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glDrawPixels(3G)
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glDrawPixels - write a block of pixels to the frame buffer
void glDrawPixels(
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const GLvoid *pixels );
Specify the dimensions of the pixel rectangle to be written
into the frame buffer. Specifies the of the pixel
data. Symbolic constants GL_COLOR_INDEX, GL_STENCIL_INDEX,
GL_DEPTH_COMPONENT, GL_RGB, GL_BGR, GL_RGBA, GL_BGRA,
GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_LUMINANCE, and
GL_LUMINANCE_ALPHA are accepted. 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, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2,
GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5,
GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4,
GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1,
GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8,
GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2,
and GL_UNSIGNED_INT_2_10_10_10_REV are accepted. Specifies
a pointer to the pixel data.
glDrawPixels() reads pixel data from memory and writes it
into the frame buffer relative to the current raster position,
provided that the raster position is valid. Use
glRasterPos() to set the current raster position; use
glGet() with argument GL_CURRENT_RASTER_POSITION_VALID to
determine if the specified raster position is valid, and
glGet() with argument GL_CURRENT_RASTER_POSITION to query
the raster position.
Several parameters define the encoding of pixel data in
memory and control 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-precision floating-point values,
depending on type. When type is one of
GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT,
GL_UNSIGNED_INT, GL_INT, or GL_FLOAT each of these bytes,
shorts, integers, or floating-point values is interpreted
as one color or depth component, or one index, depending
on format. When type is one of GL_UNSIGNED_BYTE_3_3_2,
GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_4_4_4_4,
GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_INT_8_8_8_8,
GL_UNSIGNED_INT_10_10_10_2, each unsigned value is interpreted
as containing all the components for a single
pixel, with the color components arranged according to
format. When type is one of GL_UNSIGNED_BYTE_2_3_3_REV,
GL_UNSIGNED_SHORT_5_6_5_REV,
GL_UNSIGNED_SHORT_4_4_4_4_REV,
GL_UNSIGNED_SHORT_1_5_5_5_REV,
GL_UNSIGNED_INT_8_8_8_8_REV,
GL_UNSIGNED_INT_2_10_10_10_REV, each unsigned value is
interpreted as containing all color components, specified
by format, for a single pixel in a reversed order. Indices
are always treated individually. Color components are
treated as groups of one, two, three, or four values,
again based on format. Both individual 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 locations, 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 parameters 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 operated 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 of the pixels, as specified by format.
format can assume one of 13 symbolic values: Each pixel is
a single value, a color index. It is converted to fixedpoint
, 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 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 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 coordinate and texture coordinates to
each pixel, then assigning x and y window
coordinates to the nth fragment such that x[n] =
x[r] + n mod width
y[n] = y[r] + floor n /width
where (x[r], y[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. Each
pixel is a single value, a stencil index. It is
converted to fixed-point , 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 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 nth index is written
to location x[n] = x[r] + n mod width
y[n] = y[r] + floor n /width
where (x[r], y[r]) is the current raster position.
Only the pixel ownership test, the scissor test,
and the stencil writemask affect these write operations.
Each pixel is a single-depth component.
Floating-point data is converted directly to an
internal floating-point with unspecified precision.
Signed integer data is mapped linearly to the
internal floating-point such that the most positive
representable integer value maps to 1.0, and
the most negative 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 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 nth fragment such that x[n] = x[r] +
n mod width
y[n] = y[r] + floor n/width
where (x[r], y[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. Each
pixel is a four-component group: for GL_RGBA, the
red component is first, followed by green, followed
by blue, followed by alpha; for GL_BGRA the order
is blue, green, red and then alpha. Floating-point
values are converted directly to an internal floating-point
with unspecified precision. Signed integer
values are mapped linearly to the internal
floating-point such that the most positive representable
integer value maps to 1.0, and the most
negative representable value maps to -1.0. (Note
that this mapping does not convert 0 precisely 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
nth fragment such that x[n] = x[r] + n mod width
y[n] = y[r] + floor n/width floor
where (x[r], y[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. Each
pixel is a single red component. This component is
converted to the internal floating-point 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. Each pixel is a single
green component. This component is converted to the
internal floating-point 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.
Each pixel is a single blue component. This component
is converted to the internal floating-point 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. Each pixel is a single
alpha component. This component is converted to the
internal floating-point 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 conversion, the pixel is treated as
if it had been read as an RGBA pixel. Each pixel
is a three-component group: red first, followed by
green, followed by blue; for GL_BGR, the first component
is blue, followed by green and then red.
Each component is converted to the internal floating-point
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 conversion, the pixel is treated as if
it had been read as an RGBA pixel. Each pixel is a
single luminance component. This component is converted
to the internal floating-point 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.
Each pixel is a two-component group: luminance
first, followed by alpha. The two components are
converted to the internal floating-point 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
GL_UNSIGNED_BYTE_3_3_2 unsigned 8-bit integer
The rasterization described so far assumes pixel zoom factors
of 1. If glPixelZoom() is used to change the x and y
pixel zoom factors, pixels are converted to fragments as
follows. If (x[r], y[r]) is the current raster position,
and a given pixel is in the nth column and mth row of the
pixel rectangle, then fragments are generated for pixels
whose centers are in the rectangle with corners at
(x[r] + zoom[x] n, y[r] + zoom[y] m)
(x[r] + zoom[x] (n + 1), y[r] + zoom[y] ( m + 1 ))
where zoom[x] is the value of GL_ZOOM_X and zoom[y] is the
value of GL_ZOOM_Y.
GL_BGR and GL_BGRA are only valid for format if the GL
version is 1.2 or greater.
GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV,
GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV,
GL_UNSIGNED_INT_10_10_10_2, and
GL_UNSIGNED_INT_2_10_10_10_REV are only valid for type if
the GL version is 1.2 or greater.
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_BGR,
GL_BGRA, GL_LUMINANCE, or GL_LUMINANCE_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().
GL_INVALID_OPERATION is generated if format is one
GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
GL_UNSIGNED_SHORT_5_6_5, of GL_UNSIGNED_SHORT_5_6_5_REV
and format is not GL_RGB.
GL_INVALID_OPERATION is generated if format is one of
GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV,
GL_UNSIGNED_INT_10_10_10_2, or
GL_UNSIGNED_INT_2_10_10_10_REV and format is neither
GL_RGBA nor GL_BGRA.
glGet() with argument GL_CURRENT_RASTER_POSITION
glGet() with argument GL_CURRENT_RASTER_POSITION_VALID
glAlphaFunc(3), glBlendFunc(3), glCopyPixels(3), glDepthFunc(3), glLogicOp(3), glPixelMap(3), glPixelStore(3),
glPixelTransfer(3), glPixelZoom(3), glRasterPos(3),
glReadPixels(3), glScissor, glStencilFunc(3)
glDrawPixels(3G)
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