glDrawPixels man page on DragonFly

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GLDRAWPIXELS()							GLDRAWPIXELS()

NAME
       glDrawPixels - write a block of pixels to the frame buffer

C SPECIFICATION
       void glDrawPixels( GLsizei width,
			  GLsizei height,
			  GLenum format,
			  GLenum type,
			  const GLvoid *pixels )

       delim $$

PARAMETERS
       width, height Specify the dimensions of the pixel rectangle to be writ‐
		     ten into the frame buffer.

       format	     Specifies the format of the pixel	data.	Symbolic  con‐
		     stants  GL_COLOR_INDEX, GL_STENCIL_INDEX, GL_DEPTH_COMPO‐
		     NENT,  GL_RGBA,  GL_RED,  GL_GREEN,  GL_BLUE,   GL_ALPHA,
		     GL_RGB,	GL_LUMINANCE,	and   GL_LUMINANCE_ALPHA   are
		     accepted.

       type	     Specifies the data type for pixels.   Symbolic  constants
		     GL_UNSIGNED_BYTE,	GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT,
		     GL_SHORT,	GL_UNSIGNED_INT,  GL_INT,  and	GL_FLOAT   are
		     accepted.

       pixels	     Specifies a pointer to the pixel data.

DESCRIPTION
       glDrawPixels  reads pixel data from memory and writes it into the frame
       buffer relative to the current raster position.	Use glRasterPos to set
       the   current   raster	position;  use	glGet  with  argument  GL_CUR‐
       RENT_RASTER_POSITION to query the raster position.

       Several parameters define the encoding of pixel data in memory and con‐
       trol  the processing of the pixel data before it is placed in the frame
       buffer.	These parameters are set  with	four  commands:	 glPixelStore,
       glPixelTransfer,	 glPixelMap,  and  glPixelZoom.	  This	reference page
       describes the effects on glDrawPixels of many,  but  not	 all,  of  the
       parameters specified by these four commands.

       Data  is	 read  from  pixels as a sequence of signed or unsigned bytes,
       signed or unsigned shorts, signed or unsigned integers, or  single-pre‐
       cision  floating-point values, depending on type.  Each of these bytes,
       shorts, integers, or floating-point values is interpreted as one	 color
       or  depth  component,  or  one index, depending on format.  Indices are
       always treated individually.  Color components are treated as groups of
       one,  two, three, or four values, again based on format.	 Both individ‐
       ual indices and groups of components are referred  to  as  pixels.   If
       type  is GL_BITMAP, the data must be unsigned bytes, and format must be
       either GL_COLOR_INDEX  or  GL_STENCIL_INDEX.   Each  unsigned  byte  is
       treated	as  eight  1-bit  pixels,  with	 bit  ordering	determined  by
       GL_UNPACK_LSB_FIRST (see glPixelStore).

       width$times$height pixels are read from memory,	starting  at  location
       pixels.	 By default, these pixels are taken from adjacent memory loca‐
       tions, except that after all width pixels are read, the read pointer is
       advanced	 to  the next four-byte boundary.  The four-byte row alignment
       is specified by glPixelStore with argument GL_UNPACK_ALIGNMENT, and  it
       can be set to one, two, four, or eight bytes.  Other pixel store param‐
       eters specify different read  pointer  advancements,  both  before  the
       first pixel is read and after all width pixels are read.	 See the
       glPixelStore reference page for details on these options.

       The  width$times$height pixels that are read from memory are each oper‐
       ated on in the same way, based on  the  values  of  several  parameters
       specified  by  glPixelTransfer  and  glPixelMap.	  The details of these
       operations, as well as the target buffer	 into  which  the  pixels  are
       drawn,  are  specific to the format of the pixels, as specified by for‐
       mat.  format can assume one of eleven symbolic values:

       GL_COLOR_INDEX
		 Each pixel is a single value, a color index.  It is converted
		 to  fixed-point format, with an unspecified number of bits to
		 the right of the binary point, regardless of the memory  data
		 type.	Floating-point values convert to true fixed-point val‐
		 ues.  Signed and unsigned integer data is converted with  all
		 fraction  bits	 set to 0.  Bitmap data convert to either 0 or
		 1.

