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D
glDrawPixels
Chapter 4
122
width
×
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
×
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 format of the pixels, as specified by format. 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 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
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
+
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.
GL_STENCIL_INDEX
Each pixel is a single value, a stencil 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 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
Summary of Contents for c3700 - Workstation
Page 9: ...Chapter 1 9 1 A ...
Page 18: ...A glArrayElement Chapter 1 18 glNormalPointer glTexCoordPointer glVertexPointer ...
Page 19: ...Chapter 2 19 2 B ...
Page 40: ...B gluBuild2DMipmaps Chapter 2 40 ...
Page 41: ...Chapter 3 41 3 C ...
Page 49: ...C glXChooseVisual Chapter 3 49 See Also glXCreateContext glXGetConfig ...
Page 73: ...C glCopyPixels Chapter 3 73 glReadBuffer glReadPixels glStencilFunc ...
Page 84: ...C glCopyTexSubImage2D Chapter 3 84 glTexParameter glTexSubImage1D glTexSubImage2D ...
Page 93: ...Chapter 4 93 4 D ...
Page 99: ...D glDeleteTextures Chapter 4 99 glTexImage1D glTexImage2D glTexParameter ...
Page 127: ...Chapter 5 127 5 E ...
Page 148: ...E glEvalPoint Chapter 5 148 ...
Page 149: ...Chapter 6 149 6 F ...
Page 161: ...Chapter 7 161 7 G ...
Page 164: ...G glGenTextures Chapter 7 164 glTexImage1D glTexImage2D glTexParameter ...
Page 207: ...G glGetPointer Chapter 7 207 glSelectBuffer glTexCoordPointer glVertexPointer ...
Page 225: ...Chapter 8 225 8 H ...
Page 228: ...H glHint Chapter 8 228 ...
Page 229: ...Chapter 9 229 9 I ...
Page 248: ...I glIsTexture Chapter 9 248 ...
Page 249: ...Chapter 10 249 10 L ...
Page 256: ...L glLightModel Chapter 10 256 See Also glLight glMaterial ...
Page 271: ...Chapter 11 271 11 M ...
Page 291: ...Chapter 12 291 12 N ...
Page 312: ...N gluNurbsSurface Chapter 12 312 ...
Page 313: ...Chapter 13 313 13 O ...
Page 317: ...Chapter 14 317 14 P ...
Page 360: ...P glPushName Chapter 14 360 See Also glInitNames glLoadName glRenderMode glSelectBuffer ...
Page 362: ...P gluPwlCurve Chapter 14 362 ...
Page 363: ...Chapter 15 363 15 Q ...
Page 372: ...Q glXQueryVersion Chapter 15 372 glXQueryVersion ...
Page 373: ...Chapter 16 373 16 R ...
Page 390: ...R glRotate Chapter 16 390 ...
Page 391: ...Chapter 17 391 17 S ...
Page 397: ...S glScissor Chapter 17 397 See Also glEnable glViewport ...
Page 409: ...Chapter 18 409 18 T ...
Page 448: ...T glTexImage3DEXT Chapter 18 448 glTexGen glTexImage1D glTexImage2D glTexParameter ...
Page 457: ...T glTexSubImage1D Chapter 18 457 glTexImage2D glTexParameter glTexSubImage2D ...
Page 465: ...T glTranslate Chapter 18 465 See Also glMatrixMode glMultMatrix glPushMatrix glScale ...
Page 466: ...T glTranslate Chapter 18 466 ...
Page 467: ...Chapter 19 467 19 U ...
Page 469: ...U gluUnProject Chapter 19 469 See Also glGet gluProject ...
Page 471: ...U glXUseXFont Chapter 19 471 See Also glBitmap glXMakeCurrent ...
Page 472: ...U glXUseXFont Chapter 19 472 ...
Page 473: ...Chapter 20 473 20 V ...
Page 482: ...V glVisibilityBufferhp Chapter 20 482 ...
Page 483: ...Chapter 21 483 21 W ...
Page 486: ...W glXWaitX Chapter 21 486 ...