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The functions from this section may be had by loading the module:
(use-modules (gl low-level)
This section of the manual was derived from the upstream OpenGL documentation. Each function’s documentation has its own copyright statement; for full details, see the upstream documentation. The copyright notices and licenses present in this section are as follows.
Copyright © 1991-2006 Silicon Graphics, Inc. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.
Copyright © 2003-2005 3Dlabs Inc. Ltd. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. http://opencontent.org/openpub/.
Copyright © 2005 Addison-Wesley. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. http://opencontent.org/openpub/.
Copyright © 2006 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. http://opencontent.org/openpub/.
Operate on the accumulation buffer.
Specifies the accumulation buffer operation. Symbolic constants
GL_ACCUM
, GL_LOAD
, GL_ADD
, GL_MULT
, and
GL_RETURN
are accepted.
Specifies a floating-point value used in the accumulation buffer operation. op determines how value is used.
The accumulation buffer is an extended-range color buffer. Images are not rendered into it. Rather, images rendered into one of the color buffers are added to the contents of the accumulation buffer after rendering. Effects such as antialiasing (of points, lines, and polygons), motion blur, and depth of field can be created by accumulating images generated with different transformation matrices.
Each pixel in the accumulation buffer consists of red, green, blue, and
alpha values. The number of bits per component in the accumulation
buffer depends on the implementation. You can examine this number by
calling glGetIntegerv
four times, with arguments
GL_ACCUM_RED_BITS
, GL_ACCUM_GREEN_BITS
,
GL_ACCUM_BLUE_BITS
, and GL_ACCUM_ALPHA_BITS
. Regardless
of the number of bits per component, the range of values stored by each
component is [-1,1]. The accumulation buffer pixels are mapped
one-to-one with frame buffer pixels.
glAccum
operates on the accumulation buffer. The first argument,
op, is a symbolic constant that selects an accumulation buffer
operation. The second argument, value, is a floating-point value
to be used in that operation. Five operations are specified:
GL_ACCUM
, GL_LOAD
, GL_ADD
, GL_MULT
, and
GL_RETURN
.
All accumulation buffer operations are limited to the area of the
current scissor box and applied identically to the red, green, blue, and
alpha components of each pixel. If a glAccum
operation results
in a value outside the range [-1,1], the contents of an accumulation
buffer pixel component are undefined.
The operations are as follows:
GL_ACCUM
Obtains R, G, B, and A values from the buffer currently selected for
reading (see glReadBuffer
). Each component value is divided by
2^n-1, where n is the number of bits allocated to
each color component in the currently selected buffer. The result is a
floating-point value in the range [0,1], which is multiplied by
value and added to the corresponding pixel component in the
accumulation buffer, thereby updating the accumulation buffer.
GL_LOAD
Similar to GL_ACCUM
, except that the current value in the
accumulation buffer is not used in the calculation of the new value.
That is, the R, G, B, and A values from the currently selected buffer
are divided by 2^n-1, multiplied by value, and then
stored in the corresponding accumulation buffer cell, overwriting the
current value.
GL_ADD
Adds value to each R, G, B, and A in the accumulation buffer.
GL_MULT
Multiplies each R, G, B, and A in the accumulation buffer by value and returns the scaled component to its corresponding accumulation buffer location.
GL_RETURN
Transfers accumulation buffer values to the color buffer or buffers currently selected for writing. Each R, G, B, and A component is multiplied by value, then multiplied by 2^n-1, clamped to the range [0,2^n-1], and stored in the corresponding display buffer cell. The only fragment operations that are applied to this transfer are pixel ownership, scissor, dithering, and color writemasks.
To clear the accumulation buffer, call glClearAccum
with R, G, B,
and A values to set it to, then call glClear
with the
accumulation buffer enabled.
GL_INVALID_ENUM
is generated if op is not an accepted
value.
GL_INVALID_OPERATION
is generated if there is no accumulation
buffer.
GL_INVALID_OPERATION
is generated if glAccum
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Select active texture unit.
Specifies which texture unit to make active. The number of texture
units is implementation dependent, but must be at least two.
texture must be one of GL_TEXTURE
i, where i
ranges from 0 to the larger of (GL_MAX_TEXTURE_COORDS
- 1) and
(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
- 1). The initial value is
GL_TEXTURE0
.
glActiveTexture
selects which texture unit subsequent texture
state calls will affect. The number of texture units an implementation
supports is implementation dependent, but must be at least 2.
Vertex arrays are client-side GL resources, which are selected by the
glClientActiveTexture
routine.
GL_INVALID_ENUM
is generated if texture is not one of
GL_TEXTURE
i, where i ranges from 0 to the larger of
(GL_MAX_TEXTURE_COORDS
- 1) and
(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
- 1).
Specify the alpha test function.
Specifies the alpha comparison function. Symbolic constants
GL_NEVER
, GL_LESS
, GL_EQUAL
, GL_LEQUAL
,
GL_GREATER
, GL_NOTEQUAL
, GL_GEQUAL
, and
GL_ALWAYS
are accepted. The initial value is GL_ALWAYS
.
Specifies the reference value that incoming alpha values are compared to. This value is clamped to the range [0,1], where 0 represents the lowest possible alpha value and 1 the highest possible value. The initial reference value is 0.
The alpha test discards fragments depending on the outcome of a
comparison between an incoming fragment’s alpha value and a constant
reference value. glAlphaFunc
specifies the reference value and
the comparison function. The comparison is performed only if alpha
testing is enabled. By default, it is not enabled. (See
glEnable
and glDisable
of GL_ALPHA_TEST
.)
func and ref specify the conditions under which the pixel is drawn. The incoming alpha value is compared to ref using the function specified by func. If the value passes the comparison, the incoming fragment is drawn if it also passes subsequent stencil and depth buffer tests. If the value fails the comparison, no change is made to the frame buffer at that pixel location. The comparison functions are as follows:
GL_NEVER
Never passes.
GL_LESS
Passes if the incoming alpha value is less than the reference value.
GL_EQUAL
Passes if the incoming alpha value is equal to the reference value.
GL_LEQUAL
Passes if the incoming alpha value is less than or equal to the reference value.
GL_GREATER
Passes if the incoming alpha value is greater than the reference value.
GL_NOTEQUAL
Passes if the incoming alpha value is not equal to the reference value.
GL_GEQUAL
Passes if the incoming alpha value is greater than or equal to the reference value.
GL_ALWAYS
Always passes (initial value).
glAlphaFunc
operates on all pixel write operations, including
those resulting from the scan conversion of points, lines, polygons, and
bitmaps, and from pixel draw and copy operations. glAlphaFunc
does not affect screen clear operations.
GL_INVALID_ENUM
is generated if func is not an accepted
value.
GL_INVALID_OPERATION
is generated if glAlphaFunc
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Determine if textures are loaded in texture memory.
Specifies the number of textures to be queried.
Specifies an array containing the names of the textures to be queried.
Specifies an array in which the texture residence status is returned. The residence status of a texture named by an element of textures is returned in the corresponding element of residences.
GL establishes a “working set” of textures that are resident in texture memory. These textures can be bound to a texture target much more efficiently than textures that are not resident.
glAreTexturesResident
queries the texture residence status of the
n textures named by the elements of textures. If all the
named textures are resident, glAreTexturesResident
returns
GL_TRUE
, and the contents of residences are undisturbed. If
not all the named textures are resident, glAreTexturesResident
returns GL_FALSE
, and detailed status is returned in the n
elements of residences. If an element of residences is
GL_TRUE
, then the texture named by the corresponding element of
textures is resident.
The residence status of a single bound texture may also be queried by
calling glGetTexParameter
with the target argument set to
the target to which the texture is bound, and the pname argument
set to GL_TEXTURE_RESIDENT
. This is the only way that the
residence status of a default texture can be queried.
GL_INVALID_VALUE
is generated if n is negative.
GL_INVALID_VALUE
is generated if any element in textures is
0 or does not name a texture. In that case, the function returns
GL_FALSE
and the contents of residences is indeterminate.
GL_INVALID_OPERATION
is generated if glAreTexturesResident
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Render a vertex using the specified vertex array element.
Specifies an index into the enabled vertex data arrays.
glArrayElement
commands are used within
glBegin
/glEnd
pairs to specify vertex and attribute data
for point, line, and polygon primitives. If GL_VERTEX_ARRAY
is
enabled when glArrayElement
is called, a single vertex is drawn,
using vertex and attribute data taken from location i of the
enabled arrays. If GL_VERTEX_ARRAY
is not enabled, no drawing
occurs but the attributes corresponding to the enabled arrays are
modified.
Use glArrayElement
to construct primitives by indexing vertex
data, rather than by streaming through arrays of data in first-to-last
order. Because each call specifies only a single vertex, it is possible
to explicitly specify per-primitive attributes such as a single normal
for each triangle.
Changes made to array data between the execution of glBegin
and
the corresponding execution of glEnd
may affect calls to
glArrayElement
that are made within the same
glBegin
/glEnd
period in nonsequential ways. That is, a
call to glArrayElement
that precedes a change to array data may
access the changed data, and a call that follows a change to array data
may access original data.
GL_INVALID_VALUE
may be generated if i is negative.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to an enabled array and the buffer object’s data store is
currently mapped.
Attaches a shader object to a program object.
Specifies the program object to which a shader object will be attached.
Specifies the shader object that is to be attached.
In order to create an executable, there must be a way to specify the
list of things that will be linked together. Program objects provide
this mechanism. Shaders that are to be linked together in a program
object must first be attached to that program object.
glAttachShader
attaches the shader object specified by
shader to the program object specified by program. This
indicates that shader will be included in link operations that
will be performed on program.
All operations that can be performed on a shader object are valid
whether or not the shader object is attached to a program object. It is
permissible to attach a shader object to a program object before source
code has been loaded into the shader object or before the shader object
has been compiled. It is permissible to attach multiple shader objects
of the same type because each may contain a portion of the complete
shader. It is also permissible to attach a shader object to more than
one program object. If a shader object is deleted while it is attached
to a program object, it will be flagged for deletion, and deletion will
not occur until glDetachShader
is called to detach it from all
program objects to which it is attached.
GL_INVALID_VALUE
is generated if either program or
shader is not a value generated by OpenGL.
GL_INVALID_OPERATION
is generated if program is not a
program object.
GL_INVALID_OPERATION
is generated if shader is not a shader
object.
GL_INVALID_OPERATION
is generated if shader is already
attached to program.
GL_INVALID_OPERATION
is generated if glAttachShader
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Delimit the boundaries of a query object.
Specifies the target type of query object established between
glBeginQuery
and the subsequent glEndQuery
. The symbolic
constant must be GL_SAMPLES_PASSED
.
Specifies the name of a query object.
glBeginQuery
and glEndQuery
delimit the boundaries of a
query object. If a query object with name id does not yet exist
it is created.
When glBeginQuery
is executed, the query object’s samples-passed
counter is reset to 0. Subsequent rendering will increment the counter
once for every sample that passes the depth test. When
glEndQuery
is executed, the samples-passed counter is assigned to
the query object’s result value. This value can be queried by calling
glGetQueryObject
with pnameGL_QUERY_RESULT
.
Querying the GL_QUERY_RESULT
implicitly flushes the GL pipeline
until the rendering delimited by the query object has completed and the
result is available. GL_QUERY_RESULT_AVAILABLE
can be queried to
determine if the result is immediately available or if the rendering is
not yet complete.
GL_INVALID_ENUM
is generated if target is not
GL_SAMPLES_PASSED
.
GL_INVALID_OPERATION
is generated if glBeginQuery
is
executed while a query object of the same target is already
active.
GL_INVALID_OPERATION
is generated if glEndQuery
is
executed when a query object of the same target is not active.
GL_INVALID_OPERATION
is generated if id is 0.
GL_INVALID_OPERATION
is generated if id is the name of an
already active query object.
GL_INVALID_OPERATION
is generated if glBeginQuery
or
glEndQuery
is executed between the execution of glBegin
and the corresponding execution of glEnd
.
Delimit the vertices of a primitive or a group of like primitives.
Specifies the primitive or primitives that will be created from vertices
presented between glBegin
and the subsequent glEnd
. Ten
symbolic constants are accepted: GL_POINTS
, GL_LINES
,
GL_LINE_STRIP
, GL_LINE_LOOP
, GL_TRIANGLES
,
GL_TRIANGLE_STRIP
, GL_TRIANGLE_FAN
, GL_QUADS
,
GL_QUAD_STRIP
, and GL_POLYGON
.
glBegin
and glEnd
delimit the vertices that define a
primitive or a group of like primitives. glBegin
accepts a
single argument that specifies in which of ten ways the vertices are
interpreted. Taking n as an integer count starting at one,
and N as the total number of vertices specified, the
interpretations are as follows:
GL_POINTS
Treats each vertex as a single point. Vertex n defines point n. N points are drawn.
GL_LINES
Treats each pair of vertices as an independent line segment. Vertices 2â¢n-1 and 2â¢n define line n. N/2 lines are drawn.
GL_LINE_STRIP
Draws a connected group of line segments from the first vertex to the last. Vertices n and n+1 define line n. N-1 lines are drawn.
GL_LINE_LOOP
Draws a connected group of line segments from the first vertex to the last, then back to the first. Vertices n and n+1 define line n. The last line, however, is defined by vertices N and 1. N lines are drawn.
GL_TRIANGLES
Treats each triplet of vertices as an independent triangle. Vertices 3â¢n-2, 3â¢n-1, and 3â¢n define triangle n. N/3 triangles are drawn.
GL_TRIANGLE_STRIP
Draws a connected group of triangles. One triangle is defined for each vertex presented after the first two vertices. For odd n, vertices n, n+1, and n+2 define triangle n. For even n, vertices n+1, n, and n+2 define triangle n. N-2 triangles are drawn.
GL_TRIANGLE_FAN
Draws a connected group of triangles. One triangle is defined for each vertex presented after the first two vertices. Vertices 1, n+1, and n+2 define triangle n. N-2 triangles are drawn.
GL_QUADS
Treats each group of four vertices as an independent quadrilateral. Vertices 4â¢n-3, 4â¢n-2, 4â¢n-1, and 4â¢n define quadrilateral n. N/4 quadrilaterals are drawn.
GL_QUAD_STRIP
Draws a connected group of quadrilaterals. One quadrilateral is defined for each pair of vertices presented after the first pair. Vertices 2â¢n-1, 2â¢n, 2â¢n+2, and 2â¢n+1 define quadrilateral n. N/2-1 quadrilaterals are drawn. Note that the order in which vertices are used to construct a quadrilateral from strip data is different from that used with independent data.
GL_POLYGON
Draws a single, convex polygon. Vertices 1 through N define this polygon.
Only a subset of GL commands can be used between glBegin
and
glEnd
. The commands are glVertex
, glColor
,
glSecondaryColor
, glIndex
, glNormal
,
glFogCoord
, glTexCoord
, glMultiTexCoord
,
glVertexAttrib
, glEvalCoord
, glEvalPoint
,
glArrayElement
, glMaterial
, and glEdgeFlag
. Also,
it is acceptable to use glCallList
or glCallLists
to
execute display lists that include only the preceding commands. If any
other GL command is executed between glBegin
and glEnd
,
the error flag is set and the command is ignored.
Regardless of the value chosen for mode, there is no limit to the
number of vertices that can be defined between glBegin
and
glEnd
. Lines, triangles, quadrilaterals, and polygons that are
incompletely specified are not drawn. Incomplete specification results
when either too few vertices are provided to specify even a single
primitive or when an incorrect multiple of vertices is specified. The
incomplete primitive is ignored; the rest are drawn.
The minimum specification of vertices for each primitive is as follows:
1 for a point, 2 for a line, 3 for a triangle, 4 for a quadrilateral,
and 3 for a polygon. Modes that require a certain multiple of vertices
are GL_LINES
(2), GL_TRIANGLES
(3), GL_QUADS
(4),
and GL_QUAD_STRIP
(2).
GL_INVALID_ENUM
is generated if mode is set to an
unaccepted value.
GL_INVALID_OPERATION
is generated if glBegin
is executed
between a glBegin
and the corresponding execution of
glEnd
.
GL_INVALID_OPERATION
is generated if glEnd
is executed
without being preceded by a glBegin
.
GL_INVALID_OPERATION
is generated if a command other than
glVertex
, glColor
, glSecondaryColor
,
glIndex
, glNormal
, glFogCoord
, glTexCoord
,
glMultiTexCoord
, glVertexAttrib
, glEvalCoord
,
glEvalPoint
, glArrayElement
, glMaterial
,
glEdgeFlag
, glCallList
, or glCallLists
is executed
between the execution of glBegin
and the corresponding execution
glEnd
.
Execution of glEnableClientState
, glDisableClientState
,
glEdgeFlagPointer
, glFogCoordPointer
,
glTexCoordPointer
, glColorPointer
,
glSecondaryColorPointer
, glIndexPointer
,
glNormalPointer
, glVertexPointer
,
glVertexAttribPointer
, glInterleavedArrays
, or
glPixelStore
is not allowed after a call to glBegin
and
before the corresponding call to glEnd
, but an error may or may
not be generated.
Associates a generic vertex attribute index with a named attribute variable.
Specifies the handle of the program object in which the association is to be made.
Specifies the index of the generic vertex attribute to be bound.
Specifies a null terminated string containing the name of the vertex shader attribute variable to which index is to be bound.
glBindAttribLocation
is used to associate a user-defined
attribute variable in the program object specified by program with
a generic vertex attribute index. The name of the user-defined
attribute variable is passed as a null terminated string in name.
The generic vertex attribute index to be bound to this variable is
specified by index. When program is made part of current
state, values provided via the generic vertex attribute index will
modify the value of the user-defined attribute variable specified by
name.
If name refers to a matrix attribute variable, index refers to the first column of the matrix. Other matrix columns are then automatically bound to locations index+1 for a matrix of type mat2; index+1 and index+2 for a matrix of type mat3; and index+1, index+2, and index+3 for a matrix of type mat4.
This command makes it possible for vertex shaders to use descriptive
names for attribute variables rather than generic variables that are
numbered from 0 to GL_MAX_VERTEX_ATTRIBS
-1. The values sent to
each generic attribute index are part of current state, just like
standard vertex attributes such as color, normal, and vertex position.
If a different program object is made current by calling
glUseProgram
, the generic vertex attributes are tracked in such a
way that the same values will be observed by attributes in the new
program object that are also bound to index.
Attribute variable name-to-generic attribute index bindings for a
program object can be explicitly assigned at any time by calling
glBindAttribLocation
. Attribute bindings do not go into effect
until glLinkProgram
is called. After a program object has been
linked successfully, the index values for generic attributes remain
fixed (and their values can be queried) until the next link command
occurs.
Applications are not allowed to bind any of the standard OpenGL vertex attributes using this command, as they are bound automatically when needed. Any attribute binding that occurs after the program object has been linked will not take effect until the next time the program object is linked.
GL_INVALID_VALUE
is generated if index is greater than or
equal to GL_MAX_VERTEX_ATTRIBS
.
GL_INVALID_OPERATION
is generated if name starts with the
reserved prefix "gl_".
GL_INVALID_VALUE
is generated if program is not a value
generated by OpenGL.
GL_INVALID_OPERATION
is generated if program is not a
program object.
GL_INVALID_OPERATION
is generated if glBindAttribLocation
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Bind a named buffer object.
Specifies the target to which the buffer object is bound. The symbolic
constant must be GL_ARRAY_BUFFER
, GL_ELEMENT_ARRAY_BUFFER
,
GL_PIXEL_PACK_BUFFER
, or GL_PIXEL_UNPACK_BUFFER
.
