09-24-2013
Quote:
Originally Posted by
yifangt
No, I did not get you.
As per the question is to use (*pa)[1] = &a[1][0]; (*ppa)[3][2] = &a[1] to reach "r", what is the correct answer although multiple addresses can print it out? Need more digestion. Can you suggest a good reference book about this? Thanks a lot!
As Corona688 already said multidimensional arrays are nothing but a logical aggregation of 1D arrays. The data items are laid out sequentially so once you get that down it should be easy to visualize how they are combined logically to form 2 or 3 or n dimensional arrays. And the book I really like is "Expert C Programming" which has an entire chapter devoted to explaining multidimensional arrays along with lots of examples and pictures.
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LEARN ABOUT OSX
glgeneratemipmap
GLGENERATEMIPMAP(3G) OpenGL 3.3 GLGENERATEMIPMAP(3G)
NAME
glGenerateMipmap - generate mipmaps for a specified texture target
C SPECIFICATION
void glGenerateMipmap(GLenum target);
PARAMETERS
target
Specifies the target to which the texture whose mimaps to generate is bound. target must be GL_TEXTURE_1D, GL_TEXTURE_2D,
GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY or GL_TEXTURE_CUBE_MAP.
DESCRIPTION
glGenerateMipmap generates mipmaps for the texture attached to target of the active texture unit. For cube map textures, a
GL_INVALID_OPERATION error is generated if the texture attached to target is not cube complete.
Mipmap generation replaces texel array levels level base + 1 through q with arrays derived from the level base array, regardless of their
previous contents. All other mimap arrays, including the level base array, are left unchanged by this computation.
The internal formats of the derived mipmap arrays all match those of the level base array. The contents of the derived arrays are computed
by repeated, filtered reduction of the level base array. For one- and two-dimensional texture arrays, each layer is filtered independently.
ERRORS
GL_INVALID_ENUM is generated if target is not one of the accepted texture targets.
GL_INVALID_OPERATION is generated if target is GL_TEXTURE_CUBE_MAP and the texture bound to the GL_TEXTURE_CUBE_MAP target of the active
texture unit is not cube complete.
SEE ALSO
glTexImage2D(), glBindTexture(), glGenTextures()
COPYRIGHT
Copyright (C) 2010 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication
License, v 1.0, 8 June 1999. http://opencontent.org/openpub/.
OpenGL 3.3 03/08/2011 GLGENERATEMIPMAP(3G)