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glPixelStoref(3)





NAME

       glPixelStoref, glPixelStorei - set pixel storage modes


C SPECIFICATION

       void glPixelStoref( GLenum pname,
                           GLfloat param )
       void glPixelStorei( GLenum pname,
                           GLint param )

       delim $$


PARAMETERS

       pname  Specifies  the  symbolic  name  of the parameter to be set.  Six
              values  affect  the  packing  of   pixel   data   into   memory:
              GL_PACK_SWAP_BYTES,    GL_PACK_LSB_FIRST,    GL_PACK_ROW_LENGTH,
              GL_PACK_IMAGE_HEIGHT,  GL_PACK_SKIP_PIXELS,   GL_PACK_SKIP_ROWS,
              GL_PACK_SKIP_IMAGES, and GL_PACK_ALIGNMENT.  Six more affect the
              unpacking  of  pixel  data  from  memory:  GL_UNPACK_SWAP_BYTES,
              GL_UNPACK_LSB_FIRST,                       GL_UNPACK_ROW_LENGTH,
              GL_UNPACK_IMAGE_HEIGHT,                   GL_UNPACK_SKIP_PIXELS,
              GL_UNPACK_SKIP_ROWS,          GL_UNPACK_SKIP_IMAGES,         and
              GL_UNPACK_ALIGNMENT.

       param  Specifies the value that pname is set to.


DESCRIPTION

       glPixelStore sets pixel storage modes that affect the operation of sub-
       sequent glDrawPixels and glReadPixels as well as the unpacking of poly-
       gon stipple patterns (see glPolygonStipple),  bitmaps  (see  glBitmap),
       texture   patterns   (see   glTexImage1D,  glTexImage2D,  glTexImage3D,
       glTexSubImage1D, glTexSubImage2D, glTexSubImage3D).   Additionally,  if
       the  GL_ARB_imaging  extension is supported, pixle storage modes affect
       convlution filters (see  glConvolutionFilter1D,  glConvolutionFilter2D,
       and   glSeparableFilter2D,   color   table   (see   glColorTable,   and
       glColorSubTable, and unpacking histogram (See glHistogram), and  minmax
       (See glMinmax) data.

       pname  is  a  symbolic constant indicating the parameter to be set, and
       param is the new value.  Six of the twelve  storage  parameters  affect
       how pixel data is returned to client memory.  They are as follows:

       GL_PACK_SWAP_BYTES
                 If  true, byte ordering for multibyte color components, depth
                 components, color indices, or stencil  indices  is  reversed.
                 That  is,  if  a four-byte component consists of bytes $b sub
                 0$, $b sub 1$, $b sub 2$, $b sub 3$, it is stored  in  memory
                 as  $b  sub  3$,  $b  sub  2$,  $b  sub  1$,  $b  sub  0$  if
                 GL_PACK_SWAP_BYTES is true.  GL_PACK_SWAP_BYTES has no effect
                 on the memory order of components within a pixel, only on the
                 order of bytes within components or  indices.   For  example,
                 the  three  components  of  a GL_RGB  pixel are always stored
                 with red first, green second, and blue third,  regardless  of
                 the value of GL_PACK_SWAP_BYTES.

       GL_PACK_LSB_FIRST
                 If  true,  bits are ordered within a byte from least signifi-
                 cant to most significant; otherwise, the first  bit  in  each
                 byte is the most significant one.  This parameter is signifi-
                 cant for bitmap data only.

       GL_PACK_ROW_LENGTH
                 If greater than 0, GL_PACK_ROW_LENGTH defines the  number  of
                 pixels  in  a  row.  If the first pixel of a row is placed at
                 location $p$ in memory, then the location of the first  pixel
                 of the next row is obtained by skipping

                 $k  ~=~~ left  { ^ lpile { n l above {a over s left ceiling {
                 s n l } over a right ceiling}} ~~ lpile {s ~>=~ a above s ~<~
                                             a }$

                 components  or indices, where $n$ is the number of components
                 or indices in a pixel, $l$ is the number of pixels in  a  row
                 (GL_PACK_ROW_LENGTH  if  it  is  greater  than 0, the $width$
                 argument to the pixel routine otherwise), $a$ is the value of
                 GL_PACK_ALIGNMENT, and $s$ is the size, in bytes, of a single
                 component (if $ a < s$, then it is as if $a ~=~ s$).  In  the
                 case  of  1-bit  values,  the  location  of  the  next row is
                 obtained by skipping

                 $k ~=~ 8 a left ceiling { n l } over { 8 a } ^ right ceiling$

                 components or indices.

