ive never used glevalcoord1f what exactly does it do?
The Function
glEvalCoord1f evaluates a polynomial previously specified by
glMap1f and sets its' value as vertex-, texture-, normal- or color-value.
Polynomials are just smooth functions with some ups & downs.
what does that equation mean?
That "Sum"-Sign is nothing more than a loop:
for (int i=0;i<n;i++)
y+= a[i] * pow(x, i);where
"a" are the polynomial's coefficients from
glMap1f() and "x" the parameter you passed to
EvalCoord1f().
In practice you won't use the "pow" but just do another multiply.
i dont think its posible with ogl to retrieve transformed coords
I think you won't get a vertex-position since it's not an actual state (maybe i'm wrong here) but you can tell EvalCoord to generate a texture coordinate and read that back using
glGetf(GL_CURRENT_TEXTURE_COORDS, &values).