Specifies the name of a buffer object.
glBindBuffer
lets you create or use a named buffer object.
Calling glBindBuffer
with target set to
GL_ARRAY_BUFFER
, GL_ELEMENT_ARRAY_BUFFER
,
GL_PIXEL_PACK_BUFFER
or GL_PIXEL_UNPACK_BUFFER
and
buffer set to the name of the new buffer object binds the buffer
object name to the target. When a buffer object is bound to a target,
the previous binding for that target is automatically broken.
Buffer object names are unsigned integers. The value zero is reserved,
but there is no default buffer object for each buffer object target.
Instead, buffer set to zero effectively unbinds any buffer object
previously bound, and restores client memory usage for that buffer
object target. Buffer object names and the corresponding buffer object
contents are local to the shared display-list space (see
glXCreateContext
) of the current GL rendering context; two
rendering contexts share buffer object names only if they also share
display lists.
You may use glGenBuffers
to generate a set of new buffer object
names.
The state of a buffer object immediately after it is first bound is an
unmapped zero-sized memory buffer with GL_READ_WRITE
access and
GL_STATIC_DRAW
usage.
While a non-zero buffer object name is bound, GL operations on the
target to which it is bound affect the bound buffer object, and queries
of the target to which it is bound return state from the bound buffer
object. While buffer object name zero is bound, as in the initial
state, attempts to modify or query state on the target to which it is
bound generates an GL_INVALID_OPERATION
error.
When vertex array pointer state is changed, for example by a call to
glNormalPointer
, the current buffer object binding
(GL_ARRAY_BUFFER_BINDING
) is copied into the corresponding client
state for the vertex array type being changed, for example
GL_NORMAL_ARRAY_BUFFER_BINDING
. While a non-zero buffer object
is bound to the GL_ARRAY_BUFFER
target, the vertex array pointer
parameter that is traditionally interpreted as a pointer to client-side
memory is instead interpreted as an offset within the buffer object
measured in basic machine units.
While a non-zero buffer object is bound to the
GL_ELEMENT_ARRAY_BUFFER
target, the indices parameter of
glDrawElements
, glDrawRangeElements
, or
glMultiDrawElements
that is traditionally interpreted as a
pointer to client-side memory is instead interpreted as an offset within
the buffer object measured in basic machine units.
While a non-zero buffer object is bound to the
GL_PIXEL_PACK_BUFFER
target, the following commands are affected:
glGetCompressedTexImage
, glGetConvolutionFilter
,
glGetHistogram
, glGetMinmax
, glGetPixelMap
,
glGetPolygonStipple
, glGetSeparableFilter
,
glGetTexImage
, and glReadPixels
. The pointer parameter
that is traditionally interpreted as a pointer to client-side memory
where the pixels are to be packed is instead interpreted as an offset
within the buffer object measured in basic machine units.
While a non-zero buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER
target, the following commands are
affected: glBitmap
, glColorSubTable
, glColorTable
,
glCompressedTexImage1D
, glCompressedTexImage2D
,
glCompressedTexImage3D
, glCompressedTexSubImage1D
,
glCompressedTexSubImage2D
, glCompressedTexSubImage3D
,
glConvolutionFilter1D
, glConvolutionFilter2D
,
glDrawPixels
, glPixelMap
, glPolygonStipple
,
glSeparableFilter2D
, glTexImage1D
, glTexImage2D
,
glTexImage3D
, glTexSubImage1D
, glTexSubImage2D
, and
glTexSubImage3D
. The pointer parameter that is traditionally
interpreted as a pointer to client-side memory from which the pixels are
to be unpacked is instead interpreted as an offset within the buffer
object measured in basic machine units.
A buffer object binding created with glBindBuffer
remains active
until a different buffer object name is bound to the same target, or
until the bound buffer object is deleted with glDeleteBuffers
.
Once created, a named buffer object may be re-bound to any target as often as needed. However, the GL implementation may make choices about how to optimize the storage of a buffer object based on its initial binding target.
GL_INVALID_ENUM
is generated if target is not one of the
allowable values.
GL_INVALID_OPERATION
is generated if glBindBuffer
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Bind a named texture to a texturing target.
Specifies the target to which the texture is bound. Must be either
GL_TEXTURE_1D
, GL_TEXTURE_2D
, GL_TEXTURE_3D
, or
GL_TEXTURE_CUBE_MAP
.
Specifies the name of a texture.
glBindTexture
lets you create or use a named texture. Calling
glBindTexture
with target set to GL_TEXTURE_1D
,
GL_TEXTURE_2D
, GL_TEXTURE_3D
or GL_TEXTURE_CUBE_MAP
and texture set to the name of the new texture binds the texture
name to the target. When a texture is bound to a target, the previous
binding for that target is automatically broken.
Texture names are unsigned integers. The value zero is reserved to
represent the default texture for each texture target. Texture names
and the corresponding texture contents are local to the shared
display-list space (see glXCreateContext
) of the current GL
rendering context; two rendering contexts share texture names only if
they also share display lists.
You may use glGenTextures
to generate a set of new texture names.
When a texture is first bound, it assumes the specified target: A
texture first bound to GL_TEXTURE_1D
becomes one-dimensional
texture, a texture first bound to GL_TEXTURE_2D
becomes
two-dimensional texture, a texture first bound to GL_TEXTURE_3D
becomes three-dimensional texture, and a texture first bound to
GL_TEXTURE_CUBE_MAP
becomes a cube-mapped texture. The state of
a one-dimensional texture immediately after it is first bound is
equivalent to the state of the default GL_TEXTURE_1D
at GL
initialization, and similarly for two- and three-dimensional textures
and cube-mapped textures.
While a texture is bound, GL operations on the target to which it is bound affect the bound texture, and queries of the target to which it is bound return state from the bound texture. If texture mapping is active on the target to which a texture is bound, the bound texture is used. In effect, the texture targets become aliases for the textures currently bound to them, and the texture name zero refers to the default textures that were bound to them at initialization.
A texture binding created with glBindTexture
remains active until
a different texture is bound to the same target, or until the bound
texture is deleted with glDeleteTextures
.
Once created, a named texture may be re-bound to its same original
target as often as needed. It is usually much faster to use
glBindTexture
to bind an existing named texture to one of the
texture targets than it is to reload the texture image using
glTexImage1D
, glTexImage2D
, or glTexImage3D
. For
additional control over performance, use glPrioritizeTextures
.
glBindTexture
is included in display lists.
GL_INVALID_ENUM
is generated if target is not one of the
allowable values.
GL_INVALID_OPERATION
is generated if texture was previously
created with a target that doesn’t match that of target.
GL_INVALID_OPERATION
is generated if glBindTexture
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Draw a bitmap.
Specify the pixel width and height of the bitmap image.
Specify the location of the origin in the bitmap image. The origin is measured from the lower left corner of the bitmap, with right and up being the positive axes.
Specify the x and y offsets to be added to the current raster position after the bitmap is drawn.
Specifies the address of the bitmap image.
A bitmap is a binary image. When drawn, the bitmap is positioned relative to the current raster position, and frame buffer pixels corresponding to 1’s in the bitmap are written using the current raster color or index. Frame buffer pixels corresponding to 0’s in the bitmap are not modified.
glBitmap
takes seven arguments. The first pair specifies the
width and height of the bitmap image. The second pair specifies the
location of the bitmap origin relative to the lower left corner of the
bitmap image. The third pair of arguments specifies x and y
offsets to be added to the current raster position after the bitmap has
been drawn. The final argument is a pointer to the bitmap image itself.
If a non-zero named buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer
) while a
bitmap image is specified, bitmap is treated as a byte offset into
the buffer object’s data store.
The bitmap image is interpreted like image data for the
glDrawPixels
command, with width and height
corresponding to the width and height arguments of that command, and
with type set to GL_BITMAP
and format set to
GL_COLOR_INDEX
. Modes specified using glPixelStore
affect
the interpretation of bitmap image data; modes specified using
glPixelTransfer
do not.
If the current raster position is invalid, glBitmap
is ignored.
Otherwise, the lower left corner of the bitmap image is positioned at
the window coordinates
x_w=âx_r-x_o,â
y_w=ây_r-y_o,â
where (x_r,y_r) is the raster position and (x_o,y_o) is the bitmap origin. Fragments are then generated for each pixel corresponding to a 1 (one) in the bitmap image. These fragments are generated using the current raster z coordinate, color or color index, and current raster texture coordinates. They are then treated just as if they had been generated by a point, line, or polygon, including texture mapping, fogging, and all per-fragment operations such as alpha and depth testing.
After the bitmap has been drawn, the x and y coordinates of the current raster position are offset by xmove and ymove. No change is made to the z coordinate of the current raster position, or to the current raster color, texture coordinates, or index.
GL_INVALID_VALUE
is generated if width or height is
negative.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data
would be unpacked from the buffer object such that the memory reads
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if glBitmap
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Set the blend color.
specify the components of GL_BLEND_COLOR
The GL_BLEND_COLOR
may be used to calculate the source and
destination blending factors. The color components are clamped to the
range [0,1] before being stored. See glBlendFunc
for a
complete description of the blending operations. Initially the
GL_BLEND_COLOR
is set to (0, 0, 0, 0).
GL_INVALID_OPERATION
is generated if glBlendColor
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Set the RGB blend equation and the alpha blend equation separately.
specifies the RGB blend equation, how the red, green, and blue
components of the source and destination colors are combined. It must
be GL_FUNC_ADD
, GL_FUNC_SUBTRACT
,
GL_FUNC_REVERSE_SUBTRACT
, GL_MIN
, GL_MAX
.
specifies the alpha blend equation, how the alpha component of the
source and destination colors are combined. It must be
GL_FUNC_ADD
, GL_FUNC_SUBTRACT
,
GL_FUNC_REVERSE_SUBTRACT
, GL_MIN
, GL_MAX
.
The blend equations determines how a new pixel (the ”source” color) is combined with a pixel already in the framebuffer (the ”destination” color). This function specifies one blend equation for the RGB-color components and one blend equation for the alpha component.
The blend equations use the source and destination blend factors
specified by either glBlendFunc
or glBlendFuncSeparate
.
See glBlendFunc
or glBlendFuncSeparate
for a description
of the various blend factors.
In the equations that follow, source and destination color components are referred to as (R_s,G_sB_sA_s) and (R_d,G_dB_dA_d), respectively. The result color is referred to as (R_r,G_rB_rA_r). The source and destination blend factors are denoted (s_R,s_Gs_Bs_A) and (d_R,d_Gd_Bd_A), respectively. For these equations all color components are understood to have values in the range [0,1].
RGB Components, Alpha Component
GL_FUNC_ADD
Rr=R_sâ¢s_R+R_dâ¢d_RGr=G_sâ¢s_G+G_dâ¢d_GBr=B_sâ¢s_B+B_dâ¢d_B, Ar=A_sâ¢s_A+A_dâ¢d_A
GL_FUNC_SUBTRACT
Rr=R_sâ¢s_R-R_dâ¢d_RGr=G_sâ¢s_G-G_dâ¢d_GBr=B_sâ¢s_B-B_dâ¢d_B, Ar=A_sâ¢s_A-A_dâ¢d_A
GL_FUNC_REVERSE_SUBTRACT
Rr=R_dâ¢d_R-R_sâ¢s_RGr=G_dâ¢d_G-G_sâ¢s_GBr=B_dâ¢d_B-B_sâ¢s_B, Ar=A_dâ¢d_A-A_sâ¢s_A
GL_MIN
Rr=minâ¡(R_s,R_d)Gr=minâ¡(G_s,G_d)Br=minâ¡(B_s,B_d), Ar=minâ¡(A_s,A_d)
GL_MAX
Rr=maxâ¡(R_s,R_d)Gr=maxâ¡(G_s,G_d)Br=maxâ¡(B_s,B_d), Ar=maxâ¡(A_s,A_d)
The results of these equations are clamped to the range [0,1].
The GL_MIN
and GL_MAX
equations are useful for
applications that analyze image data (image thresholding against a
constant color, for example). The GL_FUNC_ADD
equation is useful
for antialiasing and transparency, among other things.
Initially, both the RGB blend equation and the alpha blend equation are
set to GL_FUNC_ADD
.
GL_INVALID_ENUM
is generated if either modeRGB or
modeAlpha is not one of GL_FUNC_ADD
,
GL_FUNC_SUBTRACT
, GL_FUNC_REVERSE_SUBTRACT
, GL_MAX
,
or GL_MIN
.
GL_INVALID_OPERATION
is generated if
glBlendEquationSeparate
is executed between the execution of
glBegin
and the corresponding execution of glEnd
.
Specify the equation used for both the RGB blend equation and the Alpha blend equation.
specifies how source and destination colors are combined. It must be
GL_FUNC_ADD
, GL_FUNC_SUBTRACT
,
GL_FUNC_REVERSE_SUBTRACT
, GL_MIN
, GL_MAX
.
The blend equations determine how a new pixel (the ”source” color) is combined with a pixel already in the framebuffer (the ”destination” color). This function sets both the RGB blend equation and the alpha blend equation to a single equation.
These equations use the source and destination blend factors specified
by either glBlendFunc
or glBlendFuncSeparate
. See
glBlendFunc
or glBlendFuncSeparate
for a description of
the various blend factors.
In the equations that follow, source and destination color components are referred to as (R_s,G_sB_sA_s) and (R_d,G_dB_dA_d), respectively. The result color is referred to as (R_r,G_rB_rA_r). The source and destination blend factors are denoted (s_R,s_Gs_Bs_A) and (d_R,d_Gd_Bd_A), respectively. For these equations all color components are understood to have values in the range [0,1].
RGB Components, Alpha Component
GL_FUNC_ADD
Rr=R_sâ¢s_R+R_dâ¢d_RGr=G_sâ¢s_G+G_dâ¢d_GBr=B_sâ¢s_B+B_dâ¢d_B, Ar=A_sâ¢s_A+A_dâ¢d_A
GL_FUNC_SUBTRACT
Rr=R_sâ¢s_R-R_dâ¢d_RGr=G_sâ¢s_G-G_dâ¢d_GBr=B_sâ¢s_B-B_dâ¢d_B, Ar=A_sâ¢s_A-A_dâ¢d_A
GL_FUNC_REVERSE_SUBTRACT
Rr=R_dâ¢d_R-R_sâ¢s_RGr=G_dâ¢d_G-G_sâ¢s_GBr=B_dâ¢d_B-B_sâ¢s_B, Ar=A_dâ¢d_A-A_sâ¢s_A
GL_MIN
Rr=minâ¡(R_s,R_d)Gr=minâ¡(G_s,G_d)Br=minâ¡(B_s,B_d), Ar=minâ¡(A_s,A_d)
GL_MAX
Rr=maxâ¡(R_s,R_d)Gr=maxâ¡(G_s,G_d)Br=maxâ¡(B_s,B_d), Ar=maxâ¡(A_s,A_d)
The results of these equations are clamped to the range [0,1].
The GL_MIN
and GL_MAX
equations are useful for
applications that analyze image data (image thresholding against a
constant color, for example). The GL_FUNC_ADD
equation is useful
for antialiasing and transparency, among other things.
Initially, both the RGB blend equation and the alpha blend equation are
set to GL_FUNC_ADD
.
GL_INVALID_ENUM
is generated if mode is not one of
GL_FUNC_ADD
, GL_FUNC_SUBTRACT
,
GL_FUNC_REVERSE_SUBTRACT
, GL_MAX
, or GL_MIN
.
GL_INVALID_OPERATION
is generated if glBlendEquation
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Specify pixel arithmetic for RGB and alpha components separately.
Specifies how the red, green, and blue blending factors are computed.
The following symbolic constants are accepted: GL_ZERO
,
GL_ONE
, GL_SRC_COLOR
, GL_ONE_MINUS_SRC_COLOR
,
GL_DST_COLOR
, GL_ONE_MINUS_DST_COLOR
, GL_SRC_ALPHA
,
GL_ONE_MINUS_SRC_ALPHA
, GL_DST_ALPHA
,
GL_ONE_MINUS_DST_ALPHA
, GL_CONSTANT_COLOR
,
GL_ONE_MINUS_CONSTANT_COLOR
, GL_CONSTANT_ALPHA
,
GL_ONE_MINUS_CONSTANT_ALPHA
, and GL_SRC_ALPHA_SATURATE
.
The initial value is GL_ONE
.
Specifies how the red, green, and blue destination blending factors are
computed. The following symbolic constants are accepted:
GL_ZERO
, GL_ONE
, GL_SRC_COLOR
,
GL_ONE_MINUS_SRC_COLOR
, GL_DST_COLOR
,
GL_ONE_MINUS_DST_COLOR
, GL_SRC_ALPHA
,
GL_ONE_MINUS_SRC_ALPHA
, GL_DST_ALPHA
,
GL_ONE_MINUS_DST_ALPHA
. GL_CONSTANT_COLOR
,
GL_ONE_MINUS_CONSTANT_COLOR
, GL_CONSTANT_ALPHA
, and
GL_ONE_MINUS_CONSTANT_ALPHA
. The initial value is
GL_ZERO
.
Specified how the alpha source blending factor is computed. The same
symbolic constants are accepted as for srcRGB. The initial value
is GL_ONE
.
Specified how the alpha destination blending factor is computed. The
same symbolic constants are accepted as for dstRGB. The initial
value is GL_ZERO
.
In RGBA mode, pixels can be drawn using a function that blends the
incoming (source) RGBA values with the RGBA values that are already in
the frame buffer (the destination values). Blending is initially
disabled. Use glEnable
and glDisable
with argument
GL_BLEND
to enable and disable blending.
glBlendFuncSeparate
defines the operation of blending when it is
enabled. srcRGB specifies which method is used to scale the
source RGB-color components. dstRGB specifies which method is
used to scale the destination RGB-color components. Likewise,
srcAlpha specifies which method is used to scale the source alpha
color component, and dstAlpha specifies which method is used to
scale the destination alpha component. The possible methods are
described in the following table. Each method defines four scale
factors, one each for red, green, blue, and alpha.
In the table and in subsequent equations, source and destination color
components are referred to as
(R_s,G_sB_sA_s) and
(R_d,G_dB_dA_d). The
color specified by glBlendColor
is referred to as
(R_c,G_cB_cA_c).
They are understood to have integer values between 0 and
(k_R,k_Gk_Bk_A),
where
k_c=2^m_c,-1
and (m_R,m_Gm_Bm_A) is the number of red, green, blue, and alpha bitplanes.
Source and destination scale factors are referred to as (s_R,s_Gs_Bs_A) and (d_R,d_Gd_Bd_A). All scale factors have range [0,1].
