1GLDRAWPIXELS(3G)                                              GLDRAWPIXELS(3G)
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3
4

NAME

6       glDrawPixels - write a block of pixels to the frame buffer
7
8

C SPECIFICATION

10       void glDrawPixels( GLsizei width,
11                          GLsizei height,
12                          GLenum format,
13                          GLenum type,
14                          const GLvoid *pixels )
15
16

PARAMETERS

18       width, height Specify the dimensions of the pixel rectangle to be writ‐
19                     ten into the frame buffer.
20
21       format        Specifies the  of the  pixel  data.   Symbolic  constants
22                     GL_COLOR_INDEX,   GL_STENCIL_INDEX,   GL_DEPTH_COMPONENT,
23                     GL_RGB,  GL_BGR,  GL_RGBA,  GL_BGRA,  GL_RED,   GL_GREEN,
24                     GL_BLUE,  GL_ALPHA,  GL_LUMINANCE, and GL_LUMINANCE_ALPHA
25                     are accepted.
26
27       type          Specifies the data type for pixels.   Symbolic  constants
28                     GL_UNSIGNED_BYTE,  GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT,
29                     GL_SHORT,     GL_UNSIGNED_INT,     GL_INT,      GL_FLOAT,
30                     GL_UNSIGNED_BYTE_3_3_2,       GL_UNSIGNED_BYTE_2_3_3_REV,
31                     GL_UNSIGNED_SHORT_5_6_5,     GL_UNSIGNED_SHORT_5_6_5_REV,
32                     GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
33                     GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
34                     GL_UNSIGNED_INT_8_8_8_8,     GL_UNSIGNED_INT_8_8_8_8_REV,
35                     GL_UNSIGNED_INT_10_10_10_2,                           and
36                     GL_UNSIGNED_INT_2_10_10_10_REV are accepted.
37
38       pixels        Specifies a pointer to the pixel data.
39

