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glDrawPixels(3)





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  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.

       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,      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.

       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, provided that the raster posi-
       tion 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 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.  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, inte-
       gers, 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, spec-
       ified  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  loca-
       tion  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:

       GL_COLOR_INDEX
                 Each pixel is a single value, a color 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 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 , 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
                 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
               with unspecified precision.  Signed integer data is mapped lin-
              early 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 $n$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

       GL_BGRA
              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;  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 $n$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  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  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  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  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  conver-
              sion,  the  pixel  is  treated as if it had been read as an RGBA
              pixel.

       GL_RGB

       GL_BGR 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  con-
              verted  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.

       GL_LUMINANCE
              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  lumi-
              nance  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  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


GL_UNSIGNED_BYTE_2_3_3_REV unsigned 8-bit integer with reversed component ordering


GL_UNSIGNED_SHORT_5_6_5 unsigned 16-bit integer


GL_UNSIGNED_SHORT_5_6_5_REV unsigned 16-bit integer with reversed component ordering


GL_UNSIGNED_SHORT_4_4_4_4 unsigned 16-bit integer


GL_UNSIGNED_SHORT_4_4_4_4_REV unsigned 16-bit integer with reversed component ordering


GL_UNSIGNED_SHORT_5_5_5_1 unsigned 16-bit integer


GL_UNSIGNED_SHORT_1_5_5_5_REV unsigned 16-bit integer with reversed component ordering


GL_UNSIGNED_INT_8_8_8_8 unsigned 32-bit integer


GL_UNSIGNED_INT_8_8_8_8_REV unsigned 32-bit integer with reversed component ordering


GL_UNSIGNED_INT_10_10_10_2 unsigned 32-bit integer


GL_UNSIGNED_INT_2_10_10_10_REV unsigned 32-bit integer with reversed component ordering

------------------------------------------------------------------------------------------

       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.


NOTES

       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.


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_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  for-
       mat is neither GL_RGBA nor GL_BGRA.


ASSOCIATED GETS

       glGet with argument GL_CURRENT_RASTER_POSITION
       glGet with argument GL_CURRENT_RASTER_POSITION_VALID


SEE ALSO

       glAlphaFunc(3G),  glBlendFunc(3G),  glCopyPixels(3G),  glDepthFunc(3G),
       glLogicOp(3G), glPixelMap(3G),  glPixelStore(3G),  glPixelTransfer(3G),
       glPixelZoom(3G),   glRasterPos(3G),   glReadPixels(3G),  glScissor(3G),
       glStencilFunc(3G)

                                                              GLDRAWPIXELS(3G)

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