RGB Factor, Alpha Factor
GL_ZERO
(0,00), 0
GL_ONE
(1,11), 1
GL_SRC_COLOR
(R_s/k_R,G_s/k_GB_s/k_B), A_s/k_A
GL_ONE_MINUS_SRC_COLOR
(1,111)-(R_s/k_R,G_s/k_GB_s/k_B), 1-A_s/k_A
GL_DST_COLOR
(R_d/k_R,G_d/k_GB_d/k_B), A_d/k_A
GL_ONE_MINUS_DST_COLOR
(1,11)-(R_d/k_R,G_d/k_GB_d/k_B), 1-A_d/k_A
GL_SRC_ALPHA
(A_s/k_A,A_s/k_AA_s/k_A), A_s/k_A
GL_ONE_MINUS_SRC_ALPHA
(1,11)-(A_s/k_A,A_s/k_AA_s/k_A), 1-A_s/k_A
GL_DST_ALPHA
(A_d/k_A,A_d/k_AA_d/k_A), A_d/k_A
GL_ONE_MINUS_DST_ALPHA
(1,11)-(A_d/k_A,A_d/k_AA_d/k_A), 1-A_d/k_A
GL_CONSTANT_COLOR
(R_c,G_cB_c), A_c
GL_ONE_MINUS_CONSTANT_COLOR
(1,11)-(R_c,G_cB_c), 1-A_c
GL_CONSTANT_ALPHA
(A_c,A_cA_c), A_c
GL_ONE_MINUS_CONSTANT_ALPHA
(1,11)-(A_c,A_cA_c), 1-A_c
GL_SRC_ALPHA_SATURATE
(i,ii), 1
In the table,
i=minâ¡(A_s,1-A_d,)
To determine the blended RGBA values of a pixel when drawing in RGBA mode, the system uses the following equations:
R_d=minâ¡(k_R,R_sâ¢s_R+R_dâ¢d_R)G_d=minâ¡(k_G,G_sâ¢s_G+G_dâ¢d_G)B_d=minâ¡(k_B,B_sâ¢s_B+B_dâ¢d_B)A_d=minâ¡(k_A,A_sâ¢s_A+A_dâ¢d_A)
Despite the apparent precision of the above equations, blending
arithmetic is not exactly specified, because blending operates with
imprecise integer color values. However, a blend factor that should be
equal to 1 is guaranteed not to modify its multiplicand, and a blend
factor equal to 0 reduces its multiplicand to 0. For example, when
srcRGB is GL_SRC_ALPHA
, dstRGB is
GL_ONE_MINUS_SRC_ALPHA
, and A_s is equal to
k_A, the equations reduce to simple replacement:
R_d=R_sG_d=G_sB_d=B_sA_d=A_s
GL_INVALID_ENUM
is generated if either srcRGB or
dstRGB is not an accepted value.
GL_INVALID_OPERATION
is generated if glBlendFuncSeparate
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Specify pixel arithmetic.
Specifies how the red, green, blue, and alpha source blending factors
are computed. The following symbolic constants are accepted:
GL_ZERO
, GL_ONE
, GL_SRC_COLOR
,
GL_ONE_MINUS_SRC_COLOR
, GL_DST_COLOR
,
GL_ONE_MINUS_DST_COLOR
, GL_SRC_ALPHA
,
GL_ONE_MINUS_SRC_ALPHA
, GL_DST_ALPHA
,
GL_ONE_MINUS_DST_ALPHA
, GL_CONSTANT_COLOR
,
GL_ONE_MINUS_CONSTANT_COLOR
, GL_CONSTANT_ALPHA
,
GL_ONE_MINUS_CONSTANT_ALPHA
, and GL_SRC_ALPHA_SATURATE
.
The initial value is GL_ONE
.
Specifies how the red, green, blue, and alpha destination blending
factors are computed. The following symbolic constants are accepted:
GL_ZERO
, GL_ONE
, GL_SRC_COLOR
,
GL_ONE_MINUS_SRC_COLOR
, GL_DST_COLOR
,
GL_ONE_MINUS_DST_COLOR
, GL_SRC_ALPHA
,
GL_ONE_MINUS_SRC_ALPHA
, GL_DST_ALPHA
,
GL_ONE_MINUS_DST_ALPHA
. GL_CONSTANT_COLOR
,
GL_ONE_MINUS_CONSTANT_COLOR
, GL_CONSTANT_ALPHA
, and
GL_ONE_MINUS_CONSTANT_ALPHA
. The initial value is
GL_ZERO
.
In RGBA mode, pixels can be drawn using a function that blends the
incoming (source) RGBA values with the RGBA values that are already in
the frame buffer (the destination values). Blending is initially
disabled. Use glEnable
and glDisable
with argument
GL_BLEND
to enable and disable blending.
glBlendFunc
defines the operation of blending when it is enabled.
sfactor specifies which method is used to scale the source color
components. dfactor specifies which method is used to scale the
destination color components. The possible methods are described in the
following table. Each method defines four scale factors, one each for
red, green, blue, and alpha. In the table and in subsequent equations,
source and destination color components are referred to as
(R_s,G_sB_sA_s) and
(R_d,G_dB_dA_d). The
color specified by glBlendColor
is referred to as
(R_c,G_cB_cA_c).
They are understood to have integer values between 0 and
(k_R,k_Gk_Bk_A),
where
k_c=2^m_c,-1
and (m_R,m_Gm_Bm_A) is the number of red, green, blue, and alpha bitplanes.
Source and destination scale factors are referred to as (s_R,s_Gs_Bs_A) and (d_R,d_Gd_Bd_A). The scale factors described in the table, denoted (f_R,f_Gf_Bf_A), represent either source or destination factors. All scale factors have range [0,1].
(f_R,f_Gf_Bf_A)
GL_ZERO
(0,000)
GL_ONE
(1,111)
GL_SRC_COLOR
(R_s/k_R,G_s/k_GB_s/k_BA_s/k_A)
GL_ONE_MINUS_SRC_COLOR
(1,111)-(R_s/k_R,G_s/k_GB_s/k_BA_s/k_A)
GL_DST_COLOR
(R_d/k_R,G_d/k_GB_d/k_BA_d/k_A)
GL_ONE_MINUS_DST_COLOR
(1,111)-(R_d/k_R,G_d/k_GB_d/k_BA_d/k_A)
GL_SRC_ALPHA
(A_s/k_A,A_s/k_AA_s/k_AA_s/k_A)
GL_ONE_MINUS_SRC_ALPHA
(1,111)-(A_s/k_A,A_s/k_AA_s/k_AA_s/k_A)
GL_DST_ALPHA
(A_d/k_A,A_d/k_AA_d/k_AA_d/k_A)
GL_ONE_MINUS_DST_ALPHA
(1,111)-(A_d/k_A,A_d/k_AA_d/k_AA_d/k_A)
GL_CONSTANT_COLOR
(R_c,G_cB_cA_c)
GL_ONE_MINUS_CONSTANT_COLOR
(1,111)-(R_c,G_cB_cA_c)
GL_CONSTANT_ALPHA
(A_c,A_cA_cA_c)
GL_ONE_MINUS_CONSTANT_ALPHA
(1,111)-(A_c,A_cA_cA_c)
GL_SRC_ALPHA_SATURATE
(i,ii1)
In the table,
i=minâ¡(A_s,k_A-A_d)/k_A
To determine the blended RGBA values of a pixel when drawing in RGBA mode, the system uses the following equations:
R_d=minâ¡(k_R,R_sâ¢s_R+R_dâ¢d_R)G_d=minâ¡(k_G,G_sâ¢s_G+G_dâ¢d_G)B_d=minâ¡(k_B,B_sâ¢s_B+B_dâ¢d_B)A_d=minâ¡(k_A,A_sâ¢s_A+A_dâ¢d_A)
Despite the apparent precision of the above equations, blending
arithmetic is not exactly specified, because blending operates with
imprecise integer color values. However, a blend factor that should be
equal to 1 is guaranteed not to modify its multiplicand, and a blend
factor equal to 0 reduces its multiplicand to 0. For example, when
sfactor is GL_SRC_ALPHA
, dfactor is
GL_ONE_MINUS_SRC_ALPHA
, and A_s is equal to
k_A, the equations reduce to simple replacement:
R_d=R_sG_d=G_sB_d=B_sA_d=A_s
GL_INVALID_ENUM
is generated if either sfactor or
dfactor is not an accepted value.
GL_INVALID_OPERATION
is generated if glBlendFunc
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Creates and initializes a buffer object’s data store.
Specifies the target buffer object. The symbolic constant must be
GL_ARRAY_BUFFER
, GL_ELEMENT_ARRAY_BUFFER
,
GL_PIXEL_PACK_BUFFER
, or GL_PIXEL_UNPACK_BUFFER
.
Specifies the size in bytes of the buffer object’s new data store.
Specifies a pointer to data that will be copied into the data store for
initialization, or NULL
if no data is to be copied.
Specifies the expected usage pattern of the data store. The symbolic
constant must be GL_STREAM_DRAW
, GL_STREAM_READ
,
GL_STREAM_COPY
, GL_STATIC_DRAW
, GL_STATIC_READ
,
GL_STATIC_COPY
, GL_DYNAMIC_DRAW
, GL_DYNAMIC_READ
,
or GL_DYNAMIC_COPY
.
glBufferData
creates a new data store for the buffer object
currently bound to target. Any pre-existing data store is
deleted. The new data store is created with the specified size in
bytes and usage. If data is not NULL
, the data store
is initialized with data from this pointer. In its initial state, the
new data store is not mapped, it has a NULL
mapped pointer, and
its mapped access is GL_READ_WRITE
.
usage is a hint to the GL implementation as to how a buffer object’s data store will be accessed. This enables the GL implementation to make more intelligent decisions that may significantly impact buffer object performance. It does not, however, constrain the actual usage of the data store. usage can be broken down into two parts: first, the frequency of access (modification and usage), and second, the nature of that access. The frequency of access may be one of these:
The data store contents will be modified once and used at most a few times.
The data store contents will be modified once and used many times.
The data store contents will be modified repeatedly and used many times.
The nature of access may be one of these:
The data store contents are modified by the application, and used as the source for GL drawing and image specification commands.
The data store contents are modified by reading data from the GL, and used to return that data when queried by the application.
The data store contents are modified by reading data from the GL, and used as the source for GL drawing and image specification commands.
GL_INVALID_ENUM
is generated if target is not
GL_ARRAY_BUFFER
, GL_ELEMENT_ARRAY_BUFFER
,
GL_PIXEL_PACK_BUFFER
, or GL_PIXEL_UNPACK_BUFFER
.
GL_INVALID_ENUM
is generated if usage is not
GL_STREAM_DRAW
, GL_STREAM_READ
, GL_STREAM_COPY
,
GL_STATIC_DRAW
, GL_STATIC_READ
, GL_STATIC_COPY
,
GL_DYNAMIC_DRAW
, GL_DYNAMIC_READ
, or
GL_DYNAMIC_COPY
.
GL_INVALID_VALUE
is generated if size is negative.
GL_INVALID_OPERATION
is generated if the reserved buffer object
name 0 is bound to target.
GL_OUT_OF_MEMORY
is generated if the GL is unable to create a
data store with the specified size.
GL_INVALID_OPERATION
is generated if glBufferData
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Updates a subset of a buffer object’s data store.
Specifies the target buffer object. The symbolic constant must be
GL_ARRAY_BUFFER
, GL_ELEMENT_ARRAY_BUFFER
,
GL_PIXEL_PACK_BUFFER
, or GL_PIXEL_UNPACK_BUFFER
.
Specifies the offset into the buffer object’s data store where data replacement will begin, measured in bytes.
Specifies the size in bytes of the data store region being replaced.
Specifies a pointer to the new data that will be copied into the data store.
glBufferSubData
redefines some or all of the data store for the
buffer object currently bound to target. Data starting at byte
offset offset and extending for size bytes is copied to the
data store from the memory pointed to by data. An error is thrown
if offset and size together define a range beyond the bounds
of the buffer object’s data store.
GL_INVALID_ENUM
is generated if target is not
GL_ARRAY_BUFFER
, GL_ELEMENT_ARRAY_BUFFER
,
GL_PIXEL_PACK_BUFFER
, or GL_PIXEL_UNPACK_BUFFER
.
GL_INVALID_VALUE
is generated if offset or size is
negative, or if together they define a region of memory that extends
beyond the buffer object’s allocated data store.
GL_INVALID_OPERATION
is generated if the reserved buffer object
name 0 is bound to target.
GL_INVALID_OPERATION
is generated if the buffer object being
updated is mapped.
GL_INVALID_OPERATION
is generated if glBufferSubData
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Execute a list of display lists.
Specifies the number of display lists to be executed.
Specifies the type of values in lists. Symbolic constants
GL_BYTE
, GL_UNSIGNED_BYTE
, GL_SHORT
,
GL_UNSIGNED_SHORT
, GL_INT
, GL_UNSIGNED_INT
,
GL_FLOAT
, GL_2_BYTES
, GL_3_BYTES
, and
GL_4_BYTES
are accepted.
Specifies the address of an array of name offsets in the display list. The pointer type is void because the offsets can be bytes, shorts, ints, or floats, depending on the value of type.
glCallLists
causes each display list in the list of names passed
as lists to be executed. As a result, the commands saved in each
display list are executed in order, just as if they were called without
using a display list. Names of display lists that have not been defined
are ignored.
glCallLists
provides an efficient means for executing more than
one display list. type allows lists with various name formats to
be accepted. The formats are as follows:
GL_BYTE
lists is treated as an array of signed bytes, each in the range -128 through 127.
GL_UNSIGNED_BYTE
lists is treated as an array of unsigned bytes, each in the range 0 through 255.
GL_SHORT
lists is treated as an array of signed two-byte integers, each in the range -32768 through 32767.
GL_UNSIGNED_SHORT
lists is treated as an array of unsigned two-byte integers, each in the range 0 through 65535.
GL_INT
lists is treated as an array of signed four-byte integers.
GL_UNSIGNED_INT
lists is treated as an array of unsigned four-byte integers.
GL_FLOAT
lists is treated as an array of four-byte floating-point values.
GL_2_BYTES
lists is treated as an array of unsigned bytes. Each pair of bytes specifies a single display-list name. The value of the pair is computed as 256 times the unsigned value of the first byte plus the unsigned value of the second byte.
GL_3_BYTES
lists is treated as an array of unsigned bytes. Each triplet of bytes specifies a single display-list name. The value of the triplet is computed as 65536 times the unsigned value of the first byte, plus 256 times the unsigned value of the second byte, plus the unsigned value of the third byte.
GL_4_BYTES
lists is treated as an array of unsigned bytes. Each quadruplet of bytes specifies a single display-list name. The value of the quadruplet is computed as 16777216 times the unsigned value of the first byte, plus 65536 times the unsigned value of the second byte, plus 256 times the unsigned value of the third byte, plus the unsigned value of the fourth byte.
The list of display-list names is not null-terminated. Rather, n specifies how many names are to be taken from lists.
An additional level of indirection is made available with the
glListBase
command, which specifies an unsigned offset that is
added to each display-list name specified in lists before that
display list is executed.
glCallLists
can appear inside a display list. To avoid the
possibility of infinite recursion resulting from display lists calling
one another, a limit is placed on the nesting level of display lists
during display-list execution. This limit must be at least 64, and it
depends on the implementation.
GL state is not saved and restored across a call to glCallLists
.
Thus, changes made to GL state during the execution of the display lists
remain after execution is completed. Use glPushAttrib
,
glPopAttrib
, glPushMatrix
, and glPopMatrix
to
preserve GL state across glCallLists
calls.
GL_INVALID_VALUE
is generated if n is negative.
GL_INVALID_ENUM
is generated if type is not one of
GL_BYTE
, GL_UNSIGNED_BYTE
, GL_SHORT
,
GL_UNSIGNED_SHORT
, GL_INT
, GL_UNSIGNED_INT
,
GL_FLOAT
, GL_2_BYTES
, GL_3_BYTES
,
GL_4_BYTES
.
Execute a display list.
Specifies the integer name of the display list to be executed.
glCallList
causes the named display list to be executed. The
commands saved in the display list are executed in order, just as if
they were called without using a display list. If list has not
been defined as a display list, glCallList
is ignored.
glCallList
can appear inside a display list. To avoid the
possibility of infinite recursion resulting from display lists calling
one another, a limit is placed on the nesting level of display lists
during display-list execution. This limit is at least 64, and it
depends on the implementation.
GL state is not saved and restored across a call to glCallList
.
Thus, changes made to GL state during the execution of a display list
remain after execution of the display list is completed. Use
glPushAttrib
, glPopAttrib
, glPushMatrix
, and
glPopMatrix
to preserve GL state across glCallList
calls.
Specify clear values for the accumulation buffer.
Specify the red, green, blue, and alpha values used when the accumulation buffer is cleared. The initial values are all 0.
glClearAccum
specifies the red, green, blue, and alpha values
used by glClear
to clear the accumulation buffer.
Values specified by glClearAccum
are clamped to the range
[-1,1].
GL_INVALID_OPERATION
is generated if glClearAccum
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Specify clear values for the color buffers.
Specify the red, green, blue, and alpha values used when the color buffers are cleared. The initial values are all 0.
glClearColor
specifies the red, green, blue, and alpha values
used by glClear
to clear the color buffers. Values specified by
glClearColor
are clamped to the range [0,1].
GL_INVALID_OPERATION
is generated if glClearColor
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Specify the clear value for the depth buffer.
Specifies the depth value used when the depth buffer is cleared. The initial value is 1.
glClearDepth
specifies the depth value used by glClear
to
clear the depth buffer. Values specified by glClearDepth
are
clamped to the range [0,1].
GL_INVALID_OPERATION
is generated if glClearDepth
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Specify the clear value for the color index buffers.
Specifies the index used when the color index buffers are cleared. The initial value is 0.
glClearIndex
specifies the index used by glClear
to clear
the color index buffers. c is not clamped. Rather, c is
converted to a fixed-point value with unspecified precision to the right
of the binary point. The integer part of this value is then masked with
2^m-1, where m is the number of bits in a color
index stored in the frame buffer.
GL_INVALID_OPERATION
is generated if glClearIndex
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Specify the clear value for the stencil buffer.
Specifies the index used when the stencil buffer is cleared. The initial value is 0.
glClearStencil
specifies the index used by glClear
to
clear the stencil buffer. s is masked with 2^m-1, where
m is the number of bits in the stencil buffer.
GL_INVALID_OPERATION
is generated if glClearStencil
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Clear buffers to preset values.
Bitwise OR of masks that indicate the buffers to be cleared. The four
masks are GL_COLOR_BUFFER_BIT
, GL_DEPTH_BUFFER_BIT
,
GL_ACCUM_BUFFER_BIT
, and GL_STENCIL_BUFFER_BIT
.
glClear
sets the bitplane area of the window to values previously
selected by glClearColor
, glClearIndex
,
glClearDepth
, glClearStencil
, and glClearAccum
.
Multiple color buffers can be cleared simultaneously by selecting more
than one buffer at a time using glDrawBuffer
.
The pixel ownership test, the scissor test, dithering, and the buffer
writemasks affect the operation of glClear
. The scissor box
bounds the cleared region. Alpha function, blend function, logical
operation, stenciling, texture mapping, and depth-buffering are ignored
by glClear
.
glClear
takes a single argument that is the bitwise OR of several
values indicating which buffer is to be cleared.
The values are as follows:
GL_COLOR_BUFFER_BIT
Indicates the buffers currently enabled for color writing.
GL_DEPTH_BUFFER_BIT
Indicates the depth buffer.
GL_ACCUM_BUFFER_BIT
Indicates the accumulation buffer.
GL_STENCIL_BUFFER_BIT
Indicates the stencil buffer.
The value to which each buffer is cleared depends on the setting of the clear value for that buffer.
GL_INVALID_VALUE
is generated if any bit other than the four
defined bits is set in mask.
GL_INVALID_OPERATION
is generated if glClear
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Select active texture unit.