DESCRIPTION

41       glDrawPixels  reads pixel data from memory and writes it into the frame
42       buffer
43       relative to the current raster position, provided that the raster posi‐
44       tion is valid.  Use
45       glRasterPos to set the current raster position; use glGet with argument
46       GL_CURRENT_RASTER_POSITION_VALID to determine if the  specified  raster
47       position  is  valid, and glGet with argument GL_CURRENT_RASTER_POSITION
48       to query the raster position.
49
50       Several parameters define the encoding of pixel data in memory and con‐
51       trol  the processing of the pixel data before it is placed in the frame
52       buffer.  These parameters are set  with  four  commands:  glPixelStore,
53       glPixelTransfer,  glPixelMap,  and  glPixelZoom.   This  reference page
54       describes the effects on glDrawPixels of many,  but  not  all,  of  the
55       parameters specified by these four commands.
56
57       Data  is  read  from  pixels as a sequence of signed or unsigned bytes,
58       signed or unsigned shorts, signed or unsigned integers, or  single-pre‐
59       cision  floating-point  values, depending on type.  When type is one of
60       GL_UNSIGNED_BYTE,      GL_BYTE,      GL_UNSIGNED_SHORT,       GL_SHORT,
61       GL_UNSIGNED_INT, GL_INT, or GL_FLOAT each of these bytes, shorts, inte‐
62       gers, or floating-point values is interpreted as  one  color  or  depth
63       component,  or  one  index,  depending  on format.  When type is one of
64       GL_UNSIGNED_BYTE_3_3_2,                        GL_UNSIGNED_SHORT_5_6_5,
65       GL_UNSIGNED_SHORT_4_4_4_4,                   GL_UNSIGNED_SHORT_5_5_5_1,
66       GL_UNSIGNED_INT_8_8_8_8,  GL_UNSIGNED_INT_10_10_10_2,   each   unsigned
67       value  is  interpreted  as  containing  all the components for a single
68       pixel, with the color components arranged according  to  format.   When
69       type is one of GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5_REV,
70       GL_UNSIGNED_SHORT_4_4_4_4_REV,           GL_UNSIGNED_SHORT_1_5_5_5_REV,
71       GL_UNSIGNED_INT_8_8_8_8_REV,    GL_UNSIGNED_INT_2_10_10_10_REV,    each
72       unsigned value is interpreted as containing all color components, spec‐
73       ified  by  format,  for a single pixel in a reversed order. Indices are
74       always treated individually.  Color components are treated as groups of
75       one, two, three, or four values, again based on format. Both individual
76       indices and groups of components are referred to as pixels.  If type is
77       GL_BITMAP,  the  data must be unsigned bytes, and format must be either
78       GL_COLOR_INDEX or GL_STENCIL_INDEX.  Each unsigned byte is  treated  as
79       eight 1-bit pixels, with bit ordering determined by GL_UNPACK_LSB_FIRST
80       (see glPixelStore).
81
82       width×height pixels are read from memory, starting at location  pixels.
83       By  default,  these  pixels  are  taken from adjacent memory locations,
84       except that after all width  pixels  are  read,  the  read  pointer  is
85       advanced  to  the next four-byte boundary.  The four-byte row alignment
86       is specified by glPixelStore with argument GL_UNPACK_ALIGNMENT, and  it
87       can be set to one, two, four, or eight bytes.  Other pixel store param‐
88       eters specify different read  pointer  advancements,  both  before  the
89       first  pixel  is  read  and  after  all width pixels are read.  See the
90       glPixelStore reference page for details on these options.
91
92       The width×height pixels that are read from memory are each operated  on
93       in the same way, based on the values of several parameters specified by
94       glPixelTransfer and glPixelMap.  The details of  these  operations,  as
95       well as the target buffer into which the pixels are drawn, are specific
96       to the  of the pixels, as specified by format.  format can  assume  one
97       of 13 symbolic values:
98
99       GL_COLOR_INDEX
100                 Each pixel is a single value, a color index.  It is converted
101                 to fixed-point , with an unspecified number of  bits  to  the
102                 right  of  the  binary  point,  regardless of the memory data
103                 type.  Floating-point values convert to true fixed-point val‐
104                 ues.   Signed and unsigned integer data is converted with all
105                 fraction bits set to 0.  Bitmap data convert to either  0  or
106                 1.
107
108                 Each fixed-point index is then shifted left by GL_INDEX_SHIFT
109                 bits and added to GL_INDEX_OFFSET.  If GL_INDEX_SHIFT is neg‐
110                 ative,  the shift is to the right.  In either case, zero bits
111                 fill otherwise unspecified bit locations in the result.
112
113                 If the GL is in RGBA mode, the resulting index  is  converted
114                 to  an  RGBA  pixel with the help of the GL_PIXEL_MAP_I_TO_R,
115                 GL_PIXEL_MAP_I_TO_G,         GL_PIXEL_MAP_I_TO_B,         and
116                 GL_PIXEL_MAP_I_TO_A  tables.   If  the  GL  is in color index
117                 mode, and if GL_MAP_COLOR is true, the index is replaced with
118                 the    value    that    it   references   in   lookup   table