		 Each fixed-point index is then shifted left by GL_INDEX_SHIFT
		 bits and added to GL_INDEX_OFFSET.  If GL_INDEX_SHIFT is neg‐
		 ative, the shift is to the right.  In either case, zero  bits
		 fill otherwise unspecified bit locations in the result.

		 If  the  GL is in RGBA mode, the resulting index is converted
		 to an RGBA pixel with the help	 of  the  GL_PIXEL_MAP_I_TO_R,
		 GL_PIXEL_MAP_I_TO_G,	      GL_PIXEL_MAP_I_TO_B,	   and
		 GL_PIXEL_MAP_I_TO_A tables.  If the  GL  is  in  color	 index
		 mode, and if GL_MAP_COLOR is true, the index is replaced with
		 the   value   that   it   references	 in    lookup	 table
		 GL_PIXEL_MAP_I_TO_I.	Whether	 the lookup replacement of the
		 index is done or not, the integer part of the index  is  then
		 ANDed with $2 sup b -1$, where $b$ is the number of bits in a
		 color index buffer.

		 The GL then converts the resulting indices or RGBA colors  to
		 fragments  by attaching the current raster position z coordi‐
		 nate and texture coordinates to each  pixel,  then  assigning
		 $x$  and  $y$	window	coordinates to the $n$th fragment such
		 that

		       $x sub n ~=~ x sub r ~+~ n ~ roman mod ~ "width"$

			 $y sub n ~=~ y sub r ~+~ ⌊ ~ n / "width" ~ ⌋$

		 where ($x sub r , y sub r$) is the current  raster  position.
		 These	pixel  fragments  are then treated just like the frag‐
		 ments generated by rasterizing points,	 lines,	 or  polygons.
		 Texture  mapping,  fog,  and  all the fragment operations are
		 applied before the fragments are written to the frame buffer.

       GL_STENCIL_INDEX
		 Each pixel is a single value, a stencil index.	  It  is  con‐
		 verted	 to  fixed-point format, with an unspecified number of
		 bits to the right of the binary point, regardless of the mem‐
		 ory  data type.  Floating-point values convert to true fixed-
		 point values.	Signed and unsigned integer data is  converted
		 with  all  fraction  bits  set	 to 0.	Bitmap data convert to
		 either 0 or 1.

		 Each fixed-point index is then shifted left by GL_INDEX_SHIFT
		 bits,	and  added  to	GL_INDEX_OFFSET.  If GL_INDEX_SHIFT is
		 negative, the shift is to the right.  In  either  case,  zero
		 bits  fill otherwise unspecified bit locations in the result.
		 If GL_MAP_STENCIL is true, the index  is  replaced  with  the
		 value that it references in lookup table GL_PIXEL_MAP_S_TO_S.
		 Whether the lookup replacement of the index is done  or  not,
		 the  integer  part  of	 the index is then ANDed with $2 sup b
		 -1$, where $b$ is the number of bits in the  stencil  buffer.
		 The resulting stencil indices are then written to the stencil
		 buffer such that the $n$th index is written to location

		     $x sub n ~=~ x sub r ~+~ n ~ roman mod ~ "width"$

		       $y sub n ~=~ y sub r ~+~ ⌊ ~ n / "width" ~ ⌋$

	      where ($x sub r , y sub r$)  is  the  current  raster  position.
	      Only the pixel ownership test, the scissor test, and the stencil
	      writemask affect these write operations.

       GL_DEPTH_COMPONENT
	      Each pixel is a single-depth component.  Floating-point data  is
	      converted	 directly  to  an  internal floating-point format with
	      unspecified precision.  Signed integer data is  mapped  linearly
	      to  the  internal floating-point format such that the most posi‐
	      tive representable integer value maps to 1.0, and the most nega‐
	      tive representable value maps to -1.0.  Unsigned integer data is
	      mapped similarly: the largest integer value maps to 1.0,	and  0
	      maps  to	0.0.  The resulting floating-point depth value is then
	      multiplied by by GL_DEPTH_SCALE and added to GL_DEPTH_BIAS.  The
	      result is clamped to the range [0,1].

