Documentation
From my personal library, The Internet

man page:




C SPECIFICATION

       void glRectd( GLdouble x1,
                     GLdouble y1,
                     GLdouble x2,
                     GLdouble y2 )
       void glRectf( GLfloat x1,
                     GLfloat y1,
                     GLfloat x2,
                     GLfloat y2 )
       void glRecti( GLint x1,
                     GLint y1,
                     GLint x2,
                     GLint y2 )
       void glRects( GLshort x1,
                     GLshort y1,
                     GLshort x2,
                     GLshort y2 )



PARAMETERS

       x1, y1 Specify one vertex of a rectangle.

       x2, y2 Specify the opposite vertex of the rectangle.


C SPECIFICATION

       void glRectdv( const GLdouble *v1,
                      const GLdouble *v2 )
       void glRectfv( const GLfloat *v1,
                      const GLfloat *v2 )
       void glRectiv( const GLint *v1,
                      const GLint *v2 )
       void glRectsv( const GLshort *v1,
                      const GLshort *v2 )



PARAMETERS

       v1     Specifies a pointer to one vertex of a rectangle.

       v2     Specifies a pointer to the opposite vertex of the rectangle.


DESCRIPTION

       glRect supports efficient specification of  rectangles  as  two  corner
       points.   Each rectangle command takes four arguments, organized either
       as two consecutive pairs of (x,y) coordinates, or as  two  pointers  to
       arrays,  each  containing  an  (x,y)  pair.  The resulting rectangle is
       defined in the z = 0 plane.

       glRect(x1, y1, x2, y2) is exactly equivalent to the following sequence:
       glBegin(GL_POLYGON);   glVertex2(x1,  y1);  glVertex2(x2,  y1);  glVer-
       tex2(x2, y2); glVertex2(x1, y2); glEnd(); Note that if the second  ver-

Man(1) output converted with man2html