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	<title>利用者:Jwilkins/VFX/Misc/StateLatching - 版の履歴</title>
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	<updated>2026-06-20T14:07:43Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Jwilkins/VFX/Misc/StateLatching&amp;diff=143749&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T21:04:27Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 21:04時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Jwilkins/VFX/Misc/StateLatching&amp;diff=143748&amp;oldid=prev</id>
		<title>wiki&gt;Jwilkins: /* State Latching */</title>
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		<updated>2013-09-23T23:35:53Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;State Latching&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= State Latching =&lt;br /&gt;
&lt;br /&gt;
Header File: &amp;lt;tt&amp;gt;GPU_state_latch.h&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In different versions of OpenGL a particular feature may exist, but querying&lt;br /&gt;
the underlying state may not be supported.  In other cases it is still possible&lt;br /&gt;
to query state, but it may be more efficient to go ahead and &amp;quot;latch&amp;quot; the value&lt;br /&gt;
when it is set so that it can be retrieved without an ''OpenGL'' API call.&lt;br /&gt;
&lt;br /&gt;
''Note: The term latch comes from electronics, where a latch is basic unit of&lt;br /&gt;
memory that can store whether a line was high or low.''&lt;br /&gt;
&lt;br /&gt;
It is important that the every use of an original ''OpenGL'' function is&lt;br /&gt;
replaced by the state latching version.  Otherwise the state held by the&lt;br /&gt;
latch may become inaccurate.&lt;br /&gt;
&lt;br /&gt;
Ultimately, if a way can be found to not have to use state latching, that&lt;br /&gt;
is preferable, since the state latch is a global variable.&lt;br /&gt;
&lt;br /&gt;
== Viewport ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
void gpuViewport(int x, int y, unsigned int width, unsigned int height);&lt;br /&gt;
void gpuGetViewport(int out[4]);&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Depth Range ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
void gpuDepthRange(GLdouble near, GLdouble far);&lt;br /&gt;
void gpuGetDepthRange(GLdouble range[2]);&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Texture Binding ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
void gpuBindTexture(GLenum target, GLuint name);&lt;br /&gt;
GLuint gpuGetTextureBinding2D(void);&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Depth Write Mask ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
void gpuDepthMask(GLboolean flag);&lt;br /&gt;
GLboolean gpuGetDepthWritemask(void);&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;/div&gt;</summary>
		<author><name>wiki&gt;Jwilkins</name></author>
		
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