119                 GL_PIXEL_MAP_I_TO_I.  Whether the lookup replacement  of  the
120                 index  is  done or not, the integer part of the index is then
121                 ANDed with 2b−1, where b is the number of  bits  in  a  color
122                 index buffer.
123
124                 The  GL then converts the resulting indices or RGBA colors to
125                 fragments by attaching the current raster position z  coordi‐
126                 nate  and texture coordinates to each pixel, then assigning x
127                 and y window coordinates to the nth fragment such that
128
129                                        xn=xr+nmodwidth
130
131                                        yn=yr+⌊n/width
132
133
134                 where (xr,yr) is the current raster  position.   These  pixel
135                 fragments  are then treated just like the fragments generated
136                 by rasterizing points, lines, or polygons.  Texture  mapping,
137                 fog,  and  all the fragment operations are applied before the
138                 fragments are written to the frame buffer.
139
140       GL_STENCIL_INDEX
141                 Each pixel is a single value, a stencil index.   It  is  con‐
142                 verted to fixed-point , with an unspecified number of bits to
143                 the right of the binary point, regardless of the memory  data
144                 type.  Floating-point values convert to true fixed-point val‐
145                 ues.  Signed and unsigned integer data is converted with  all
146                 fraction  bits  set to 0.  Bitmap data convert to either 0 or
147                 1.
148
149                 Each fixed-point index is then shifted left by GL_INDEX_SHIFT
150                 bits,  and  added  to  GL_INDEX_OFFSET.  If GL_INDEX_SHIFT is
151                 negative, the shift is to the right.  In  either  case,  zero
152                 bits  fill otherwise unspecified bit locations in the result.
153                 If GL_MAP_STENCIL is true, the index  is  replaced  with  the
154                 value that it references in lookup table GL_PIXEL_MAP_S_TO_S.
155                 Whether the lookup replacement of the index is done  or  not,
156                 the  integer part of the index is then ANDed with 2b−1, where
157                 b is the number of bits in the stencil buffer.  The resulting
158                 stencil  indices  are then written to the stencil buffer such
159                 that the nth index is written to location
160
161                                      xn=xr+nmodwidth
162
163                                      yn=yr+⌊n/width
164
165
166              where (xr,yr) is the current raster position.   Only  the  pixel
167              ownership  test,  the  scissor  test,  and the stencil writemask
168              affect these write operations.
169
170       GL_DEPTH_COMPONENT
171              Each pixel is a single-depth component.  Floating-point data  is
172              converted directly to an internal floating-point
173               with unspecified precision.  Signed integer data is mapped lin‐
174              early to the internal floating-point
175               such that the most positive representable integer value maps to
176              1.0,  and  the  most  negative representable value maps to -1.0.
177              Unsigned integer data is mapped similarly: the  largest  integer
178              value  maps  to 1.0, and 0 maps to 0.0.  The resulting floating-
179              point depth value is then multiplied by GL_DEPTH_SCALE and added
180              to GL_DEPTH_BIAS.  The result is clamped to the range [0,1].
181
182              The GL then converts the resulting depth components to fragments
183              by attaching the current raster position color  or  color  index
184              and  texture  coordinates  to each pixel, then assigning x and y
185              window coordinates to the nth fragment such that
186
187                                      xn=xr+nmodwidth
188
189                                      yn=yr+⌊n/width
190
191
192              where (xr,yr) is the current raster position.  These pixel frag‐
193              ments are then treated just like the fragments generated by ras‐
194              terizing points, lines, or polygons.  Texture mapping, fog,  and
195              all the fragment operations are applied before the fragments are
196              written to the frame buffer.
197
198       GL_RGBA
199
200       GL_BGRA
201              Each pixel is a four-component group: for GL_RGBA, the red  com‐
202              ponent  is  first, followed by green, followed by blue, followed
203              by alpha; for GL_BGRA the order is blue,  green,  red  and  then
204              alpha.   Floating-point  values  are  converted  directly  to an
205              internal floating-point
206               with unspecified precision.  Signed integer values  are  mapped
207              linearly to the internal floating-point
208               such that the most positive representable integer value maps to
209              1.0, and the most negative representable  value  maps  to  -1.0.
210              (Note  that  this  mapping does not convert 0 precisely to 0.0.)
