Sponsored Content
Full Discussion: Localization
Top Forums Web Development Localization Post 302301873 by uunniixx on Saturday 28th of March 2009 09:34:06 PM
Old 03-28-2009
Localization

I would like to know the methods or concept of how localization as made in regards to Web pages. I mean generally web servers render pages in different language but the content are same. How the translation are made?

Thanks in advance
 

2 More Discussions You Might Find Interesting

1. SCO

SCO Localization in Albanian language

Hi, I need to localize SCO Open Server 5.0.7 in Albanian Language. Does anyone have any experience in SCO localization. Where should I start? :confused: I googled but did not find any hint or clue. Any help would be appreciated. Cheers (2 Replies)
Discussion started by: thomas66
2 Replies

2. Programming

Localization and Autotools

Hi All, I'm looking to get some some insight on how localization works for programs that come with Autotool support. I do understand the whole cycle by using the "gettext" tools, but if its a autotools/autoconf program there is more to do to get things going. I have searched but didnt found... (2 Replies)
Discussion started by: slumber
2 Replies
GLRENDERMODE(3G)														  GLRENDERMODE(3G)

NAME
glRenderMode - set rasterization mode C SPECIFICATION
GLint glRenderMode( GLenum mode ) PARAMETERS
mode Specifies the rasterization mode. Three values are accepted: GL_RENDER, GL_SELECT, and GL_FEEDBACK. The initial value is GL_RENDER. DESCRIPTION
glRenderMode sets the rasterization mode. It takes one argument, mode, which can assume one of three predefined values: GL_RENDER Render mode. Primitives are rasterized, producing pixel fragments, which are written into the frame buffer. This is the normal mode and also the default mode. GL_SELECT Selection mode. No pixel fragments are produced, and no change to the frame buffer contents is made. Instead, a record of the names of primitives that would have been drawn if the render mode had been GL_RENDER is returned in a select buffer, which must be created (see glSelectBuffer) before selection mode is entered. GL_FEEDBACK Feedback mode. No pixel fragments are produced, and no change to the frame buffer contents is made. Instead, the coordi- nates and attributes of vertices that would have been drawn if the render mode had been GL_RENDER is returned in a feedback buffer, which must be created (see glFeedbackBuffer) before feedback mode is entered. The return value of glRenderMode is determined by the render mode at the time glRenderMode is called, rather than by mode. The values returned for the three render modes are as follows: GL_RENDER 0. GL_SELECT The number of hit records transferred to the select buffer. GL_FEEDBACK The number of values (not vertices) transferred to the feedback buffer. See the glSelectBuffer and glFeedbackBuffer reference pages for more details concerning selection and feedback operation. NOTES
If an error is generated, glRenderMode returns 0 regardless of the current render mode. ERRORS
GL_INVALID_ENUM is generated if mode is not one of the three accepted values. GL_INVALID_OPERATION is generated if glSelectBuffer is called while the render mode is GL_SELECT, or if glRenderMode is called with argu- ment GL_SELECT before glSelectBuffer is called at least once. GL_INVALID_OPERATION is generated if glFeedbackBuffer is called while the render mode is GL_FEEDBACK, or if glRenderMode is called with argument GL_FEEDBACK before glFeedbackBuffer is called at least once. GL_INVALID_OPERATION is generated if glRenderMode is executed between the execution of glBegin and the corresponding execution of glEnd. ASSOCIATED GETS
glGet with argument GL_RENDER_MODE SEE ALSO
glFeedbackBuffer, glInitNames, glLoadName, glPassThrough, glPushName, glSelectBuffer GLRENDERMODE(3G)
All times are GMT -4. The time now is 03:17 AM.
Unix & Linux Forums Content Copyright 1993-2022. All Rights Reserved.
Privacy Policy