Specifies which texture unit to make active. The number of texture
units is implementation dependent, but must be at least two.
texture must be one of GL_TEXTURE
i, where i
ranges from 0 to the value of GL_MAX_TEXTURE_COORDS
- 1, which is
an implementation-dependent value. The initial value is
GL_TEXTURE0
.
glClientActiveTexture
selects the vertex array client state
parameters to be modified by glTexCoordPointer
, and enabled or
disabled with glEnableClientState
or glDisableClientState
,
respectively, when called with a parameter of
GL_TEXTURE_COORD_ARRAY
.
GL_INVALID_ENUM
is generated if texture is not one of
GL_TEXTURE
i, where i ranges from 0 to the value of
GL_MAX_TEXTURE_COORDS
- 1.
Specify a plane against which all geometry is clipped.
Specifies which clipping plane is being positioned. Symbolic names of
the form GL_CLIP_PLANE
i, where i is an integer
between 0 and GL_MAX_CLIP_PLANES
-1, are accepted.
Specifies the address of an array of four double-precision floating-point values. These values are interpreted as a plane equation.
Geometry is always clipped against the boundaries of a six-plane frustum
in x, y, and z. glClipPlane
allows the
specification of additional planes, not necessarily perpendicular to the
x, y, or z axis, against which all geometry is
clipped. To determine the maximum number of additional clipping planes,
call glGetIntegerv
with argument GL_MAX_CLIP_PLANES
. All
implementations support at least six such clipping planes. Because the
resulting clipping region is the intersection of the defined
half-spaces, it is always convex.
glClipPlane
specifies a half-space using a four-component plane
equation. When glClipPlane
is called, equation is
transformed by the inverse of the modelview matrix and stored in the
resulting eye coordinates. Subsequent changes to the modelview matrix
have no effect on the stored plane-equation components. If the dot
product of the eye coordinates of a vertex with the stored plane
equation components is positive or zero, the vertex is in with
respect to that clipping plane. Otherwise, it is out.
To enable and disable clipping planes, call glEnable
and
glDisable
with the argument GL_CLIP_PLANE
i, where
i is the plane number.
All clipping planes are initially defined as (0, 0, 0, 0) in eye coordinates and are disabled.
GL_INVALID_ENUM
is generated if plane is not an accepted
value.
GL_INVALID_OPERATION
is generated if glClipPlane
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Enable and disable writing of frame buffer color components.
Specify whether red, green, blue, and alpha can or cannot be written
into the frame buffer. The initial values are all GL_TRUE
,
indicating that the color components can be written.
glColorMask
specifies whether the individual color components in
the frame buffer can or cannot be written. If red is
GL_FALSE
, for example, no change is made to the red component of
any pixel in any of the color buffers, regardless of the drawing
operation attempted.
Changes to individual bits of components cannot be controlled. Rather, changes are either enabled or disabled for entire color components.
GL_INVALID_OPERATION
is generated if glColorMask
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Cause a material color to track the current color.
Specifies whether front, back, or both front and back material
parameters should track the current color. Accepted values are
GL_FRONT
, GL_BACK
, and GL_FRONT_AND_BACK
. The
initial value is GL_FRONT_AND_BACK
.
Specifies which of several material parameters track the current color.
Accepted values are GL_EMISSION
, GL_AMBIENT
,
GL_DIFFUSE
, GL_SPECULAR
, and
GL_AMBIENT_AND_DIFFUSE
. The initial value is
GL_AMBIENT_AND_DIFFUSE
.
glColorMaterial
specifies which material parameters track the
current color. When GL_COLOR_MATERIAL
is enabled, the material
parameter or parameters specified by mode, of the material or
materials specified by face, track the current color at all times.
To enable and disable GL_COLOR_MATERIAL
, call glEnable
and
glDisable
with argument GL_COLOR_MATERIAL
.
GL_COLOR_MATERIAL
is initially disabled.
GL_INVALID_ENUM
is generated if face or mode is not
an accepted value.
GL_INVALID_OPERATION
is generated if glColorMaterial
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Define an array of colors.
Specifies the number of components per color. Must be 3 or 4. The initial value is 4.
Specifies the data type of each color component in the array. Symbolic
constants GL_BYTE
, GL_UNSIGNED_BYTE
, GL_SHORT
,
GL_UNSIGNED_SHORT
, GL_INT
, GL_UNSIGNED_INT
,
GL_FLOAT
, and GL_DOUBLE
are accepted. The initial value
is GL_FLOAT
.
Specifies the byte offset between consecutive colors. If stride is 0, the colors are understood to be tightly packed in the array. The initial value is 0.
Specifies a pointer to the first component of the first color element in the array. The initial value is 0.
glColorPointer
specifies the location and data format of an array
of color components to use when rendering. size specifies the
number of components per color, and must be 3 or 4. type
specifies the data type of each color component, and stride
specifies the byte stride from one color to the next, allowing vertices
and attributes to be packed into a single array or stored in separate
arrays. (Single-array storage may be more efficient on some
implementations; see glInterleavedArrays
.)
If a non-zero named buffer object is bound to the GL_ARRAY_BUFFER
target (see glBindBuffer
) while a color array is specified,
pointer is treated as a byte offset into the buffer object’s data
store. Also, the buffer object binding (GL_ARRAY_BUFFER_BINDING
)
is saved as color vertex array client-side state
(GL_COLOR_ARRAY_BUFFER_BINDING
).
When a color array is specified, size, type, stride, and pointer are saved as client-side state, in addition to the current vertex array buffer object binding.
To enable and disable the color array, call glEnableClientState
and glDisableClientState
with the argument GL_COLOR_ARRAY
.
If enabled, the color array is used when glDrawArrays
,
glMultiDrawArrays
, glDrawElements
,
glMultiDrawElements
, glDrawRangeElements
, or
glArrayElement
is called.
GL_INVALID_VALUE
is generated if size is not 3 or 4.
GL_INVALID_ENUM
is generated if type is not an accepted
value.
GL_INVALID_VALUE
is generated if stride is negative.
Respecify a portion of a color table.
Must be one of GL_COLOR_TABLE
,
GL_POST_CONVOLUTION_COLOR_TABLE
, or
GL_POST_COLOR_MATRIX_COLOR_TABLE
.
The starting index of the portion of the color table to be replaced.
The number of table entries to replace.
The format of the pixel data in data. The allowable values are
GL_RED
, GL_GREEN
, GL_BLUE
, GL_ALPHA
,
GL_LUMINANCE
, GL_LUMINANCE_ALPHA
, GL_RGB
,
GL_BGR
, GL_RGBA
, and GL_BGRA
.
The type of the pixel data in data. The allowable values are
GL_UNSIGNED_BYTE
, GL_BYTE
, 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
.
Pointer to a one-dimensional array of pixel data that is processed to replace the specified region of the color table.
glColorSubTable
is used to respecify a contiguous portion of a
color table previously defined using glColorTable
. The pixels
referenced by data replace the portion of the existing table from
indices start to start+count-1, inclusive. This
region may not include any entries outside the range of the color table
as it was originally specified. It is not an error to specify a
subtexture with width of 0, but such a specification has no effect.
If a non-zero named buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer
) while a
portion of a color table is respecified, data is treated as a byte
offset into the buffer object’s data store.
GL_INVALID_ENUM
is generated if target is not one of the
allowable values.
GL_INVALID_ENUM
is generated if format is not one of the
allowable values.
GL_INVALID_ENUM
is generated if type is not one of the
allowable values.
GL_INVALID_VALUE
is generated if
start+count>width.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data
would be unpacked from the buffer object such that the memory reads
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and data
is not evenly divisible into the number of bytes needed to store in
memory a datum indicated by type.
GL_INVALID_OPERATION
is generated if glColorSubTable
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Set color lookup table parameters.
The target color table. Must be GL_COLOR_TABLE
,
GL_POST_CONVOLUTION_COLOR_TABLE
, or
GL_POST_COLOR_MATRIX_COLOR_TABLE
.
The symbolic name of a texture color lookup table parameter. Must be
one of GL_COLOR_TABLE_SCALE
or GL_COLOR_TABLE_BIAS
.
A pointer to an array where the values of the parameters are stored.
glColorTableParameter
is used to specify the scale factors and
bias terms applied to color components when they are loaded into a color
table. target indicates which color table the scale and bias
terms apply to; it must be set to GL_COLOR_TABLE
,
GL_POST_CONVOLUTION_COLOR_TABLE
, or
GL_POST_COLOR_MATRIX_COLOR_TABLE
.
pname must be GL_COLOR_TABLE_SCALE
to set the scale
factors. In this case, params points to an array of four values,
which are the scale factors for red, green, blue, and alpha, in that
order.
pname must be GL_COLOR_TABLE_BIAS
to set the bias terms. In
this case, params points to an array of four values, which are the
bias terms for red, green, blue, and alpha, in that order.
The color tables themselves are specified by calling
glColorTable
.
GL_INVALID_ENUM
is generated if target or pname is
not an acceptable value.
GL_INVALID_OPERATION
is generated if glColorTableParameter
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Define a color lookup table.
Must be one of GL_COLOR_TABLE
,
GL_POST_CONVOLUTION_COLOR_TABLE
,
GL_POST_COLOR_MATRIX_COLOR_TABLE
, GL_PROXY_COLOR_TABLE
,
GL_PROXY_POST_CONVOLUTION_COLOR_TABLE
, or
GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE
.
The internal format of the color table. The allowable values are
GL_ALPHA
, GL_ALPHA4
, GL_ALPHA8
, GL_ALPHA12
,
GL_ALPHA16
, GL_LUMINANCE
, GL_LUMINANCE4
,
GL_LUMINANCE8
, GL_LUMINANCE12
, GL_LUMINANCE16
,
GL_LUMINANCE_ALPHA
, GL_LUMINANCE4_ALPHA4
,
GL_LUMINANCE6_ALPHA2
, GL_LUMINANCE8_ALPHA8
,
GL_LUMINANCE12_ALPHA4
, GL_LUMINANCE12_ALPHA12
,
GL_LUMINANCE16_ALPHA16
, GL_INTENSITY
,
GL_INTENSITY4
, GL_INTENSITY8
, GL_INTENSITY12
,
GL_INTENSITY16
, GL_R3_G3_B2
, GL_RGB
,
GL_RGB4
, GL_RGB5
, GL_RGB8
, GL_RGB10
,
GL_RGB12
, GL_RGB16
, GL_RGBA
, GL_RGBA2
,
GL_RGBA4
, GL_RGB5_A1
, GL_RGBA8
, GL_RGB10_A2
,
GL_RGBA12
, and GL_RGBA16
.
The number of entries in the color lookup table specified by data.
The format of the pixel data in data. The allowable values are
GL_RED
, GL_GREEN
, GL_BLUE
, GL_ALPHA
,
GL_LUMINANCE
, GL_LUMINANCE_ALPHA
, GL_RGB
,
GL_BGR
, GL_RGBA
, and GL_BGRA
.
The type of the pixel data in data. The allowable values are
GL_UNSIGNED_BYTE
, GL_BYTE
, 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
.
Pointer to a one-dimensional array of pixel data that is processed to build the color table.
glColorTable
may be used in two ways: to test the actual size and
color resolution of a lookup table given a particular set of parameters,
or to load the contents of a color lookup table. Use the targets
GL_PROXY_*
for the first case and the other targets for the
second case.
If a non-zero named buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer
) while a
color table is specified, data is treated as a byte offset into
the buffer object’s data store.
If target is GL_COLOR_TABLE
,
GL_POST_CONVOLUTION_COLOR_TABLE
, or
GL_POST_COLOR_MATRIX_COLOR_TABLE
, glColorTable
builds a
color lookup table from an array of pixels. The pixel array specified
by width, format, type, and data is extracted
from memory and processed just as if glDrawPixels
were called,
but processing stops after the final expansion to RGBA is completed.
The four scale parameters and the four bias parameters that are defined
for the table are then used to scale and bias the R, G, B, and A
components of each pixel. (Use glColorTableParameter
to set
these scale and bias parameters.)
Next, the R, G, B, and A values are clamped to the range [0,1]. Each pixel is then converted to the internal format specified by internalformat. This conversion simply maps the component values of the pixel (R, G, B, and A) to the values included in the internal format (red, green, blue, alpha, luminance, and intensity). The mapping is as follows:
Red, Green, Blue, Alpha, Luminance, Intensity
GL_ALPHA
, , , A , ,
GL_LUMINANCE
, , , , R ,
GL_LUMINANCE_ALPHA
, , , A , R ,
GL_INTENSITY
, , , , , R
GL_RGB
R , G , B , , ,
GL_RGBA
R , G , B , A , ,
Finally, the red, green, blue, alpha, luminance, and/or intensity components of the resulting pixels are stored in the color table. They form a one-dimensional table with indices in the range [0,width-1].
If target is GL_PROXY_*
, glColorTable
recomputes and
stores the values of the proxy color table’s state variables
GL_COLOR_TABLE_FORMAT
, GL_COLOR_TABLE_WIDTH
,
GL_COLOR_TABLE_RED_SIZE
, GL_COLOR_TABLE_GREEN_SIZE
,
GL_COLOR_TABLE_BLUE_SIZE
, GL_COLOR_TABLE_ALPHA_SIZE
,
GL_COLOR_TABLE_LUMINANCE_SIZE
, and
GL_COLOR_TABLE_INTENSITY_SIZE
. There is no effect on the image
or state of any actual color table. If the specified color table is too
large to be supported, then all the proxy state variables listed above
are set to zero. Otherwise, the color table could be supported by
glColorTable
using the corresponding non-proxy target, and the
proxy state variables are set as if that target were being defined.
The proxy state variables can be retrieved by calling
glGetColorTableParameter
with a target of GL_PROXY_*
. This
allows the application to decide if a particular glColorTable
command would succeed, and to determine what the resulting color table
attributes would be.
If a color table is enabled, and its width is non-zero, then its contents are used to replace a subset of the components of each RGBA pixel group, based on the internal format of the table.
Each pixel group has color components (R, G, B, A) that are in the range [0.0,1.0]. The color components are rescaled to the size of the color lookup table to form an index. Then a subset of the components based on the internal format of the table are replaced by the table entry selected by that index. If the color components and contents of the table are represented as follows:
Meaning
r
Table index computed from R
g
Table index computed from G
b
Table index computed from B
a
Table index computed from A
L[i]
Luminance value at table index i
I[i]
Intensity value at table index i
R[i]
Red value at table index i
G[i]
Green value at table index i
B[i]
Blue value at table index i
A[i]
Alpha value at table index i
then the result of color table lookup is as follows:
Resulting Texture Components
R, G, B, A
GL_ALPHA
R
, G
, B
, A[a]
GL_LUMINANCE
L[r]
, L[g]
, L[b]
, At
GL_LUMINANCE_ALPHA
L[r]
, L[g]
, L[b]
, A[a]
GL_INTENSITY
I[r]
, I[g]
, I[b]
, I[a]
GL_RGB
R[r]
, G[g]
, B[b]
, A
GL_RGBA
R[r]
, G[g]
, B[b]
, A[a]
When GL_COLOR_TABLE
is enabled, the colors resulting from the
pixel map operation (if it is enabled) are mapped by the color lookup
table before being passed to the convolution operation. The colors
resulting from the convolution operation are modified by the post
convolution color lookup table when
GL_POST_CONVOLUTION_COLOR_TABLE
is enabled. These modified
colors are then sent to the color matrix operation. Finally, if
GL_POST_COLOR_MATRIX_COLOR_TABLE
is enabled, the colors resulting
from the color matrix operation are mapped by the post color matrix
color lookup table before being used by the histogram operation.
GL_INVALID_ENUM
is generated if target is not one of the
allowable values.
GL_INVALID_ENUM
is generated if internalformat is not one
of the allowable values.
GL_INVALID_ENUM
is generated if format is not one of the
allowable values.
GL_INVALID_ENUM
is generated if type is not one of the
allowable values.
GL_INVALID_VALUE
is generated if width is less than zero.
GL_TABLE_TOO_LARGE
is generated if the requested color table is
too large to be supported by the implementation, and target is not
a GL_PROXY_*
target.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data
would be unpacked from the buffer object such that the memory reads
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and data
is not evenly divisible into the number of bytes needed to store in
memory a datum indicated by type.
GL_INVALID_OPERATION
is generated if glColorTable
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Set the current color.
Specify new red, green, and blue values for the current color.
Specifies a new alpha value for the current color. Included only in the
four-argument glColor4
commands.
The GL stores both a current single-valued color index and a current
four-valued RGBA color. glColor
sets a new four-valued RGBA
color. glColor
has two major variants: glColor3
and
glColor4
. glColor3
variants specify new red, green, and
blue values explicitly and set the current alpha value to 1.0 (full
intensity) implicitly. glColor4
variants specify all four color
components explicitly.
glColor3b
, glColor4b
, glColor3s
, glColor4s
,
glColor3i
, and glColor4i
take three or four signed byte,
short, or long integers as arguments. When v is appended to
the name, the color commands can take a pointer to an array of such
values.
Current color values are stored in floating-point format, with unspecified mantissa and exponent sizes. Unsigned integer color components, when specified, are linearly mapped to floating-point values such that the largest representable value maps to 1.0 (full intensity), and 0 maps to 0.0 (zero intensity). Signed integer color components, when specified, are linearly mapped to floating-point values such that the most positive representable 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.) Floating-point values are mapped directly.
Neither floating-point nor signed integer values are clamped to the range [0,1] before the current color is updated. However, color components are clamped to this range before they are interpolated or written into a color buffer.
Compiles a shader object.
Specifies the shader object to be compiled.
glCompileShader
compiles the source code strings that have been
stored in the shader object specified by shader.
The compilation status will be stored as part of the shader object’s
state. This value will be set to GL_TRUE
if the shader was
compiled without errors and is ready for use, and GL_FALSE
otherwise. It can be queried by calling glGetShader
with
arguments shader and GL_COMPILE_STATUS
.
Compilation of a shader can fail for a number of reasons as specified by
the OpenGL Shading Language Specification. Whether or not the
compilation was successful, information about the compilation can be
obtained from the shader object’s information log by calling
glGetShaderInfoLog
.
GL_INVALID_VALUE
is generated if shader is not a value
generated by OpenGL.
GL_INVALID_OPERATION
is generated if shader is not a shader
object.
GL_INVALID_OPERATION
is generated if glCompileShader
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Specify a one-dimensional texture image in a compressed format.
Specifies the target texture. Must be GL_TEXTURE_1D
or
GL_PROXY_TEXTURE_1D
.
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
Specifies the format of the compressed image data stored at address data.
Specifies the width of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2^n+2â¡(border,) for some integer n. All implementations support texture images that are at least 64 texels wide. The height of the 1D texture image is 1.
Specifies the width of the border. Must be either 0 or 1.
Specifies the number of unsigned bytes of image data starting at the address specified by data.
Specifies a pointer to the compressed image data in memory.
Texturing maps a portion of a specified texture image onto each
graphical primitive for which texturing is enabled. To enable and
disable one-dimensional texturing, call glEnable
and
glDisable
with argument GL_TEXTURE_1D
.
glCompressedTexImage1D
loads a previously defined, and retrieved,
compressed one-dimensional texture image if target is
GL_TEXTURE_1D
(see glTexImage1D
).
If target is GL_PROXY_TEXTURE_1D
, no data is read from
data, but all of the texture image state is recalculated, checked
for consistency, and checked against the implementation’s capabilities.
If the implementation cannot handle a texture of the requested texture
size, it sets all of the image state to 0, but does not generate an
error (see glGetError
). To query for an entire mipmap array, use
an image array level greater than or equal to 1.
internalformat must be extension-specified compressed-texture
format. When a texture is loaded with glTexImage1D
using a
generic compressed texture format (e.g., GL_COMPRESSED_RGB
) the
GL selects from one of its extensions supporting compressed textures. In
order to load the compressed texture image using
glCompressedTexImage1D
, query the compressed texture image’s size
and format using glGetTexLevelParameter
.