211              Unsigned integer data is mapped similarly: the  largest  integer
212              value  maps  to 1.0, and 0 maps to 0.0.  The resulting floating-
213              point color values are then multiplied by GL_c_SCALE  and  added
214              to  GL_c_BIAS,  where  c  is RED, GREEN, BLUE, and ALPHA for the
215              respective color components.  The results  are  clamped  to  the
216              range [0,1].
217
218              If  GL_MAP_COLOR  is true, each color component is scaled by the
219              size of lookup table GL_PIXEL_MAP_c_TO_c, then replaced  by  the
220              value  that  it  references  in  that table.  c is R, G, B, or A
221              respectively.
222
223              The GL then converts the resulting RGBA colors to  fragments  by
224              attaching  the  current raster position z coordinate and texture
225              coordinates to each pixel, then assigning x and y window coordi‐
226              nates to the nth fragment such that
227
228                                      xn=xr+nmodwidth
229
230                                      yn=yr+⌊n/width
231
232
233              where (xr,yr) is the current raster position.  These pixel frag‐
234              ments are then treated just like the fragments generated by ras‐
235              terizing  points, lines, or polygons.  Texture mapping, fog, and
236              all the fragment operations are applied before the fragments are
237              written to the frame buffer.
238
239       GL_RED Each  pixel  is  a single red component.  This component is con‐
240              verted to the internal floating-point  in the same way  the  red
241              component  of  an RGBA pixel is. It is then converted to an RGBA
242              pixel with green and blue set to 0, and alpha set to  1.   After
243              this  conversion, the pixel is treated as if it had been read as
244              an RGBA pixel.
245
246       GL_GREEN
247              Each pixel is a single green component.  This component is  con‐
248              verted to the internal floating-point  in the same way the green
249              component of an RGBA pixel is.  It is then converted to an  RGBA
250              pixel  with  red  and  blue set to 0, and alpha set to 1.  After
251              this conversion, the pixel is treated as if it had been read  as
252              an RGBA pixel.
253
254       GL_BLUE
255              Each  pixel  is a single blue component.  This component is con‐
256              verted to the internal floating-point  in the same way the  blue
257              component  of an RGBA pixel is.  It is then converted to an RGBA
258              pixel with red and green set to 0, and alpha set  to  1.   After
259              this  conversion, the pixel is treated as if it had been read as
260              an RGBA pixel.
261
262       GL_ALPHA
263              Each pixel is a single alpha component.  This component is  con‐
264              verted to the internal floating-point  in the same way the alpha
265              component of an RGBA pixel is.  It is then converted to an  RGBA
266              pixel  with  red,  green, and blue set to 0.  After this conver‐
267              sion, the pixel is treated as if it had been  read  as  an  RGBA
268              pixel.
269
270       GL_RGB
271
272       GL_BGR Each  pixel  is  a three-component group: red first, followed by
273              green, followed by blue; for  GL_BGR,  the  first  component  is
274              blue,  followed  by  green and then red.  Each component is con‐
275              verted to the internal floating-point  in the same way the  red,
276              green,  and  blue  components  of  an RGBA pixel are.  The color
277              triple is converted to an RGBA pixel with alpha set to 1.  After
278              this  conversion, the pixel is treated as if it had been read as
279              an RGBA pixel.
280
281       GL_LUMINANCE
282              Each pixel is a single luminance component.  This  component  is
283              converted  to  the  internal floating-point  in the same way the
284              red component of an RGBA pixel is.  It is then converted  to  an
285              RGBA  pixel with red, green, and blue set to the converted lumi‐
286              nance value, and alpha set to 1.   After  this  conversion,  the
287              pixel is treated as if it had been read as an RGBA pixel.
288
289       GL_LUMINANCE_ALPHA
290              Each  pixel  is a two-component group: luminance first, followed
291              by alpha.  The two components  are  converted  to  the  internal
292              floating-point   in  the  same  way the red component of an RGBA
293              pixel is.  They are then converted to an RGBA  pixel  with  red,
294              green,  and blue set to the converted luminance value, and alpha
295              set to the converted alpha value.  After  this  conversion,  the
296              pixel is treated as if it had been read as an RGBA pixel.
297
298       The  following  table summarizes the meaning of the valid constants for
299       the type parameter:
300
301
302
303──────────────────────────────────────────────────────────────────────────────────────────