	      The GL then converts the resulting depth components to fragments
	      by attaching the current raster position color  or  color	 index
	      and  texture  coordinates	 to each pixel, then assigning $x$ and
	      $y$ window coordinates to the $n$th fragment such that

		     $x sub n ~=~ x sub r ~+~ n ~ roman mod ~ "width"$

		       $y sub n ~=~ y sub r ~+~ ⌊ ~ n / "width" ~ ⌋$

	      where ($x sub r , y sub r$)  is  the  current  raster  position.
	      These  pixel  fragments are then treated just like the fragments
	      generated by rasterizing points, lines,  or  polygons.   Texture
	      mapping, fog, and all the fragment operations are applied before
	      the fragments are written to the frame buffer.

       GL_RGBA
	      Each pixel is a four-component group: for GL_RGBA, the red  com‐
	      ponent  is  first, followed by green, followed by blue, followed
	      by alpha.	 Floating-point values are converted  directly	to  an
	      internal	 floating-point	 format	 with  unspecified  precision.
	      Signed integer values are mapped linearly to the internal float‐
	      ing-point format such that the most positive representable inte‐
	      ger value maps to 1.0, and the most negative representable value
	      maps  to	-1.0.  (Note that this mapping does not convert 0 pre‐
	      cisely to 0.0.)  Unsigned integer data is mapped similarly:  the
	      largest  integer	value  maps  to	 1.0,  and 0 maps to 0.0.  The
	      resulting floating-point color values  are  then	multiplied  by
	      GL_c_SCALE  and added to GL_c_BIAS, where c is RED, GREEN, BLUE,
	      and ALPHA for the respective color components.  The results  are
	      clamped to the range [0,1].

	      If  GL_MAP_COLOR	is true, each color component is scaled by the
	      size of lookup table GL_PIXEL_MAP_c_TO_c, then replaced  by  the
	      value  that  it  references  in  that table.  c is R, G, B, or A
	      respectively.

	      The GL then converts the resulting RGBA colors to	 fragments  by
	      attaching	 the  current raster position z coordinate and texture
	      coordinates to each pixel, then assigning	 $x$  and  $y$	window
	      coordinates to the $n$th fragment such that

		     $x sub n ~=~ x sub r ~+~ n ~ roman mod ~ "width"$

		       $y sub n ~=~ y sub r ~+~ ⌊ ~ n / "width" ~ ⌋$

	      where  ($x  sub  r  ,  y sub r$) is the current raster position.
	      These pixel fragments are then treated just like	the  fragments
	      generated	 by  rasterizing  points, lines, or polygons.  Texture
	      mapping, fog, and all the fragment operations are applied before
	      the fragments are written to the frame buffer.

       GL_RED Each  pixel  is  a single red component.	This component is con‐
	      verted to the internal floating-point format in the same way the
	      red  component  of  an RGBA pixel is. It is then converted to an
	      RGBA pixel with green and blue set to 0, and  alpha  set	to  1.
	      After  this  conversion,	the pixel is treated as if it had been
	      read as an RGBA pixel.

       GL_GREEN
	      Each pixel is a single green component.  This component is  con‐
	      verted to the internal floating-point format in the same way the
	      green component of an RGBA pixel is.  It is then converted to an
	      RGBA  pixel  with	 red  and  blue	 set to 0, and alpha set to 1.
	      After this conversion, the pixel is treated as if	 it  had  been
	      read as an RGBA pixel.

       GL_BLUE
	      Each  pixel  is a single blue component.	This component is con‐
	      verted to the internal floating-point format in the same way the
	      blue  component of an RGBA pixel is.  It is then converted to an
	      RGBA pixel with red and green set to 0,  and  alpha  set	to  1.
	      After  this  conversion,	the pixel is treated as if it had been
	      read as an RGBA pixel.

       GL_ALPHA
	      Each pixel is a single alpha component.  This component is  con‐
	      verted to the internal floating-point format in the same way the
	      alpha component of an RGBA pixel is.  It is then converted to an
	      RGBA  pixel with red, green, and blue set to 0.  After this con‐
	      version, the pixel is treated as if it had been read as an  RGBA
	      pixel.

       GL_RGB Each  pixel  is  a three-component group: red first, followed by
	      green, followed by blue.	Each component	is  converted  to  the
	      internal	floating-point	format in the same way the red, green,
	      and blue components of an RGBA pixel are.	 The color  triple  is
	      converted to an RGBA pixel with alpha set to 1.  After this con‐
	      version, the pixel is treated as if it had been read as an  RGBA
	      pixel.