If a non-zero named buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer
) while a
texture image is specified, data is treated as a byte offset into
the buffer object’s data store.
GL_INVALID_ENUM
is generated if internalformat is one of
the generic compressed internal formats: GL_COMPRESSED_ALPHA
,
GL_COMPRESSED_LUMINANCE
, GL_COMPRESSED_LUMINANCE_ALPHA
,
GL_COMPRESSED_INTENSITY
, GL_COMPRESSED_RGB
, or
GL_COMPRESSED_RGBA
.
GL_INVALID_VALUE
is generated if imageSize is not
consistent with the format, dimensions, and contents of the specified
compressed image data.
GL_INVALID_OPERATION
is generated if parameter combinations are
not supported by the specific compressed internal format as specified in
the specific texture compression extension.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data
would be unpacked from the buffer object such that the memory reads
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if
glCompressedTexImage1D
is executed between the execution of
glBegin
and the corresponding execution of glEnd
.
Undefined results, including abnormal program termination, are generated if data is not encoded in a manner consistent with the extension specification defining the internal compression format.
Specify a two-dimensional texture image in a compressed format.
Specifies the target texture. Must be GL_TEXTURE_2D
,
GL_PROXY_TEXTURE_2D
, GL_TEXTURE_CUBE_MAP_POSITIVE_X
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
, or
GL_PROXY_TEXTURE_CUBE_MAP
.
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
Specifies the format of the compressed image data stored at address data.
Specifies the width of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2^n+2â¡(border,) for some integer n. All implementations support 2D texture images that are at least 64 texels wide and cube-mapped texture images that are at least 16 texels wide.
Specifies the height of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be Must be 2^n+2â¡(border,) for some integer n. All implementations support 2D texture images that are at least 64 texels high and cube-mapped texture images that are at least 16 texels high.
Specifies the width of the border. Must be either 0 or 1.
Specifies the number of unsigned bytes of image data starting at the address specified by data.
Specifies a pointer to the compressed image data in memory.
Texturing maps a portion of a specified texture image onto each
graphical primitive for which texturing is enabled. To enable and
disable two-dimensional texturing, call glEnable
and
glDisable
with argument GL_TEXTURE_2D
. To enable and
disable texturing using cube-mapped textures, call glEnable
and
glDisable
with argument GL_TEXTURE_CUBE_MAP
.
glCompressedTexImage2D
loads a previously defined, and retrieved,
compressed two-dimensional texture image if target is
GL_TEXTURE_2D
(see glTexImage2D
).
If target is GL_PROXY_TEXTURE_2D
, no data is read from
data, but all of the texture image state is recalculated, checked
for consistency, and checked against the implementation’s capabilities.
If the implementation cannot handle a texture of the requested texture
size, it sets all of the image state to 0, but does not generate an
error (see glGetError
). To query for an entire mipmap array, use
an image array level greater than or equal to 1.
internalformat must be an extension-specified compressed-texture
format. When a texture is loaded with glTexImage2D
using a
generic compressed texture format (e.g., GL_COMPRESSED_RGB
), the
GL selects from one of its extensions supporting compressed textures. In
order to load the compressed texture image using
glCompressedTexImage2D
, query the compressed texture image’s size
and format using glGetTexLevelParameter
.
If a non-zero named buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer
) while a
texture image is specified, data is treated as a byte offset into
the buffer object’s data store.
GL_INVALID_ENUM
is generated if internalformat is one of
the generic compressed internal formats: GL_COMPRESSED_ALPHA
,
GL_COMPRESSED_LUMINANCE
, GL_COMPRESSED_LUMINANCE_ALPHA
,
GL_COMPRESSED_INTENSITY
, GL_COMPRESSED_RGB
, or
GL_COMPRESSED_RGBA
.
GL_INVALID_VALUE
is generated if imageSize is not
consistent with the format, dimensions, and contents of the specified
compressed image data.
GL_INVALID_OPERATION
is generated if parameter combinations are
not supported by the specific compressed internal format as specified in
the specific texture compression extension.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data
would be unpacked from the buffer object such that the memory reads
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if
glCompressedTexImage2D
is executed between the execution of
glBegin
and the corresponding execution of glEnd
.
Undefined results, including abnormal program termination, are generated if data is not encoded in a manner consistent with the extension specification defining the internal compression format.
Specify a three-dimensional texture image in a compressed format.
Specifies the target texture. Must be GL_TEXTURE_3D
or
GL_PROXY_TEXTURE_3D
.
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
Specifies the format of the compressed image data stored at address data.
Specifies the width of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2^n+2â¡(border,) for some integer n. All implementations support 3D texture images that are at least 16 texels wide.
Specifies the height of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2^n+2â¡(border,) for some integer n. All implementations support 3D texture images that are at least 16 texels high.
Specifies the depth of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2^n+2â¡(border,) for some integer n. All implementations support 3D texture images that are at least 16 texels deep.
Specifies the width of the border. Must be either 0 or 1.
Specifies the number of unsigned bytes of image data starting at the address specified by data.
Specifies a pointer to the compressed image data in memory.
Texturing maps a portion of a specified texture image onto each
graphical primitive for which texturing is enabled. To enable and
disable three-dimensional texturing, call glEnable
and
glDisable
with argument GL_TEXTURE_3D
.
glCompressedTexImage3D
loads a previously defined, and retrieved,
compressed three-dimensional texture image if target is
GL_TEXTURE_3D
(see glTexImage3D
).
If target is GL_PROXY_TEXTURE_3D
, no data is read from
data, but all of the texture image state is recalculated, checked
for consistency, and checked against the implementation’s capabilities.
If the implementation cannot handle a texture of the requested texture
size, it sets all of the image state to 0, but does not generate an
error (see glGetError
). To query for an entire mipmap array, use
an image array level greater than or equal to 1.
internalformat must be an extension-specified compressed-texture
format. When a texture is loaded with glTexImage2D
using a
generic compressed texture format (e.g., GL_COMPRESSED_RGB
), the
GL selects from one of its extensions supporting compressed textures. In
order to load the compressed texture image using
glCompressedTexImage3D
, query the compressed texture image’s size
and format using glGetTexLevelParameter
.
If a non-zero named buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer
) while a
texture image is specified, data is treated as a byte offset into
the buffer object’s data store.
GL_INVALID_ENUM
is generated if internalformat is one of
the generic compressed internal formats: GL_COMPRESSED_ALPHA
,
GL_COMPRESSED_LUMINANCE
, GL_COMPRESSED_LUMINANCE_ALPHA
,
GL_COMPRESSED_INTENSITY
, GL_COMPRESSED_RGB
, or
GL_COMPRESSED_RGBA
.
GL_INVALID_VALUE
is generated if imageSize is not
consistent with the format, dimensions, and contents of the specified
compressed image data.
GL_INVALID_OPERATION
is generated if parameter combinations are
not supported by the specific compressed internal format as specified in
the specific texture compression extension.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data
would be unpacked from the buffer object such that the memory reads
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if
glCompressedTexImage3D
is executed between the execution of
glBegin
and the corresponding execution of glEnd
.
Undefined results, including abnormal program termination, are generated if data is not encoded in a manner consistent with the extension specification defining the internal compression format.
Specify a one-dimensional texture subimage in a compressed format.
Specifies the target texture. Must be GL_TEXTURE_1D
.
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
Specifies a texel offset in the x direction within the texture array.
Specifies the width of the texture subimage.
Specifies the format of the compressed image data stored at address data.
Specifies the number of unsigned bytes of image data starting at the address specified by data.
Specifies a pointer to the compressed image data in memory.
Texturing maps a portion of a specified texture image onto each
graphical primitive for which texturing is enabled. To enable and
disable one-dimensional texturing, call glEnable
and
glDisable
with argument GL_TEXTURE_1D
.
glCompressedTexSubImage1D
redefines a contiguous subregion of an
existing one-dimensional texture image. The texels referenced by
data replace the portion of the existing texture array with x
indices xoffset and xoffset+width-1, inclusive.
This region may not include any texels outside the range of the texture
array as it was originally specified. It is not an error to specify a
subtexture with width of 0, but such a specification has no effect.
format must be an extension-specified compressed-texture format.
The format of the compressed texture image is selected by the GL
implementation that compressed it (see glTexImage1D
), and should
be queried at the time the texture was compressed with
glGetTexLevelParameter
.
If a non-zero named buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer
) while a
texture image is specified, data is treated as a byte offset into
the buffer object’s data store.
GL_INVALID_ENUM
is generated if format is one of these
generic compressed internal formats: GL_COMPRESSED_ALPHA
,
GL_COMPRESSED_LUMINANCE
, GL_COMPRESSED_LUMINANCE_ALPHA
,
GL_COMPRESSED_INTENSITY
, GL_COMPRESSED_RGB
,
GL_COMPRESSED_RGBA
, GL_COMPRESSED_SLUMINANCE
,
GL_COMPRESSED_SLUMINANCE_ALPHA
, GL_COMPRESSED_SRGB
,
GL_COMPRESSED_SRGBA
, or GL_COMPRESSED_SRGB_ALPHA
.
GL_INVALID_VALUE
is generated if imageSize is not
consistent with the format, dimensions, and contents of the specified
compressed image data.
GL_INVALID_OPERATION
is generated if parameter combinations are
not supported by the specific compressed internal format as specified in
the specific texture compression extension.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data
would be unpacked from the buffer object such that the memory reads
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if
glCompressedTexSubImage1D
is executed between the execution of
glBegin
and the corresponding execution of glEnd
.
Undefined results, including abnormal program termination, are generated if data is not encoded in a manner consistent with the extension specification defining the internal compression format.
Specify a two-dimensional texture subimage in a compressed format.
Specifies the target texture. Must be GL_TEXTURE_2D
,
GL_TEXTURE_CUBE_MAP_POSITIVE_X
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z
, or
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
.
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
Specifies a texel offset in the x direction within the texture array.
Specifies a texel offset in the y direction within the texture array.
Specifies the width of the texture subimage.
Specifies the height of the texture subimage.
Specifies the format of the compressed image data stored at address data.
Specifies the number of unsigned bytes of image data starting at the address specified by data.
Specifies a pointer to the compressed image data in memory.
Texturing maps a portion of a specified texture image onto each
graphical primitive for which texturing is enabled. To enable and
disable two-dimensional texturing, call glEnable
and
glDisable
with argument GL_TEXTURE_2D
. To enable and
disable texturing using cube-mapped texture, call glEnable
and
glDisable
with argument GL_TEXTURE_CUBE_MAP
.
glCompressedTexSubImage2D
redefines a contiguous subregion of an
existing two-dimensional texture image. The texels referenced by
data replace the portion of the existing texture array with x
indices xoffset and xoffset+width-1, and the y
indices yoffset and yoffset+height-1, inclusive.
This region may not include any texels outside the range of the texture
array as it was originally specified. It is not an error to specify a
subtexture with width of 0, but such a specification has no effect.
format must be an extension-specified compressed-texture format.
The format of the compressed texture image is selected by the GL
implementation that compressed it (see glTexImage2D
) and should
be queried at the time the texture was compressed with
glGetTexLevelParameter
.
If a non-zero named buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer
) while a
texture image is specified, data is treated as a byte offset into
the buffer object’s data store.
GL_INVALID_ENUM
is generated if format is one of these
generic compressed internal formats: GL_COMPRESSED_ALPHA
,
GL_COMPRESSED_LUMINANCE
, GL_COMPRESSED_LUMINANCE_ALPHA
,
GL_COMPRESSED_INTENSITY
, GL_COMPRESSED_RGB
,
GL_COMPRESSED_RGBA
, GL_COMPRESSED_SLUMINANCE
,
GL_COMPRESSED_SLUMINANCE_ALPHA
, GL_COMPRESSED_SRGB
,
GL_COMPRESSED_SRGBA
, or GL_COMPRESSED_SRGB_ALPHA
.
GL_INVALID_VALUE
is generated if imageSize is not
consistent with the format, dimensions, and contents of the specified
compressed image data.
GL_INVALID_OPERATION
is generated if parameter combinations are
not supported by the specific compressed internal format as specified in
the specific texture compression extension.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data
would be unpacked from the buffer object such that the memory reads
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if
glCompressedTexSubImage2D
is executed between the execution of
glBegin
and the corresponding execution of glEnd
.
Undefined results, including abnormal program termination, are generated if data is not encoded in a manner consistent with the extension specification defining the internal compression format.
Specify a three-dimensional texture subimage in a compressed format.
Specifies the target texture. Must be GL_TEXTURE_3D
.
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
Specifies a texel offset in the x direction within the texture array.
Specifies a texel offset in the y direction within the texture array.
Specifies the width of the texture subimage.
Specifies the height of the texture subimage.
Specifies the depth of the texture subimage.
Specifies the format of the compressed image data stored at address data.
Specifies the number of unsigned bytes of image data starting at the address specified by data.
Specifies a pointer to the compressed image data in memory.
Texturing maps a portion of a specified texture image onto each
graphical primitive for which texturing is enabled. To enable and
disable three-dimensional texturing, call glEnable
and
glDisable
with argument GL_TEXTURE_3D
.
glCompressedTexSubImage3D
redefines a contiguous subregion of an
existing three-dimensional texture image. The texels referenced by
data replace the portion of the existing texture array with x
indices xoffset and xoffset+width-1, and the y
indices yoffset and yoffset+height-1, and the z
indices zoffset and zoffset+depth-1, inclusive.
This region may not include any texels outside the range of the texture
array as it was originally specified. It is not an error to specify a
subtexture with width of 0, but such a specification has no effect.
format must be an extension-specified compressed-texture format.
The format of the compressed texture image is selected by the GL
implementation that compressed it (see glTexImage3D
) and should
be queried at the time the texture was compressed with
glGetTexLevelParameter
.
If a non-zero named buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer
) while a
texture image is specified, data is treated as a byte offset into
the buffer object’s data store.
GL_INVALID_ENUM
is generated if format is one of these
generic compressed internal formats: GL_COMPRESSED_ALPHA
,
GL_COMPRESSED_LUMINANCE
, GL_COMPRESSED_LUMINANCE_ALPHA
,
GL_COMPRESSED_INTENSITY
, GL_COMPRESSED_RGB
,
GL_COMPRESSED_RGBA
, GL_COMPRESSED_SLUMINANCE
,
GL_COMPRESSED_SLUMINANCE_ALPHA
, GL_COMPRESSED_SRGB
,
GL_COMPRESSED_SRGBA
, or GL_COMPRESSED_SRGB_ALPHA
.
GL_INVALID_VALUE
is generated if imageSize is not
consistent with the format, dimensions, and contents of the specified
compressed image data.
GL_INVALID_OPERATION
is generated if parameter combinations are
not supported by the specific compressed internal format as specified in
the specific texture compression extension.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data
would be unpacked from the buffer object such that the memory reads
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if
glCompressedTexSubImage3D
is executed between the execution of
glBegin
and the corresponding execution of glEnd
.
Undefined results, including abnormal program termination, are generated if data is not encoded in a manner consistent with the extension specification defining the internal compression format.
Define a one-dimensional convolution filter.
Must be GL_CONVOLUTION_1D
.
The internal format of the convolution filter kernel. The allowable
values are GL_ALPHA
, GL_ALPHA4
, GL_ALPHA8
,
GL_ALPHA12
, GL_ALPHA16
, GL_LUMINANCE
,
GL_LUMINANCE4
, GL_LUMINANCE8
, GL_LUMINANCE12
,
GL_LUMINANCE16
, GL_LUMINANCE_ALPHA
,
GL_LUMINANCE4_ALPHA4
, GL_LUMINANCE6_ALPHA2
,
GL_LUMINANCE8_ALPHA8
, GL_LUMINANCE12_ALPHA4
,
GL_LUMINANCE12_ALPHA12
, GL_LUMINANCE16_ALPHA16
,
GL_INTENSITY
, GL_INTENSITY4
, GL_INTENSITY8
,
GL_INTENSITY12
, GL_INTENSITY16
, GL_R3_G3_B2
,
GL_RGB
, GL_RGB4
, GL_RGB5
, GL_RGB8
,
GL_RGB10
, GL_RGB12
, GL_RGB16
, GL_RGBA
,
GL_RGBA2
, GL_RGBA4
, GL_RGB5_A1
, GL_RGBA8
,
GL_RGB10_A2
, GL_RGBA12
, or GL_RGBA16
.
The width of the pixel array referenced by data.
The format of the pixel data in data. The allowable values are
GL_ALPHA
, GL_LUMINANCE
, GL_LUMINANCE_ALPHA
,
GL_INTENSITY
, GL_RGB
, and GL_RGBA
.
The type of the pixel data in data. 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.
Pointer to a one-dimensional array of pixel data that is processed to build the convolution filter kernel.
glConvolutionFilter1D
builds a one-dimensional convolution filter
kernel from an array of pixels.
The pixel array specified by width, format, type, and
data is extracted from memory and processed just as if
glDrawPixels
were called, but processing stops after the final
expansion to RGBA is completed.
If a non-zero named buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer
) while a
convolution filter is specified, data is treated as a byte offset
into the buffer object’s data store.
The R, G, B, and A components of each pixel are next scaled by the four
1D GL_CONVOLUTION_FILTER_SCALE
parameters and biased by the four
1D GL_CONVOLUTION_FILTER_BIAS
parameters. (The scale and bias
parameters are set by glConvolutionParameter
using the
GL_CONVOLUTION_1D
target and the names
GL_CONVOLUTION_FILTER_SCALE
and
GL_CONVOLUTION_FILTER_BIAS
. The parameters themselves are
vectors of four values that are applied to red, green, blue, and alpha,
in that order.) The R, G, B, and A values are not clamped to [0,1] at
any time during this process.
Each pixel is then converted to the internal format specified by internalformat. This conversion simply maps the component values of the pixel (R, G, B, and A) to the values included in the internal format (red, green, blue, alpha, luminance, and intensity). The mapping is as follows:
Red, Green, Blue, Alpha, Luminance, Intensity
GL_ALPHA
, , , A , ,
GL_LUMINANCE
, , , , R ,
GL_LUMINANCE_ALPHA
, , , A , R ,
GL_INTENSITY
, , , , , R
GL_RGB
R , G , B , , ,
GL_RGBA
R , G , B , A , ,
The red, green, blue, alpha, luminance, and/or intensity components of the resulting pixels are stored in floating-point rather than integer format. They form a one-dimensional filter kernel image indexed with coordinate i such that i starts at 0 and increases from left to right. Kernel location i is derived from the ith pixel, counting from 0.
Note that after a convolution is performed, the resulting color
components are also scaled by their corresponding
GL_POST_CONVOLUTION_c_SCALE
parameters and biased by their
corresponding GL_POST_CONVOLUTION_c_BIAS
parameters (where
c takes on the values RED, GREEN, BLUE,
and ALPHA). These parameters are set by
glPixelTransfer
.
GL_INVALID_ENUM
is generated if target is not
GL_CONVOLUTION_1D
.
GL_INVALID_ENUM
is generated if internalformat is not one
of the allowable values.
GL_INVALID_ENUM
is generated if format is not one of the
allowable values.
GL_INVALID_ENUM
is generated if type is not one of the
allowable values.