                 The word component in this description refers to the nonindex
                 values  red, green, blue, alpha, and depth.  Storage  GL_RGB,
                 for example, has three components per pixel: first red,  then
                 green, and finally blue.

       GL_PACK_IMAGE_HEIGHT
                 If greater than 0, GL_PACK_IMAGE_HEIGHT defines the number of
                 pixels in an image three-dimensional texture  volume.   Where
                 ``image''  is  defined  by  all pixels sharing the same third
                 dimension index.  If the first pixel of a row  is  placed  at
                 location  $p$ in memory, then the location of the first pixel
                 of the next row is obtained by skipping

                 $k ~=~~ left  { ~ lpile { n l h above {a over s left  ceiling
                                          { s n l h }
                 over  a  ^ right ceiling}} ~~ lpile {s ~>=~  a above s ~<~  a
                 }$

                 components or indices, where $n$ is the number of  components
                 or  indices  in a pixel, $l$ is the number of pixels in a row
                 (GL_PACK_ROW_LENGTH if it is greater  than  0,   the  $width$
                 argument  to  glTexImage3d  otherwise),  $h$ is the number of
                 rows in a pixel image (GL_PACK_IMAGE_HEIGHT if it is  greater
                 than  0,  the  $height$  argument to the glTexImage3D routine
                 otherwise), $a$ is the value of GL_PACK_ALIGNMENT, and $s$ is
                 the  size, in bytes, of a single component (if $ a < s$, then
                 it is as if $a = s$).

                 The word component in this description refers to the nonindex
                 values  red, green, blue, alpha, and depth.  Storage  GL_RGB,
                 for example, has three components per pixel: first red,  then
                 green, and finally blue.

       GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, and GL_PACK_SKIP_IMAGES
                 These values are provided as a convenience to the programmer;
                 they provide no functionality that cannot be duplicated  sim-
                 ply by incrementing the pointer passed to glReadPixels.  Set-
                 ting GL_PACK_SKIP_PIXELS to $i$ is equivalent to incrementing
                 the  pointer by $i n$ components or indices, where $n$ is the
                 number of components  or  indices  in  each  pixel.   Setting
                 GL_PACK_SKIP_ROWS  to  $j$  is equivalent to incrementing the
                 pointer by $j m$ components or indices, where $m$ is the num-
                 ber of components or indices per row, as just computed in the
                 GL_PACK_ROW_LENGTH section.  Setting  GL_PACK_SKIP_IMAGES  to
                 $k$ is equivalent to incrementing the pointer by $k p$, where
                 $p$ is the number of components or indices per image, as com-
                 puted in the GL_PACK_IMAGE_HEIGHT section.

       GL_PACK_ALIGNMENT
                 Specifies  the  alignment  requirements for the start of each
                 pixel row in memory.  The allowable values are 1 (byte-align-
                 ment),  2  (rows  aligned  to  even-numbered bytes), 4 (word-
                 alignment), and 8 (rows start on double-word boundaries).

       The other six of the twelve storage parameters affect how pixel data is
       read   from   client   memory.    These   values  are  significant  for
       glDrawPixels,      glTexImage1D,      glTexImage2D,       glTexImage3D,
       glTexSubImage1D,   glTexSubImage2D,   glTexSubImage3D,   glBitmap,  and
       glPolygonStipple.

       Additionally,   if   the   GL_ARB_imaging   extension   is   supported,
       glColorTable,          glColorSubTable,          glConvolutionFilter1D,
       glConvolutionFilter2D, and glSeparableFilter2D.  They are as follows:

       GL_UNPACK_SWAP_BYTES
              If true, byte ordering for  multibyte  color  components,  depth
              components, color indices, or stencil indices is reversed.  That
              is, if a four-byte component consists of bytes $b sub 0$, $b sub
              1$,  $b sub 2$, $b sub 3$, it is taken from memory as $b sub 3$,
              $b sub 2$, $b sub 1$, $b sub 0$ if GL_UNPACK_SWAP_BYTES is true.
              GL_UNPACK_SWAP_BYTES has no effect on the memory order of compo-
              nents within a pixel, only on the order of bytes  within  compo-
              nents or indices.  For example, the three components of a GL_RGB
              pixel are always stored with red first, green second,  and  blue
              third, regardless of the value of GL_UNPACK_SWAP_BYTES.