       GL_LUMINANCE
	      Each  pixel  is a single luminance component.  This component is
	      converted to the internal floating-point format in the same  way
	      the  red component of an RGBA pixel is.  It is then converted to
	      an RGBA pixel with red, green, and blue  set  to	the  converted
	      luminance value, and alpha set to 1.  After this conversion, the
	      pixel is treated as if it had been read as an RGBA pixel.

       GL_LUMINANCE_ALPHA
	      Each pixel is a two-component group: luminance  first,  followed
	      by  alpha.   The	two  components	 are converted to the internal
	      floating-point format in the same way the red  component	of  an
	      RGBA  pixel  is.	 They are then converted to an RGBA pixel with
	      red, green, and blue set to the converted luminance  value,  and
	      alpha  set to the converted alpha value.	After this conversion,
	      the pixel is treated as if it had been read as an RGBA pixel.

       The following table summarizes the meaning of the valid	constants  for
       the type parameter:

	    ┌──────────────────┬────────────────────────────────────────┐
	    │	   type	       │	   corresponding type		│
	    ├──────────────────┼────────────────────────────────────────┤
	    │GL_UNSIGNED_BYTE  │	 unsigned 8-bit integer		│
	    │	  GL_BYTE      │	  signed 8-bit integer		│
	    │	 GL_BITMAP     │ single bits in unsigned 8-bit integers │
	    │GL_UNSIGNED_SHORT │	unsigned 16-bit integer		│
	    │	 GL_SHORT      │	 signed 16-bit integer		│
	    │ GL_UNSIGNED_INT  │	unsigned 32-bit integer		│
	    │	  GL_INT       │	     32-bit integer		│
	    │	 GL_FLOAT      │    single-precision floating-point	│
	    └──────────────────┴────────────────────────────────────────┘

       The rasterization described so far assumes pixel zoom factors of 1.  If
       glPixelZoom  is used to change the $x$ and $y$ pixel zoom factors, pix‐
       els are converted to fragments as follows.  If ($x sub r$, $y  sub  r$)
       is  the current raster position, and a given pixel is in the $n$th col‐
       umn and $m$th row of the pixel rectangle, then fragments are  generated
       for pixels whose centers are in the rectangle with corners at

		    ($x sub r + zoom sub x n$, $y sub r + zoom sub y m$)

	      ($x sub r + zoom sub x (n + 1)$, $y sub r + zoom sub y ( m + 1 )$)

       where  $zoom  sub  x$ is the value of GL_ZOOM_X and $zoom sub y$ is the
       value of GL_ZOOM_Y.

ERRORS
       GL_INVALID_VALUE is generated if either width or height is negative.

       GL_INVALID_ENUM is generated if format  or  type	 is  not  one  of  the
       accepted values.

       GL_INVALID_OPERATION  is	 generated  if	format	is  GL_RED,  GL_GREEN,
       GL_BLUE,	 GL_ALPHA,  GL_RGB,   GL_RGBA,	 GL_LUMINANCE,	 or   GL_LUMI‐
       NANCE_ALPHA, and the GL is in color index mode.

       GL_INVALID_ENUM	is  generated  if  type is GL_BITMAP and format is not
       either GL_COLOR_INDEX or GL_STENCIL_INDEX.

       GL_INVALID_OPERATION is generated if  format  is	 GL_STENCIL_INDEX  and
       there is no stencil buffer.

       GL_INVALID_OPERATION  is	 generated if glDrawPixels is executed between
       the execution of glBegin and the corresponding execution of glEnd.

ASSOCIATED GETS
       glGet with argument GL_CURRENT_RASTER_POSITION
       glGet with argument GL_CURRENT_RASTER_POSITION_VALID

SEE ALSO
       glAlphaFunc, glBlendFunc, glCopyPixels, glDepthFunc, glLogicOp,	glPix‐
       elMap, glPixelStore, glPixelTransfer, glPixelZoom, glRasterPos, glRead‐
       Pixels, glScissor, glStencilFunc

								GLDRAWPIXELS()
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