GL_INVALID_VALUE
is generated if width is less than zero or
greater than the maximum supported value. This value may be queried
with glGetConvolutionParameter
using target
GL_CONVOLUTION_1D
and name GL_MAX_CONVOLUTION_WIDTH
.
GL_INVALID_OPERATION
is generated if format is one of
GL_UNSIGNED_BYTE_3_3_2
, GL_UNSIGNED_BYTE_2_3_3_REV
,
GL_UNSIGNED_SHORT_5_6_5
, or GL_UNSIGNED_SHORT_5_6_5_REV
and type 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 type is neither
GL_RGBA
nor GL_BGRA
.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data
would be unpacked from the buffer object such that the memory reads
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and data
is not evenly divisible into the number of bytes needed to store in
memory a datum indicated by type.
GL_INVALID_OPERATION
is generated if glConvolutionFilter1D
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Define a two-dimensional convolution filter.
Must be GL_CONVOLUTION_2D
.
The internal format of the convolution filter kernel. The allowable
values are GL_ALPHA
, GL_ALPHA4
, GL_ALPHA8
,
GL_ALPHA12
, GL_ALPHA16
, GL_LUMINANCE
,
GL_LUMINANCE4
, GL_LUMINANCE8
, GL_LUMINANCE12
,
GL_LUMINANCE16
, GL_LUMINANCE_ALPHA
,
GL_LUMINANCE4_ALPHA4
, GL_LUMINANCE6_ALPHA2
,
GL_LUMINANCE8_ALPHA8
, GL_LUMINANCE12_ALPHA4
,
GL_LUMINANCE12_ALPHA12
, GL_LUMINANCE16_ALPHA16
,
GL_INTENSITY
, GL_INTENSITY4
, GL_INTENSITY8
,
GL_INTENSITY12
, GL_INTENSITY16
, GL_R3_G3_B2
,
GL_RGB
, GL_RGB4
, GL_RGB5
, GL_RGB8
,
GL_RGB10
, GL_RGB12
, GL_RGB16
, GL_RGBA
,
GL_RGBA2
, GL_RGBA4
, GL_RGB5_A1
, GL_RGBA8
,
GL_RGB10_A2
, GL_RGBA12
, or GL_RGBA16
.
The width of the pixel array referenced by data.
The height of the pixel array referenced by data.
The format of the pixel data in data. The allowable values are
GL_RED
, GL_GREEN
, GL_BLUE
, GL_ALPHA
,
GL_RGB
, GL_BGR
, GL_RGBA
, GL_BGRA
,
GL_LUMINANCE
, and GL_LUMINANCE_ALPHA
.
The type of the pixel data in data. 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.
Pointer to a two-dimensional array of pixel data that is processed to build the convolution filter kernel.
glConvolutionFilter2D
builds a two-dimensional convolution filter
kernel from an array of pixels.
The pixel array specified by width, height, format,
type, and data is extracted from memory and processed just
as if glDrawPixels
were called, but processing stops after the
final expansion to RGBA is completed.
If a non-zero named buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer
) while a
convolution filter is specified, data is treated as a byte offset
into the buffer object’s data store.
The R, G, B, and A components of each pixel are next scaled by the four
2D GL_CONVOLUTION_FILTER_SCALE
parameters and biased by the four
2D GL_CONVOLUTION_FILTER_BIAS
parameters. (The scale and bias
parameters are set by glConvolutionParameter
using the
GL_CONVOLUTION_2D
target and the names
GL_CONVOLUTION_FILTER_SCALE
and
GL_CONVOLUTION_FILTER_BIAS
. The parameters themselves are
vectors of four values that are applied to red, green, blue, and alpha,
in that order.) The R, G, B, and A values are not clamped to [0,1] at
any time during this process.
Each pixel is then converted to the internal format specified by internalformat. This conversion simply maps the component values of the pixel (R, G, B, and A) to the values included in the internal format (red, green, blue, alpha, luminance, and intensity). The mapping is as follows:
Red, Green, Blue, Alpha, Luminance, Intensity
GL_ALPHA
, , , A , ,
GL_LUMINANCE
, , , , R ,
GL_LUMINANCE_ALPHA
, , , A , R ,
GL_INTENSITY
, , , , , R
GL_RGB
R , G , B , , ,
GL_RGBA
R , G , B , A , ,
The red, green, blue, alpha, luminance, and/or intensity components of the resulting pixels are stored in floating-point rather than integer format. They form a two-dimensional filter kernel image indexed with coordinates i and j such that i starts at zero and increases from left to right, and j starts at zero and increases from bottom to top. Kernel location i,j is derived from the Nth pixel, where N is i+j*width.
Note that after a convolution is performed, the resulting color
components are also scaled by their corresponding
GL_POST_CONVOLUTION_c_SCALE
parameters and biased by their
corresponding GL_POST_CONVOLUTION_c_BIAS
parameters (where
c takes on the values RED, GREEN, BLUE,
and ALPHA). These parameters are set by
glPixelTransfer
.
GL_INVALID_ENUM
is generated if target is not
GL_CONVOLUTION_2D
.
GL_INVALID_ENUM
is generated if internalformat is not one
of the allowable values.
GL_INVALID_ENUM
is generated if format is not one of the
allowable values.
GL_INVALID_ENUM
is generated if type is not one of the
allowable values.
GL_INVALID_VALUE
is generated if width is less than zero or
greater than the maximum supported value. This value may be queried
with glGetConvolutionParameter
using target
GL_CONVOLUTION_2D
and name GL_MAX_CONVOLUTION_WIDTH
.
GL_INVALID_VALUE
is generated if height is less than zero
or greater than the maximum supported value. This value may be queried
with glGetConvolutionParameter
using target
GL_CONVOLUTION_2D
and name GL_MAX_CONVOLUTION_HEIGHT
.
GL_INVALID_OPERATION
is generated if height is one of
GL_UNSIGNED_BYTE_3_3_2
, GL_UNSIGNED_BYTE_2_3_3_REV
,
GL_UNSIGNED_SHORT_5_6_5
, or GL_UNSIGNED_SHORT_5_6_5_REV
and format is not GL_RGB
.
GL_INVALID_OPERATION
is generated if height 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
.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data
would be unpacked from the buffer object such that the memory reads
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and data
is not evenly divisible into the number of bytes needed to store in
memory a datum indicated by type.
GL_INVALID_OPERATION
is generated if glConvolutionFilter2D
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Set convolution parameters.
The target for the convolution parameter. Must be one of
GL_CONVOLUTION_1D
, GL_CONVOLUTION_2D
, or
GL_SEPARABLE_2D
.
The parameter to be set. Must be GL_CONVOLUTION_BORDER_MODE
.
The parameter value. Must be one of GL_REDUCE
,
GL_CONSTANT_BORDER
, GL_REPLICATE_BORDER
.
glConvolutionParameter
sets the value of a convolution parameter.
target selects the convolution filter to be affected:
GL_CONVOLUTION_1D
, GL_CONVOLUTION_2D
, or
GL_SEPARABLE_2D
for the 1D, 2D, or separable 2D filter,
respectively.
pname selects the parameter to be changed.
GL_CONVOLUTION_FILTER_SCALE
and GL_CONVOLUTION_FILTER_BIAS
affect the definition of the convolution filter kernel; see
glConvolutionFilter1D
, glConvolutionFilter2D
, and
glSeparableFilter2D
for details. In these cases, paramsv
is an array of four values to be applied to red, green, blue, and alpha
values, respectively. The initial value for
GL_CONVOLUTION_FILTER_SCALE
is (1, 1, 1, 1), and the initial
value for GL_CONVOLUTION_FILTER_BIAS
is (0, 0, 0, 0).
A pname value of GL_CONVOLUTION_BORDER_MODE
controls the
convolution border mode. The accepted modes are:
GL_REDUCE
The image resulting from convolution is smaller than the source image. If the filter width is Wf and height is Hf, and the source image width is Ws and height is Hs, then the convolved image width will be Ws-Wf+1 and height will be Hs-Hf+1. (If this reduction would generate an image with zero or negative width and/or height, the output is simply null, with no error generated.) The coordinates of the image resulting from convolution are zero through Ws-Wf in width and zero through Hs-Hf in height.
GL_CONSTANT_BORDER
The image resulting from convolution is the same size as the source
image, and processed as if the source image were surrounded by pixels
with their color specified by the GL_CONVOLUTION_BORDER_COLOR
.
GL_REPLICATE_BORDER
The image resulting from convolution is the same size as the source image, and processed as if the outermost pixel on the border of the source image were replicated.
GL_INVALID_ENUM
is generated if target is not one of the
allowable values.
GL_INVALID_ENUM
is generated if pname is not one of the
allowable values.
GL_INVALID_ENUM
is generated if pname is
GL_CONVOLUTION_BORDER_MODE
and params is not one of
GL_REDUCE
, GL_CONSTANT_BORDER
, or
GL_REPLICATE_BORDER
.
GL_INVALID_OPERATION
is generated if
glConvolutionParameter
is executed between the execution of
glBegin
and the corresponding execution of glEnd
.
Respecify a portion of a color table.
Must be one of GL_COLOR_TABLE
,
GL_POST_CONVOLUTION_COLOR_TABLE
, or
GL_POST_COLOR_MATRIX_COLOR_TABLE
.
The starting index of the portion of the color table to be replaced.
The window coordinates of the left corner of the row of pixels to be copied.
The number of table entries to replace.
glCopyColorSubTable
is used to respecify a contiguous portion of
a color table previously defined using glColorTable
. The pixels
copied from the framebuffer replace the portion of the existing table
from indices start to start+x-1, inclusive. This
region may not include any entries outside the range of the color table,
as was originally specified. It is not an error to specify a subtexture
with width of 0, but such a specification has no effect.
GL_INVALID_VALUE
is generated if target is not a previously
defined color table.
GL_INVALID_VALUE
is generated if target is not one of the
allowable values.
GL_INVALID_VALUE
is generated if
start+x>width.
GL_INVALID_OPERATION
is generated if glCopyColorSubTable
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Copy pixels into a color table.
The color table target. Must be GL_COLOR_TABLE
,
GL_POST_CONVOLUTION_COLOR_TABLE
, or
GL_POST_COLOR_MATRIX_COLOR_TABLE
.
The internal storage format of the texture image. Must be one of the
following symbolic constants: GL_ALPHA
, GL_ALPHA4
,
GL_ALPHA8
, GL_ALPHA12
, GL_ALPHA16
,
GL_LUMINANCE
, GL_LUMINANCE4
, GL_LUMINANCE8
,
GL_LUMINANCE12
, GL_LUMINANCE16
, GL_LUMINANCE_ALPHA
,
GL_LUMINANCE4_ALPHA4
, GL_LUMINANCE6_ALPHA2
,
GL_LUMINANCE8_ALPHA8
, GL_LUMINANCE12_ALPHA4
,
GL_LUMINANCE12_ALPHA12
, GL_LUMINANCE16_ALPHA16
,
GL_INTENSITY
, GL_INTENSITY4
, GL_INTENSITY8
,
GL_INTENSITY12
, GL_INTENSITY16
, GL_R3_G3_B2
,
GL_RGB
, GL_RGB4
, GL_RGB5
, GL_RGB8
,
GL_RGB10
, GL_RGB12
, GL_RGB16
, GL_RGBA
,
GL_RGBA2
, GL_RGBA4
, GL_RGB5_A1
, GL_RGBA8
,
GL_RGB10_A2
, GL_RGBA12
, or GL_RGBA16
.
The x coordinate of the lower-left corner of the pixel rectangle to be transferred to the color table.
The y coordinate of the lower-left corner of the pixel rectangle to be transferred to the color table.
The width of the pixel rectangle.
glCopyColorTable
loads a color table with pixels from the current
GL_READ_BUFFER
(rather than from main memory, as is the case for
glColorTable
).
The screen-aligned pixel rectangle with lower-left corner at (x,\ y) having width width and height 1 is loaded into the color table. If any pixels within this region are outside the window that is associated with the GL context, the values obtained for those pixels are undefined.
The pixels in the rectangle are processed just as if glReadPixels
were called, with internalformat set to RGBA, but processing stops
after the final conversion to RGBA.
The four scale parameters and the four bias parameters that are defined
for the table are then used to scale and bias the R, G, B, and A
components of each pixel. The scale and bias parameters are set by
calling glColorTableParameter
.
Next, the R, G, B, and A values are clamped to the range [0,1]. Each pixel is then converted to the internal format specified by internalformat. This conversion simply maps the component values of the pixel (R, G, B, and A) to the values included in the internal format (red, green, blue, alpha, luminance, and intensity). The mapping is as follows:
Red, Green, Blue, Alpha, Luminance, Intensity
GL_ALPHA
, , , A , ,
GL_LUMINANCE
, , , , R ,
GL_LUMINANCE_ALPHA
, , , A , R ,
GL_INTENSITY
, , , , , R
GL_RGB
R , G , B , , ,
GL_RGBA
R , G , B , A , ,
Finally, the red, green, blue, alpha, luminance, and/or intensity components of the resulting pixels are stored in the color table. They form a one-dimensional table with indices in the range [0,width-1].
GL_INVALID_ENUM
is generated when target is not one of the
allowable values.
GL_INVALID_VALUE
is generated if width is less than zero.
GL_INVALID_VALUE
is generated if internalformat is not one
of the allowable values.
GL_TABLE_TOO_LARGE
is generated if the requested color table is
too large to be supported by the implementation.
GL_INVALID_OPERATION
is generated if glCopyColorTable
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Copy pixels into a one-dimensional convolution filter.
Must be GL_CONVOLUTION_1D
.
The internal format of the convolution filter kernel. The allowable
values are GL_ALPHA
, GL_ALPHA4
, GL_ALPHA8
,
GL_ALPHA12
, GL_ALPHA16
, GL_LUMINANCE
,
GL_LUMINANCE4
, GL_LUMINANCE8
, GL_LUMINANCE12
,
GL_LUMINANCE16
, GL_LUMINANCE_ALPHA
,
GL_LUMINANCE4_ALPHA4
, GL_LUMINANCE6_ALPHA2
,
GL_LUMINANCE8_ALPHA8
, GL_LUMINANCE12_ALPHA4
,
GL_LUMINANCE12_ALPHA12
, GL_LUMINANCE16_ALPHA16
,
GL_INTENSITY
, GL_INTENSITY4
, GL_INTENSITY8
,
GL_INTENSITY12
, GL_INTENSITY16
, GL_R3_G3_B2
,
GL_RGB
, GL_RGB4
, GL_RGB5
, GL_RGB8
,
GL_RGB10
, GL_RGB12
, GL_RGB16
, GL_RGBA
,
GL_RGBA2
, GL_RGBA4
, GL_RGB5_A1
, GL_RGBA8
,
GL_RGB10_A2
, GL_RGBA12
, or GL_RGBA16
.
The window space coordinates of the lower-left coordinate of the pixel array to copy.
The width of the pixel array to copy.
glCopyConvolutionFilter1D
defines a one-dimensional convolution
filter kernel with pixels from the current GL_READ_BUFFER
(rather
than from main memory, as is the case for glConvolutionFilter1D
).
The screen-aligned pixel rectangle with lower-left corner at (x,\ y), width width and height 1 is used to define the convolution filter. If any pixels within this region are outside the window that is associated with the GL context, the values obtained for those pixels are undefined.
The pixels in the rectangle are processed exactly as if
glReadPixels
had been called with format set to RGBA, but
the process stops just before final conversion. The R, G, B, and A
components of each pixel are next scaled by the four 1D
GL_CONVOLUTION_FILTER_SCALE
parameters and biased by the four 1D
GL_CONVOLUTION_FILTER_BIAS
parameters. (The scale and bias
parameters are set by glConvolutionParameter
using the
GL_CONVOLUTION_1D
target and the names
GL_CONVOLUTION_FILTER_SCALE
and
GL_CONVOLUTION_FILTER_BIAS
. The parameters themselves are
vectors of four values that are applied to red, green, blue, and alpha,
in that order.) The R, G, B, and A values are not clamped to [0,1] at
any time during this process.
Each pixel is then converted to the internal format specified by internalformat. This conversion simply maps the component values of the pixel (R, G, B, and A) to the values included in the internal format (red, green, blue, alpha, luminance, and intensity). The mapping is as follows:
Red, Green, Blue, Alpha, Luminance, Intensity
GL_ALPHA
, , , A , ,
GL_LUMINANCE
, , , , R ,
GL_LUMINANCE_ALPHA
, , , A , R ,
GL_INTENSITY
, , , , , R
GL_RGB
R , G , B , , ,
GL_RGBA
R , G , B , A , ,
The red, green, blue, alpha, luminance, and/or intensity components of the resulting pixels are stored in floating-point rather than integer format.
Pixel ordering is such that lower x screen coordinates correspond to lower i filter image coordinates.
Note that after a convolution is performed, the resulting color
components are also scaled by their corresponding
GL_POST_CONVOLUTION_c_SCALE
parameters and biased by their
corresponding GL_POST_CONVOLUTION_c_BIAS
parameters (where
c takes on the values RED, GREEN, BLUE,
and ALPHA). These parameters are set by
glPixelTransfer
.
GL_INVALID_ENUM
is generated if target is not
GL_CONVOLUTION_1D
.
GL_INVALID_ENUM
is generated if internalformat is not one
of the allowable values.
GL_INVALID_VALUE
is generated if width is less than zero or
greater than the maximum supported value. This value may be queried
with glGetConvolutionParameter
using target
GL_CONVOLUTION_1D
and name GL_MAX_CONVOLUTION_WIDTH
.
GL_INVALID_OPERATION
is generated if
glCopyConvolutionFilter1D
is executed between the execution of
glBegin
and the corresponding execution of glEnd
.
Copy pixels into a two-dimensional convolution filter.
Must be GL_CONVOLUTION_2D
.
The internal format of the convolution filter kernel. The allowable
values are GL_ALPHA
, GL_ALPHA4
, GL_ALPHA8
,
GL_ALPHA12
, GL_ALPHA16
, GL_LUMINANCE
,
GL_LUMINANCE4
, GL_LUMINANCE8
, GL_LUMINANCE12
,
GL_LUMINANCE16
, GL_LUMINANCE_ALPHA
,
GL_LUMINANCE4_ALPHA4
, GL_LUMINANCE6_ALPHA2
,
GL_LUMINANCE8_ALPHA8
, GL_LUMINANCE12_ALPHA4
,
GL_LUMINANCE12_ALPHA12
, GL_LUMINANCE16_ALPHA16
,
GL_INTENSITY
, GL_INTENSITY4
, GL_INTENSITY8
,
GL_INTENSITY12
, GL_INTENSITY16
, GL_R3_G3_B2
,
GL_RGB
, GL_RGB4
, GL_RGB5
, GL_RGB8
,
GL_RGB10
, GL_RGB12
, GL_RGB16
, GL_RGBA
,
GL_RGBA2
, GL_RGBA4
, GL_RGB5_A1
, GL_RGBA8
,
GL_RGB10_A2
, GL_RGBA12
, or GL_RGBA16
.
The window space coordinates of the lower-left coordinate of the pixel array to copy.
The width of the pixel array to copy.
The height of the pixel array to copy.
glCopyConvolutionFilter2D
defines a two-dimensional convolution
filter kernel with pixels from the current GL_READ_BUFFER
(rather
than from main memory, as is the case for glConvolutionFilter2D
).
The screen-aligned pixel rectangle with lower-left corner at (x,\ y), width width and height height is used to define the convolution filter. If any pixels within this region are outside the window that is associated with the GL context, the values obtained for those pixels are undefined.