       GL_UNPACK_LSB_FIRST
              If  true,  bits are ordered within a byte from least significant
              to most significant; otherwise, the first bit in  each  byte  is
              the  most  significant  one.   This  is relevant only for bitmap
              data.

       GL_UNPACK_ROW_LENGTH
              If greater than 0, GL_UNPACK_ROW_LENGTH defines  the  number  of
              pixels in a row.  If the first pixel of a row is placed at loca-
              tion $p$ in memory, then the location of the first pixel of  the
              next row is obtained by skipping

              $k ~=~~ left  { ~ lpile { n l above {a over s left ceiling { s n
                                            l }
              over a ^ right ceiling}} ~~ lpile {s  ~>=~ a above s ~<~  a }$

              components or indices, where $n$ is the number of components  or
              indices  in  a  pixel,  $l$  is the number of pixels in a row (-
              GL_UNPACK_ROW_LENGTH if it is greater than 0, the $width$  argu-
              ment  to  the  pixel  routine  otherwise),  $a$  is the value of
              GL_UNPACK_ALIGNMENT, and $s$ is the size, in bytes, of a  single
              component  (if $ a < s$, then it is as if $a = s$).  In the case
              of 1-bit values, the location of the next  row  is  obtained  by
              skipping

                $k ~=~ 8 a left ceiling { n l } over { 8 a } right ceiling$

              components or indices.

              The  word  component  in this description refers to the nonindex
              values red, green, blue, alpha, and depth.  Storage  GL_RGB, for
              example,  has three components per pixel: first red, then green,
              and finally blue.

       GL_UNPACK_IMAGE_HEIGHT
              If greater than 0, GL_UNPACK_IMAGE_HEIGHT defines the number  of
              pixels in an image of a three-dimensional texture volume.  Where
              ``image'' is defined by all pixel sharing the same third  dimen-
              sion  index.   If the first pixel of a row is placed at location
              $p$ in memory, then the location of the first pixel of the  next
              row is obtained by skipping

              $k  ~=~~ left  {~ lpile { n l h above {a over s left ceiling { s
                                          n l h }
              over a ^ right ceiling}} ~~ lpile {s ~ >=~  a above s  ~<~  a }$

              components  or indices, where $n$ is the number of components or
              indices in a pixel, $l$ is the number of  pixels  in  a  row  (-
              GL_UNPACK_ROW_LENGTH  if it is greater than 0, the $width$ argu-
              ment to glTexImage3D otherwise), $h$ is the number of rows in an
              image  (GL_UNPACK_IMAGE_HEIGHT  if  it  is  greater  than 0, the
              $height$ argument to glTexImage3D otherwise), $a$ is  the  value
              of GL_UNPACK_ALIGNMENT, and $s$ is the size, in bytes, of a sin-
              gle component (if $ a < s$, then it is as if $a ~=~ s$).

              The word component in this description refers  to  the  nonindex
              values red, green, blue, alpha, and depth.  Storage  GL_RGB, for
              example, has three components per pixel: first red, then  green,
              and finally blue.

       GL_UNPACK_SKIP_PIXELS and GL_UNPACK_SKIP_ROWS
              These  values  are  provided as a convenience to the programmer;
              they provide no  functionality  that  cannot  be  duplicated  by
              incrementing  the  pointer passed to glDrawPixels, glTexImage1D,
              glTexImage2D,  glTexSubImage1D,  glTexSubImage2D,  glBitmap,  or
              glPolygonStipple.    Setting  GL_UNPACK_SKIP_PIXELS  to  $i$  is
              equivalent to incrementing the pointer by $i  n$  components  or
              indices,  where  $n$  is  the number of components or indices in
              each pixel.  Setting GL_UNPACK_SKIP_ROWS to $j$ is equivalent to
              incrementing  the  pointer by $j k$ components or indices, where
              $k$ is the number of components or indices per row, as just com-
              puted in the GL_UNPACK_ROW_LENGTH section.

       GL_UNPACK_ALIGNMENT
              Specifies the alignment requirements for the start of each pixel
              row in memory.  The allowable values are 1  (byte-alignment),  2
              (rows aligned to even-numbered bytes), 4 (word-alignment), and 8
              (rows start on double-word boundaries).

       The following table gives the type, initial value, and range  of  valid
       values for each storage parameter that can be set with glPixelStore.

