,
        0x0, 0x21, 0x8F, 0xC0,
        0x0, 0x41, 0x87, 0xC0,
        0x0, 0x81, 0x84, 0x80,
        0x02, 0x01, 0x84, 0x80,
        0x02, 0x01, 0x84, 0x80,
        0x01, 0x0, 0x82, 0x80,
        
        0x0, 0x81, 0x83, 0x0,
        0x0, 0x41, 0x83, 0x0,
        0x0, 0x39, 0x83, 0x0,
        0x0, 0x0, 0x0, 0x0,
        0x0, 0x0, 0x0, 0x0,
        0x0, 0x0, 0x0, 0x0,
        
        0x0, 0x0, 0x0, 0x0,
        0x0, 0x0, 0x0, 0x0,
        0x0, 0x0, 0x0, 0x0,
        0x0, 0x0, 0x0, 0x0,
        0x0, 0x0, 0x0, 0x0
        
      };
    Last edited by SAMSAM; 03-08-2003 at 09:54 AM.

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