The pixels in the rectangle are processed exactly as if
glReadPixels
had been called with format set to RGBA, but
the process stops just before final conversion. The R, G, B, and A
components of each pixel are next scaled by the four 2D
GL_CONVOLUTION_FILTER_SCALE
parameters and biased by the four 2D
GL_CONVOLUTION_FILTER_BIAS
parameters. (The scale and bias
parameters are set by glConvolutionParameter
using the
GL_CONVOLUTION_2D
target and the names
GL_CONVOLUTION_FILTER_SCALE
and
GL_CONVOLUTION_FILTER_BIAS
. The parameters themselves are
vectors of four values that are applied to red, green, blue, and alpha,
in that order.) The R, G, B, and A values are not clamped to [0,1] at
any time during this process.
Each pixel is then converted to the internal format specified by internalformat. This conversion simply maps the component values of the pixel (R, G, B, and A) to the values included in the internal format (red, green, blue, alpha, luminance, and intensity). The mapping is as follows:
Red, Green, Blue, Alpha, Luminance, Intensity
GL_ALPHA
, , , A , ,
GL_LUMINANCE
, , , , R ,
GL_LUMINANCE_ALPHA
, , , A , R ,
GL_INTENSITY
, , , , , R
GL_RGB
R , G , B , , ,
GL_RGBA
R , G , B , A , ,
The red, green, blue, alpha, luminance, and/or intensity components of the resulting pixels are stored in floating-point rather than integer format.
Pixel ordering is such that lower x screen coordinates correspond to lower i filter image coordinates, and lower y screen coordinates correspond to lower j filter image coordinates.
Note that after a convolution is performed, the resulting color
components are also scaled by their corresponding
GL_POST_CONVOLUTION_c_SCALE
parameters and biased by their
corresponding GL_POST_CONVOLUTION_c_BIAS
parameters (where
c takes on the values RED, GREEN, BLUE,
and ALPHA). These parameters are set by
glPixelTransfer
.
GL_INVALID_ENUM
is generated if target is not
GL_CONVOLUTION_2D
.
GL_INVALID_ENUM
is generated if internalformat is not one
of the allowable values.
GL_INVALID_VALUE
is generated if width is less than zero or
greater than the maximum supported value. This value may be queried
with glGetConvolutionParameter
using target
GL_CONVOLUTION_2D
and name GL_MAX_CONVOLUTION_WIDTH
.
GL_INVALID_VALUE
is generated if height is less than zero
or greater than the maximum supported value. This value may be queried
with glGetConvolutionParameter
using target
GL_CONVOLUTION_2D
and name GL_MAX_CONVOLUTION_HEIGHT
.
GL_INVALID_OPERATION
is generated if
glCopyConvolutionFilter2D
is executed between the execution of
glBegin
and the corresponding execution of glEnd
.
Copy pixels in the frame buffer.
Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
Specify the dimensions of the rectangular region of pixels to be copied. Both must be nonnegative.
Specifies whether color values, depth values, or stencil values are to
be copied. Symbolic constants GL_COLOR
, GL_DEPTH
, and
GL_STENCIL
are accepted.
glCopyPixels
copies a screen-aligned rectangle of pixels from the
specified frame buffer location to a region relative to the current
raster position. Its operation is well defined only if the entire pixel
source region is within the exposed portion of the window. Results of
copies from outside the window, or from regions of the window that are
not exposed, are hardware dependent and undefined.
x and y specify the window coordinates of the lower left corner of the rectangular region to be copied. width and height specify the dimensions of the rectangular region to be copied. Both width and height must not be negative.
Several parameters control the processing of the pixel data while it is
being copied. These parameters are set with three commands:
glPixelTransfer
, glPixelMap
, and glPixelZoom
. This
reference page describes the effects on glCopyPixels
of most, but
not all, of the parameters specified by these three commands.
glCopyPixels
copies values from each pixel with the lower
left-hand corner at (x+i,y+j) for
0<=i<width and 0<=j<height. This pixel
is said to be the ith pixel in the jth row. Pixels
are copied in row order from the lowest to the highest row, left to
right in each row.
type specifies whether color, depth, or stencil data is to be copied. The details of the transfer for each data type are as follows:
GL_COLOR
Indices or RGBA colors are read from the buffer currently specified as
the read source buffer (see glReadBuffer
). If the GL is in color
index mode, each index that is read from this buffer is converted to a
fixed-point format with an unspecified number of bits to the right of
the binary point. Each 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_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.
If the GL is in RGBA mode, the red, green, blue, and alpha components of
each pixel that is read are converted to an internal floating-point
format with unspecified precision. The conversion maps the largest
representable component value to 1.0, and component value 0 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.
If the ARB_imaging
extension is supported, the color values may
be additionally processed by color-table lookups, color-matrix
transformations, and convolution filters.
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 window coordinates (x_r+i,y_r+j), where (x_r,y_r) is the current raster position, and the pixel was the ith pixel in the jth row. 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_DEPTH
Depth values are read from the depth buffer and converted directly to an
internal floating-point format with unspecified precision. 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 window coordinates (x_r+i,y_r+j), where (x_r,y_r) is the current raster position, and the pixel was the ith pixel in the jth row. 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
Stencil indices are read from the stencil buffer and converted to an
internal fixed-point format with an unspecified number of bits to the
right of the binary point. 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^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 index read from the
ith location of the jth row is written to location
(x_r+i,y_r+j), 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.
The rasterization described thus far assumes pixel zoom factors of 1.0.
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 ith location in the jth
row of the source pixel rectangle, then fragments are generated for
pixels whose centers are in the rectangle with corners at
(x_r+zoom_x,â¢i,y_r+zoom_y,â¢j)
and
(x_r+zoom_x,â¡(i+1,),y_r+zoom_y,â¡(j+1,))
where zoom_x is the value of GL_ZOOM_X
and
zoom_y is the value of GL_ZOOM_Y
.
GL_INVALID_ENUM
is generated if type is not an accepted
value.
GL_INVALID_VALUE
is generated if either width or
height is negative.
GL_INVALID_OPERATION
is generated if type is
GL_DEPTH
and there is no depth buffer.
GL_INVALID_OPERATION
is generated if type is
GL_STENCIL
and there is no stencil buffer.
GL_INVALID_OPERATION
is generated if glCopyPixels
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Copy pixels into a 1D texture image.
Specifies the target texture. Must be GL_TEXTURE_1D
.
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
Specifies the internal format of the texture. Must be one of the
following symbolic constants: GL_ALPHA
, GL_ALPHA4
,
GL_ALPHA8
, GL_ALPHA12
, GL_ALPHA16
,
GL_COMPRESSED_ALPHA
, GL_COMPRESSED_LUMINANCE
,
GL_COMPRESSED_LUMINANCE_ALPHA
, GL_COMPRESSED_INTENSITY
,
GL_COMPRESSED_RGB
, GL_COMPRESSED_RGBA
,
GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT16
,
GL_DEPTH_COMPONENT24
, GL_DEPTH_COMPONENT32
,
GL_LUMINANCE
, GL_LUMINANCE4
, GL_LUMINANCE8
,
GL_LUMINANCE12
, GL_LUMINANCE16
, GL_LUMINANCE_ALPHA
,
GL_LUMINANCE4_ALPHA4
, GL_LUMINANCE6_ALPHA2
,
GL_LUMINANCE8_ALPHA8
, GL_LUMINANCE12_ALPHA4
,
GL_LUMINANCE12_ALPHA12
, GL_LUMINANCE16_ALPHA16
,
GL_INTENSITY
, GL_INTENSITY4
, GL_INTENSITY8
,
GL_INTENSITY12
, GL_INTENSITY16
, GL_RGB
,
GL_R3_G3_B2
, GL_RGB4
, GL_RGB5
, GL_RGB8
,
GL_RGB10
, GL_RGB12
, GL_RGB16
, GL_RGBA
,
GL_RGBA2
, GL_RGBA4
, GL_RGB5_A1
, GL_RGBA8
,
GL_RGB10_A2
, GL_RGBA12
, GL_RGBA16
,
GL_SLUMINANCE
, GL_SLUMINANCE8
, GL_SLUMINANCE_ALPHA
,
GL_SLUMINANCE8_ALPHA8
, GL_SRGB
, GL_SRGB8
,
GL_SRGB_ALPHA
, or GL_SRGB8_ALPHA8
.
Specify the window coordinates of the left corner of the row of pixels to be copied.
Specifies the width of the texture image. Must be 0 or 2^n+2â¡(border,) for some integer n. The height of the texture image is 1.
Specifies the width of the border. Must be either 0 or 1.
glCopyTexImage1D
defines a one-dimensional texture image with
pixels from the current GL_READ_BUFFER
.
The screen-aligned pixel row with left corner at (x,y) and with a length of width+2â¡(border,) defines the texture array at the mipmap level specified by level. internalformat specifies the internal format of the texture array.
The pixels in the row are processed exactly as if glCopyPixels
had been called, but the process stops just before final conversion. At
this point all pixel component values are clamped to the range [0,1]
and then converted to the texture’s internal format for storage in the
texel array.
Pixel ordering is such that lower x screen coordinates correspond to lower texture coordinates.
If any of the pixels within the specified row of the current
GL_READ_BUFFER
are outside the window associated with the current
rendering context, then the values obtained for those pixels are
undefined.
glCopyTexImage1D
defines a one-dimensional texture image with
pixels from the current GL_READ_BUFFER
.
When internalformat is one of the sRGB types, the GL does not
automatically convert the source pixels to the sRGB color space. In
this case, the glPixelMap
function can be used to accomplish the
conversion.
GL_INVALID_ENUM
is generated if target is not one of the
allowable values.
GL_INVALID_VALUE
is generated if level is less than 0.
GL_INVALID_VALUE
may be generated if level is greater than
log_2â¢max, where max is the returned value of
GL_MAX_TEXTURE_SIZE
.
GL_INVALID_VALUE
is generated if internalformat is not an
allowable value.
GL_INVALID_VALUE
is generated if width is less than 0 or
greater than 2 + GL_MAX_TEXTURE_SIZE
.
GL_INVALID_VALUE
is generated if non-power-of-two textures are
not supported and the width cannot be represented as
2^n+2â¡(border,) for some integer value of n.
GL_INVALID_VALUE
is generated if border is not 0 or 1.
GL_INVALID_OPERATION
is generated if glCopyTexImage1D
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
GL_INVALID_OPERATION
is generated if internalformat is
GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT16
,
GL_DEPTH_COMPONENT24
, or GL_DEPTH_COMPONENT32
and there is
no depth buffer.
Copy pixels into a 2D texture image.
Specifies the target texture. Must be GL_TEXTURE_2D
,
GL_TEXTURE_CUBE_MAP_POSITIVE_X
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z
, or
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
.
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
Specifies the internal format of the texture. Must be one of the
following symbolic constants: GL_ALPHA
, GL_ALPHA4
,
GL_ALPHA8
, GL_ALPHA12
, GL_ALPHA16
,
GL_COMPRESSED_ALPHA
, GL_COMPRESSED_LUMINANCE
,
GL_COMPRESSED_LUMINANCE_ALPHA
, GL_COMPRESSED_INTENSITY
,
GL_COMPRESSED_RGB
, GL_COMPRESSED_RGBA
,
GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT16
,
GL_DEPTH_COMPONENT24
, GL_DEPTH_COMPONENT32
,
GL_LUMINANCE
, GL_LUMINANCE4
, GL_LUMINANCE8
,
GL_LUMINANCE12
, GL_LUMINANCE16
, GL_LUMINANCE_ALPHA
,
GL_LUMINANCE4_ALPHA4
, GL_LUMINANCE6_ALPHA2
,
GL_LUMINANCE8_ALPHA8
, GL_LUMINANCE12_ALPHA4
,
GL_LUMINANCE12_ALPHA12
, GL_LUMINANCE16_ALPHA16
,
GL_INTENSITY
, GL_INTENSITY4
, GL_INTENSITY8
,
GL_INTENSITY12
, GL_INTENSITY16
, GL_RGB
,
GL_R3_G3_B2
, GL_RGB4
, GL_RGB5
, GL_RGB8
,
GL_RGB10
, GL_RGB12
, GL_RGB16
, GL_RGBA
,
GL_RGBA2
, GL_RGBA4
, GL_RGB5_A1
, GL_RGBA8
,
GL_RGB10_A2
, GL_RGBA12
, GL_RGBA16
,
GL_SLUMINANCE
, GL_SLUMINANCE8
, GL_SLUMINANCE_ALPHA
,
GL_SLUMINANCE8_ALPHA8
, GL_SRGB
, GL_SRGB8
,
GL_SRGB_ALPHA
, or GL_SRGB8_ALPHA8
.
Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
Specifies the width of the texture image. Must be 0 or 2^n+2â¡(border,) for some integer n.
Specifies the height of the texture image. Must be 0 or 2^m+2â¡(border,) for some integer m.
Specifies the width of the border. Must be either 0 or 1.
glCopyTexImage2D
defines a two-dimensional texture image, or
cube-map texture image with pixels from the current
GL_READ_BUFFER
.
The screen-aligned pixel rectangle with lower left corner at (x, y) and with a width of width+2â¡(border,) and a height of height+2â¡(border,) defines the texture array at the mipmap level specified by level. internalformat specifies the internal format of the texture array.
The pixels in the rectangle are processed exactly as if
glCopyPixels
had been called, but the process stops just before
final conversion. At this point all pixel component values are clamped
to the range [0,1] and then converted to the texture’s internal
format for storage in the texel array.
Pixel ordering is such that lower x and y screen coordinates correspond to lower s and t texture coordinates.
If any of the pixels within the specified rectangle of the current
GL_READ_BUFFER
are outside the window associated with the current
rendering context, then the values obtained for those pixels are
undefined.
When internalformat is one of the sRGB types, the GL does not
automatically convert the source pixels to the sRGB color space. In
this case, the glPixelMap
function can be used to accomplish the
conversion.
GL_INVALID_ENUM
is generated if target is not
GL_TEXTURE_2D
, GL_TEXTURE_CUBE_MAP_POSITIVE_X
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z
, or
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
.
GL_INVALID_VALUE
is generated if level is less than 0.
GL_INVALID_VALUE
may be generated if level is greater than
log_2â¢max, where max is the returned value of
GL_MAX_TEXTURE_SIZE
.
GL_INVALID_VALUE
is generated if width is less than 0 or
greater than 2 + GL_MAX_TEXTURE_SIZE
.
GL_INVALID_VALUE
is generated if non-power-of-two textures are
not supported and the width or depth cannot be represented
as 2^k+2â¡(border,) for some integer k.
GL_INVALID_VALUE
is generated if border is not 0 or 1.
GL_INVALID_VALUE
is generated if internalformat is not an
accepted format.
GL_INVALID_OPERATION
is generated if glCopyTexImage2D
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
GL_INVALID_OPERATION
is generated if internalformat is
GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT16
,
GL_DEPTH_COMPONENT24
, or GL_DEPTH_COMPONENT32
and there is
no depth buffer.
Copy a one-dimensional texture subimage.
Specifies the target texture. Must be GL_TEXTURE_1D
.
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
Specifies the texel offset within the texture array.
Specify the window coordinates of the left corner of the row of pixels to be copied.
Specifies the width of the texture subimage.
glCopyTexSubImage1D
replaces a portion of a one-dimensional
texture image with pixels from the current GL_READ_BUFFER
(rather
than from main memory, as is the case for glTexSubImage1D
).
The screen-aligned pixel row with left corner at (x,\ y), and with length width replaces the portion of the texture array with x indices xoffset through xoffset+width-1, inclusive. The destination in the texture array may not include any texels outside the texture array as it was originally specified.
The pixels in the row are processed exactly as if glCopyPixels
had been called, but the process stops just before final conversion. At
this point, all pixel component values are clamped to the range
[0,1] and then converted to the texture’s internal format for
storage in the texel array.
It is not an error to specify a subtexture with zero width, but such a
specification has no effect. If any of the pixels within the specified
row of the current GL_READ_BUFFER
are outside the read window
associated with the current rendering context, then the values obtained
for those pixels are undefined.
No change is made to the internalformat, width, or border parameters of the specified texture array or to texel values outside the specified subregion.
GL_INVALID_ENUM
is generated if /target is not
GL_TEXTURE_1D
.
GL_INVALID_OPERATION
is generated if the texture array has not
been defined by a previous glTexImage1D
or
glCopyTexImage1D
operation.
GL_INVALID_VALUE
is generated if level is less than 0.
GL_INVALID_VALUE
may be generated if
level>log_2â¡(max,), where max is the
returned value of GL_MAX_TEXTURE_SIZE
.
GL_INVALID_VALUE
is generated if xoffset<-b, or
(xoffset+width,)>(w-b,), where w
is the GL_TEXTURE_WIDTH
and b is the
GL_TEXTURE_BORDER
of the texture image being modified. Note that
w includes twice the border width.
Copy a two-dimensional texture subimage.
Specifies the target texture. Must be GL_TEXTURE_2D
,
GL_TEXTURE_CUBE_MAP_POSITIVE_X
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z
, or
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
.
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
Specifies a texel offset in the x direction within the texture array.
Specifies a texel offset in the y direction within the texture array.
Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
Specifies the width of the texture subimage.
Specifies the height of the texture subimage.
glCopyTexSubImage2D
replaces a rectangular portion of a
two-dimensional texture image or cube-map texture image with pixels from
the current GL_READ_BUFFER
(rather than from main memory, as is
the case for glTexSubImage2D
).
The screen-aligned pixel rectangle with lower left corner at (x,y) and with width width and height height replaces the portion of the texture array with x indices xoffset through xoffset+width-1, inclusive, and y indices yoffset through yoffset+height-1, inclusive, at the mipmap level specified by level.
The pixels in the rectangle are processed exactly as if
glCopyPixels
had been called, but the process stops just before
final conversion. At this point, all pixel component values are clamped
to the range [0,1] and then converted to the texture’s internal
format for storage in the texel array.
The destination rectangle in the texture array may not include any texels outside the texture array as it was originally specified. It is not an error to specify a subtexture with zero width or height, but such a specification has no effect.
If any of the pixels within the specified rectangle of the current
GL_READ_BUFFER
are outside the read window associated with the
current rendering context, then the values obtained for those pixels are
undefined.
No change is made to the internalformat, width, height, or border parameters of the specified texture array or to texel values outside the specified subregion.
GL_INVALID_ENUM
is generated if target is not
GL_TEXTURE_2D
, GL_TEXTURE_CUBE_MAP_POSITIVE_X
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z
, or
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
.
GL_INVALID_OPERATION
is generated if the texture array has not
been defined by a previous glTexImage2D
or
glCopyTexImage2D
operation.
GL_INVALID_VALUE
is generated if level is less than 0.
GL_INVALID_VALUE
may be generated if
level>log_2â¡(max,), where max is the
returned value of GL_MAX_TEXTURE_SIZE
.
GL_INVALID_VALUE
is generated if xoffset<-b,
(xoffset+width,)>(w-b,),
yoffset<-b, or
(yoffset+height,)>(h-b,), where w
is the GL_TEXTURE_WIDTH
, h is the
GL_TEXTURE_HEIGHT
, and b is the
GL_TEXTURE_BORDER
of the texture image being modified. Note that
w and h include twice the border width.
GL_INVALID_OPERATION
is generated if glCopyTexSubImage2D
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Copy a three-dimensional texture subimage.
Specifies the target texture. Must be GL_TEXTURE_3D
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
Specifies a texel offset in the x direction within the texture array.