          -----------------------------------------------------------------
          pname                     Type     Initial Value    Valid Range
          -----------------------------------------------------------------
          GL_PACK_SWAP_BYTES       boolean       false       true or false
          GL_PACK_LSB_FIRST        boolean       false       true or false
          GL_PACK_ROW_LENGTH       integer         0             [0,)
          GL_PACK_IMAGE_HEIGHT     integer         0             [0, )
          GL_PACK_SKIP_ROWS        integer         0             [0,)
          GL_PACK_SKIP_PIXELS      integer         0             [0,)
          GL_PACK_SKIP_IMAGES      integer         0             [0,)
          GL_PACK_ALIGNMENT        integer         4         1, 2, 4, or 8
          -----------------------------------------------------------------
          GL_UNPACK_SWAP_BYTES     boolean       false       true or false
          GL_UNPACK_LSB_FIRST      boolean       false       true or false
          GL_UNPACK_ROW_LENGTH     integer         0             [0,)
          GL_UNPACK_IMAGE_HEIGHT   integer         0             [0,)
          GL_UNPACK_SKIP_ROWS      integer         0             [0,)
          GL_UNPACK_SKIP_PIXELS    integer         0             [0,)
          GL_UNPACK_SKIP_IMAGES    integer         0             [0,)
          GL_UNPACK_ALIGNMENT      integer         4         1, 2, 4, or 8
          -----------------------------------------------------------------

       glPixelStoref  can  be  used  to set any pixel store parameter.  If the
       parameter type is boolean, then if param is 0, the parameter is  false;
       otherwise  it  is  set  to true.  If pname is a integer type parameter,
       param is rounded to the nearest integer.

       Likewise, glPixelStorei can also be used to set any of the pixel  store
       parameters.  Boolean parameters are set to false if param is 0 and true
       otherwise.


NOTES

       The pixel storage modes  in  effect  when  glDrawPixels,  glReadPixels,
       glTexImage1D,      glTexImage2D,     glTexImage3D,     glTexSubImage1D,
       glTexSubImage2D,  glTexSubImage3D,  glBitmap,  or  glPolygonStipple  is
       placed  in  a  display  list control the interpretation of memory data.
       Likewise, if the GL_ARB_imaging extension is supported, the pixel stor-
       age    modes    in    effect    when   glColorTable,   glColorSubTable,
       glConvolutionFilter1D, glConvolutionFilter2D, of glSeparableFilter2D is
       placed  in  a  display  list control the interpretation of memory data.
       The pixel storage modes in effect when a display list is  executed  are
       not significant.

       Pixel  storage  modes  are client state and must be pushed and restored
       using
       glPushClientAttrib and glPopClientAttrib.


ERRORS

       GL_INVALID_ENUM is generated if pname is not an accepted value.

       GL_INVALID_VALUE is generated if a negative row length, pixel skip,  or
       row skip value is specified, or if alignment is specified as other than
       1, 2, 4, or 8.

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


ASSOCIATED GETS

       glGet with argument GL_PACK_SWAP_BYTES
       glGet with argument GL_PACK_LSB_FIRST
       glGet with argument GL_PACK_ROW_LENGTH
       glGet with argument GL_PACK_IMAGE_HEIGHT
       glGet with argument GL_PACK_SKIP_ROWS
       glGet with argument GL_PACK_SKIP_PIXELS
       glGet with argument GL_PACK_SKIP_IMAGES
       glGet with argument GL_PACK_ALIGNMENT
       glGet with argument GL_UNPACK_SWAP_BYTES
       glGet with argument GL_UNPACK_LSB_FIRST
       glGet with argument GL_UNPACK_ROW_LENGTH
       glGet with argument GL_UNPACK_IMAGE_HEIGHT
       glGet with argument GL_UNPACK_SKIP_ROWS
       glGet with argument GL_UNPACK_SKIP_PIXELS
       glGet with argument GL_UNPACK_SKIP_IMAGES
       glGet with argument GL_UNPACK_ALIGNMENT


SEE ALSO

       glBitmap(3G),           glColorTable(3G),          glColorSubTable(3G),
       glConvolutionFilter1D(3G),                   glConvolutionFilter2D(3G),
       glSeparableFilter2D(3G),       glDrawPixels(3G),       glHistogram(3G),
       glMinmax(3G),  glPixelMap(3G),  glPixelTransfer(3G),   glPixelZoom(3G),
       glPolygonStipple(3G),     glPushClientAttrib(3G),     glReadPixels(3G),
       glTexImage1D(3G),          glTexImage2D(3G),          glTexImage3D(3G),
       glTexSubImage1D(3G), glTexSubImage2D(3G), glTexSubImage3D(3G)

                                                              GLPIXELSTORE(3G)

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