Type Corresponding Type

305──────────────────────────────────────────────────────────────────────────────────────────

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

326──────────────────────────────────────────────────────────────────────────────────────────
327
328
329       The rasterization described so far assumes pixel zoom factors of 1.  If
330       glPixelZoom is used to change the x and y pixel  zoom  factors,  pixels
331       are  converted  to  fragments  as  follows.  If (xr, yr) is the current
332       raster position, and a given pixel is in the nth column and mth row  of
333       the pixel rectangle, then fragments are generated for pixels whose cen‐
334       ters are in the rectangle with corners at
335
336                                   (xr+zoomxn, yr+zoomym)
337
338                               (xr+zoomx(n+1), yr+zoomy(m+1))
339
340
341       where zoomx is the value  of  GL_ZOOM_X  and  zoomy  is  the  value  of
342       GL_ZOOM_Y.
343

NOTES

345       GL_BGR  and  GL_BGRA are only valid for format if the GL version is 1.2
346       or greater.
347
348       GL_UNSIGNED_BYTE_3_3_2,                     GL_UNSIGNED_BYTE_2_3_3_REV,
349       GL_UNSIGNED_SHORT_5_6_5,                   GL_UNSIGNED_SHORT_5_6_5_REV,
350       GL_UNSIGNED_SHORT_4_4_4_4,               GL_UNSIGNED_SHORT_4_4_4_4_REV,
351       GL_UNSIGNED_SHORT_5_5_5_1,               GL_UNSIGNED_SHORT_1_5_5_5_REV,
352       GL_UNSIGNED_INT_8_8_8_8,                   GL_UNSIGNED_INT_8_8_8_8_REV,
353       GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV are only
354       valid for type if the GL version is 1.2 or greater.
355

ERRORS

357       GL_INVALID_VALUE is generated if either width or height is negative.
358
359       GL_INVALID_ENUM is generated if format  or  type  is  not  one  of  the
360       accepted values.
361
362       GL_INVALID_OPERATION  is  generated  if  format  is  GL_RED,  GL_GREEN,
363       GL_BLUE, GL_ALPHA, GL_RGB, GL_RGBA, GL_BGR, GL_BGRA,  GL_LUMINANCE,  or
364       GL_LUMINANCE_ALPHA, and the GL is in color index mode.
365
366       GL_INVALID_ENUM  is  generated  if  type is GL_BITMAP and format is not
367       either GL_COLOR_INDEX or GL_STENCIL_INDEX.
368
369       GL_INVALID_OPERATION is generated if  format  is  GL_STENCIL_INDEX  and
370       there is no stencil buffer.
371
372       GL_INVALID_OPERATION  is  generated if glDrawPixels is executed between
373       the execution of glBegin and the corresponding execution of glEnd.
374
375       GL_INVALID_OPERATION    is    generated    if     format     is     one
376       GL_UNSIGNED_BYTE_3_3_2,                     GL_UNSIGNED_BYTE_2_3_3_REV,
377       GL_UNSIGNED_SHORT_5_6_5, of GL_UNSIGNED_SHORT_5_6_5_REV and  format  is
378       not GL_RGB.
379
380       GL_INVALID_OPERATION    is    generated    if    format   is   one   of
381       GL_UNSIGNED_SHORT_4_4_4_4,               GL_UNSIGNED_SHORT_4_4_4_4_REV,
382       GL_UNSIGNED_SHORT_5_5_5_1,               GL_UNSIGNED_SHORT_1_5_5_5_REV,
383       GL_UNSIGNED_INT_8_8_8_8,                   GL_UNSIGNED_INT_8_8_8_8_REV,
384       GL_UNSIGNED_INT_10_10_10_2,  or GL_UNSIGNED_INT_2_10_10_10_REV and for‐
385       mat is neither GL_RGBA nor GL_BGRA.
386

ASSOCIATED GETS

388       glGet with argument GL_CURRENT_RASTER_POSITION
389       glGet with argument GL_CURRENT_RASTER_POSITION_VALID
390

SEE ALSO

392       glAlphaFunc(3G),  glBlendFunc(3G),  glCopyPixels(3G),  glDepthFunc(3G),
393       glLogicOp(3G),  glPixelMap(3G),  glPixelStore(3G), glPixelTransfer(3G),
394       glPixelZoom(3G),  glRasterPos(3G),   glReadPixels(3G),   glScissor(3G),
395       glStencilFunc(3G)
396
397
398
399                                                              GLDRAWPIXELS(3G)
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