Specifies a texel offset in the y direction within the texture array.
Specifies a texel offset in the z direction within the texture array.
Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
Specifies the width of the texture subimage.
Specifies the height of the texture subimage.
glCopyTexSubImage3D
replaces a rectangular portion of a
three-dimensional texture image with pixels from the current
GL_READ_BUFFER
(rather than from main memory, as is the case for
glTexSubImage3D
).
The screen-aligned pixel rectangle with lower left corner at (x,\ y) and with width width and height height replaces the portion of the texture array with x indices xoffset through xoffset+width-1, inclusive, and y indices yoffset through yoffset+height-1, inclusive, at z index zoffset and at the mipmap level specified by level.
The pixels in the rectangle are processed exactly as if
glCopyPixels
had been called, but the process stops just before
final conversion. At this point, all pixel component values are clamped
to the range [0,1] and then converted to the texture’s internal
format for storage in the texel array.
The destination rectangle in the texture array may not include any texels outside the texture array as it was originally specified. It is not an error to specify a subtexture with zero width or height, but such a specification has no effect.
If any of the pixels within the specified rectangle of the current
GL_READ_BUFFER
are outside the read window associated with the
current rendering context, then the values obtained for those pixels are
undefined.
No change is made to the internalformat, width, height, depth, or border parameters of the specified texture array or to texel values outside the specified subregion.
GL_INVALID_ENUM
is generated if /target is not
GL_TEXTURE_3D
.
GL_INVALID_OPERATION
is generated if the texture array has not
been defined by a previous glTexImage3D
operation.
GL_INVALID_VALUE
is generated if level is less than 0.
GL_INVALID_VALUE
may be generated if
level>log_2â¡(max,), where max is the
returned value of GL_MAX_3D_TEXTURE_SIZE
.
GL_INVALID_VALUE
is generated if xoffset<-b,
(xoffset+width,)>(w-b,),
yoffset<-b,
(yoffset+height,)>(h-b,),
zoffset<-b, or
(zoffset+1,)>(d-b,), where w is the
GL_TEXTURE_WIDTH
, h is the GL_TEXTURE_HEIGHT
,
d is the GL_TEXTURE_DEPTH
, and b is the
GL_TEXTURE_BORDER
of the texture image being modified. Note that
w, h, and d include twice the border
width.
GL_INVALID_OPERATION
is generated if glCopyTexSubImage3D
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Creates a program object.
glCreateProgram
creates an empty program object and returns a
non-zero value by which it can be referenced. A program object is an
object to which shader objects can be attached. This provides a
mechanism to specify the shader objects that will be linked to create a
program. It also provides a means for checking the compatibility of the
shaders that will be used to create a program (for instance, checking
the compatibility between a vertex shader and a fragment shader). When
no longer needed as part of a program object, shader objects can be
detached.
One or more executables are created in a program object by successfully
attaching shader objects to it with glAttachShader
, successfully
compiling the shader objects with glCompileShader
, and
successfully linking the program object with glLinkProgram
. These
executables are made part of current state when glUseProgram
is
called. Program objects can be deleted by calling
glDeleteProgram
. The memory associated with the program object
will be deleted when it is no longer part of current rendering state for
any context.
This function returns 0 if an error occurs creating the program object.
GL_INVALID_OPERATION
is generated if glCreateProgram
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Creates a shader object.
Specifies the type of shader to be created. Must be either
GL_VERTEX_SHADER
or GL_FRAGMENT_SHADER
.
glCreateShader
creates an empty shader object and returns a
non-zero value by which it can be referenced. A shader object is used
to maintain the source code strings that define a shader.
shaderType indicates the type of shader to be created. Two types
of shaders are supported. A shader of type GL_VERTEX_SHADER
is a
shader that is intended to run on the programmable vertex processor and
replace the fixed functionality vertex processing in OpenGL. A shader
of type GL_FRAGMENT_SHADER
is a shader that is intended to run on
the programmable fragment processor and replace the fixed functionality
fragment processing in OpenGL.
When created, a shader object’s GL_SHADER_TYPE
parameter is set
to either GL_VERTEX_SHADER
or GL_FRAGMENT_SHADER
,
depending on the value of shaderType.
This function returns 0 if an error occurs creating the shader object.
GL_INVALID_ENUM
is generated if shaderType is not an
accepted value.
GL_INVALID_OPERATION
is generated if glCreateShader
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Specify whether front- or back-facing facets can be culled.
Specifies whether front- or back-facing facets are candidates for
culling. Symbolic constants GL_FRONT
, GL_BACK
, and
GL_FRONT_AND_BACK
are accepted. The initial value is
GL_BACK
.
glCullFace
specifies whether front- or back-facing facets are
culled (as specified by mode) when facet culling is enabled. Facet
culling is initially disabled. To enable and disable facet culling,
call the glEnable
and glDisable
commands with the argument
GL_CULL_FACE
. Facets include triangles, quadrilaterals,
polygons, and rectangles.
glFrontFace
specifies which of the clockwise and counterclockwise
facets are front-facing and back-facing. See glFrontFace
.
GL_INVALID_ENUM
is generated if mode is not an accepted
value.
GL_INVALID_OPERATION
is generated if glCullFace
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Delete named buffer objects.
Specifies the number of buffer objects to be deleted.
Specifies an array of buffer objects to be deleted.
glDeleteBuffers
deletes n buffer objects named by the
elements of the array buffers. After a buffer object is deleted,
it has no contents, and its name is free for reuse (for example by
glGenBuffers
). If a buffer object that is currently bound is
deleted, the binding reverts to 0 (the absence of any buffer object,
which reverts to client memory usage).
glDeleteBuffers
silently ignores 0’s and names that do not
correspond to existing buffer objects.
GL_INVALID_VALUE
is generated if n is negative.
GL_INVALID_OPERATION
is generated if glDeleteBuffers
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Delete a contiguous group of display lists.
Specifies the integer name of the first display list to delete.
Specifies the number of display lists to delete.
glDeleteLists
causes a contiguous group of display lists to be
deleted. list is the name of the first display list to be
deleted, and range is the number of display lists to delete. All
display lists d with
list<=d<=list+range-1 are deleted.
All storage locations allocated to the specified display lists are freed, and the names are available for reuse at a later time. Names within the range that do not have an associated display list are ignored. If range is 0, nothing happens.
GL_INVALID_VALUE
is generated if range is negative.
GL_INVALID_OPERATION
is generated if glDeleteLists
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Deletes a program object.
Specifies the program object to be deleted.
glDeleteProgram
frees the memory and invalidates the name
associated with the program object specified by program. This
command effectively undoes the effects of a call to
glCreateProgram
.
If a program object is in use as part of current rendering state, it
will be flagged for deletion, but it will not be deleted until it is no
longer part of current state for any rendering context. If a program
object to be deleted has shader objects attached to it, those shader
objects will be automatically detached but not deleted unless they have
already been flagged for deletion by a previous call to
glDeleteShader
. A value of 0 for program will be silently
ignored.
To determine whether a program object has been flagged for deletion,
call glGetProgram
with arguments program and
GL_DELETE_STATUS
.
GL_INVALID_VALUE
is generated if program is not a value
generated by OpenGL.
GL_INVALID_OPERATION
is generated if glDeleteProgram
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Delete named query objects.
Specifies the number of query objects to be deleted.
Specifies an array of query objects to be deleted.
glDeleteQueries
deletes n query objects named by the
elements of the array ids. After a query object is deleted, it
has no contents, and its name is free for reuse (for example by
glGenQueries
).
glDeleteQueries
silently ignores 0’s and names that do not
correspond to existing query objects.
GL_INVALID_VALUE
is generated if n is negative.
GL_INVALID_OPERATION
is generated if glDeleteQueries
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Deletes a shader object.
Specifies the shader object to be deleted.
glDeleteShader
frees the memory and invalidates the name
associated with the shader object specified by shader. This
command effectively undoes the effects of a call to
glCreateShader
.
If a shader object to be deleted is attached to a program object, it will be flagged for deletion, but it will not be deleted until it is no longer attached to any program object, for any rendering context (i.e., it must be detached from wherever it was attached before it will be deleted). A value of 0 for shader will be silently ignored.
To determine whether an object has been flagged for deletion, call
glGetShader
with arguments shader and
GL_DELETE_STATUS
.
GL_INVALID_VALUE
is generated if shader is not a value
generated by OpenGL.
GL_INVALID_OPERATION
is generated if glDeleteShader
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Delete named textures.
Specifies the number of textures to be deleted.
Specifies an array of textures to be deleted.
glDeleteTextures
deletes n textures named by the elements
of the array textures. After a texture is deleted, it has no
contents or dimensionality, and its name is free for reuse (for example
by glGenTextures
). If a texture that is currently bound is
deleted, the binding reverts to 0 (the default texture).
glDeleteTextures
silently ignores 0’s and names that do not
correspond to existing textures.
GL_INVALID_VALUE
is generated if n is negative.
GL_INVALID_OPERATION
is generated if glDeleteTextures
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Specify the value used for depth buffer comparisons.
Specifies the depth comparison function. Symbolic constants
GL_NEVER
, GL_LESS
, GL_EQUAL
, GL_LEQUAL
,
GL_GREATER
, GL_NOTEQUAL
, GL_GEQUAL
, and
GL_ALWAYS
are accepted. The initial value is GL_LESS
.
glDepthFunc
specifies the function used to compare each incoming
pixel depth value with the depth value present in the depth buffer. The
comparison is performed only if depth testing is enabled. (See
glEnable
and glDisable
of GL_DEPTH_TEST
.)
func specifies the conditions under which the pixel will be drawn. The comparison functions are as follows:
GL_NEVER
Never passes.
GL_LESS
Passes if the incoming depth value is less than the stored depth value.
GL_EQUAL
Passes if the incoming depth value is equal to the stored depth value.
GL_LEQUAL
Passes if the incoming depth value is less than or equal to the stored depth value.
GL_GREATER
Passes if the incoming depth value is greater than the stored depth value.
GL_NOTEQUAL
Passes if the incoming depth value is not equal to the stored depth value.
GL_GEQUAL
Passes if the incoming depth value is greater than or equal to the stored depth value.
GL_ALWAYS
Always passes.
The initial value of func is GL_LESS
. Initially, depth
testing is disabled. If depth testing is disabled or if no depth buffer
exists, it is as if the depth test always passes.
GL_INVALID_ENUM
is generated if func is not an accepted
value.
GL_INVALID_OPERATION
is generated if glDepthFunc
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Enable or disable writing into the depth buffer.
Specifies whether the depth buffer is enabled for writing. If
flag is GL_FALSE
, depth buffer writing is disabled.
Otherwise, it is enabled. Initially, depth buffer writing is enabled.
glDepthMask
specifies whether the depth buffer is enabled for
writing. If flag is GL_FALSE
, depth buffer writing is
disabled. Otherwise, it is enabled. Initially, depth buffer writing is
enabled.
GL_INVALID_OPERATION
is generated if glDepthMask
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Specify mapping of depth values from normalized device coordinates to window coordinates.
Specifies the mapping of the near clipping plane to window coordinates. The initial value is 0.
Specifies the mapping of the far clipping plane to window coordinates. The initial value is 1.
After clipping and division by w, depth coordinates range from
-1 to 1, corresponding to the near and far clipping planes.
glDepthRange
specifies a linear mapping of the normalized depth
coordinates in this range to window depth coordinates. Regardless of
the actual depth buffer implementation, window coordinate depth values
are treated as though they range from 0 through 1 (like color
components). Thus, the values accepted by glDepthRange
are both
clamped to this range before they are accepted.
The setting of (0,1) maps the near plane to 0 and the far plane to 1. With this mapping, the depth buffer range is fully utilized.
GL_INVALID_OPERATION
is generated if glDepthRange
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Detaches a shader object from a program object to which it is attached.
Specifies the program object from which to detach the shader object.
Specifies the shader object to be detached.
glDetachShader
detaches the shader object specified by
shader from the program object specified by program. This
command can be used to undo the effect of the command
glAttachShader
.
If shader has already been flagged for deletion by a call to
glDeleteShader
and it is not attached to any other program
object, it will be deleted after it has been detached.
GL_INVALID_VALUE
is generated if either program or
shader is a value that was not generated by OpenGL.
GL_INVALID_OPERATION
is generated if program is not a
program object.
GL_INVALID_OPERATION
is generated if shader is not a shader
object.
GL_INVALID_OPERATION
is generated if shader is not attached
to program.
GL_INVALID_OPERATION
is generated if glDetachShader
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Render primitives from array data.
Specifies what kind of primitives to render. Symbolic constants
GL_POINTS
, GL_LINE_STRIP
, GL_LINE_LOOP
,
GL_LINES
, GL_TRIANGLE_STRIP
, GL_TRIANGLE_FAN
,
GL_TRIANGLES
, GL_QUAD_STRIP
, GL_QUADS
, and
GL_POLYGON
are accepted.
Specifies the starting index in the enabled arrays.
Specifies the number of indices to be rendered.
glDrawArrays
specifies multiple geometric primitives with very
few subroutine calls. Instead of calling a GL procedure to pass each
individual vertex, normal, texture coordinate, edge flag, or color, you
can prespecify separate arrays of vertices, normals, and colors and use
them to construct a sequence of primitives with a single call to
glDrawArrays
.
When glDrawArrays
is called, it uses count sequential
elements from each enabled array to construct a sequence of geometric
primitives, beginning with element first. mode specifies
what kind of primitives are constructed and how the array elements
construct those primitives. If GL_VERTEX_ARRAY
is not enabled,
no geometric primitives are generated.
Vertex attributes that are modified by glDrawArrays
have an
unspecified value after glDrawArrays
returns. For example, if
GL_COLOR_ARRAY
is enabled, the value of the current color is
undefined after glDrawArrays
executes. Attributes that aren’t
modified remain well defined.
GL_INVALID_ENUM
is generated if mode is not an accepted
value.
GL_INVALID_VALUE
is generated if count is negative.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to an enabled array and the buffer object’s data store is
currently mapped.
GL_INVALID_OPERATION
is generated if glDrawArrays
is
executed between the execution of glBegin
and the corresponding
glEnd
.
Specifies a list of color buffers to be drawn into.
Specifies the number of buffers in bufs.
Points to an array of symbolic constants specifying the buffers into which fragment colors or data values will be written.
glDrawBuffers
defines an array of buffers into which fragment
color values or fragment data will be written. If no fragment shader is
active, rendering operations will generate only one fragment color per
fragment and it will be written into each of the buffers specified by
bufs. If a fragment shader is active and it writes a value to the
output variable gl_FragColor
, then that value will be written
into each of the buffers specified by bufs. If a fragment shader
is active and it writes a value to one or more elements of the output
array variable gl_FragData[]
, then the value of
gl_FragData[0]
will be written into the first buffer specified
by bufs, the value of gl_FragData[1]
will be written into
the second buffer specified by bufs, and so on up to
gl_FragData[n-1]
. The draw buffer used for gl_FragData[n]
and beyond is implicitly set to be GL_NONE
.
The symbolic constants contained in bufs may be any of the following:
GL_NONE
The fragment color/data value is not written into any color buffer.
GL_FRONT_LEFT
The fragment color/data value is written into the front left color buffer.
GL_FRONT_RIGHT
The fragment color/data value is written into the front right color buffer.
GL_BACK_LEFT
The fragment color/data value is written into the back left color buffer.
GL_BACK_RIGHT
The fragment color/data value is written into the back right color buffer.
GL_AUXi
The fragment color/data value is written into auxiliary buffer i
.
Except for GL_NONE
, the preceding symbolic constants may not
appear more than once in bufs. The maximum number of draw buffers
supported is implementation dependent and can be queried by calling
glGet
with the argument GL_MAX_DRAW_BUFFERS
. The number
of auxiliary buffers can be queried by calling glGet
with the
argument GL_AUX_BUFFERS
.
GL_INVALID_ENUM
is generated if one of the values in bufs
is not an accepted value.
GL_INVALID_ENUM
is generated if n is less than 0.
GL_INVALID_OPERATION
is generated if a symbolic constant other
than GL_NONE
appears more than once in bufs.
GL_INVALID_OPERATION
is generated if any of the entries in
bufs (other than GL_NONE
) indicates a color buffer that
does not exist in the current GL context.
GL_INVALID_VALUE
is generated if n is greater than
GL_MAX_DRAW_BUFFERS
.
GL_INVALID_OPERATION
is generated if glDrawBuffers
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Specify which color buffers are to be drawn into.
Specifies up to four color buffers to be drawn into. Symbolic constants
GL_NONE
, GL_FRONT_LEFT
, GL_FRONT_RIGHT
,
GL_BACK_LEFT
, GL_BACK_RIGHT
, GL_FRONT
,
GL_BACK
, GL_LEFT
, GL_RIGHT
,
GL_FRONT_AND_BACK
, and GL_AUX
i, where i is
between 0 and the value of GL_AUX_BUFFERS
minus 1, are accepted.
(GL_AUX_BUFFERS
is not the upper limit; use glGet
to query
the number of available aux buffers.) The initial value is
GL_FRONT
for single-buffered contexts, and GL_BACK
for
double-buffered contexts.
When colors are written to the frame buffer, they are written into the
color buffers specified by glDrawBuffer
. The specifications are
as follows:
GL_NONE
No color buffers are written.
GL_FRONT_LEFT
Only the front left color buffer is written.
GL_FRONT_RIGHT
Only the front right color buffer is written.
GL_BACK_LEFT
Only the back left color buffer is written.
GL_BACK_RIGHT
Only the back right color buffer is written.
GL_FRONT
Only the front left and front right color buffers are written. If there is no front right color buffer, only the front left color buffer is written.
GL_BACK
Only the back left and back right color buffers are written. If there is no back right color buffer, only the back left color buffer is written.
GL_LEFT
Only the front left and back left color buffers are written. If there is no back left color buffer, only the front left color buffer is written.
GL_RIGHT
Only the front right and back right color buffers are written. If there is no back right color buffer, only the front right color buffer is written.
GL_FRONT_AND_BACK
All the front and back color buffers (front left, front right, back left, back right) are written. If there are no back color buffers, only the front left and front right color buffers are written. If there are no right color buffers, only the front left and back left color buffers are written. If there are no right or back color buffers, only the front left color buffer is written.
GL_AUX
iOnly auxiliary color buffer i is written.
If more than one color buffer is selected for drawing, then blending or logical operations are computed and applied independently for each color buffer and can produce different results in each buffer.
Monoscopic contexts include only left buffers, and stereoscopic contexts include both left and right buffers. Likewise, single-buffered contexts include only front buffers, and double-buffered contexts include both front and back buffers. The context is selected at GL initialization.
GL_INVALID_ENUM
is generated if mode is not an accepted
value.
GL_INVALID_OPERATION
is generated if none of the buffers
indicated by mode exists.
GL_INVALID_OPERATION
is generated if glDrawBuffer
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Render primitives from array data.
Specifies what kind of primitives to render. Symbolic constants
GL_POINTS
, GL_LINE_STRIP
, GL_LINE_LOOP
,
GL_LINES
, GL_TRIANGLE_STRIP
, GL_TRIANGLE_FAN
,
GL_TRIANGLES
, GL_QUAD_STRIP
, GL_QUADS
, and
GL_POLYGON
are accepted.
Specifies the number of elements to be rendered.
Specifies the type of the values in indices. Must be one of
GL_UNSIGNED_BYTE
, GL_UNSIGNED_SHORT
, or
GL_UNSIGNED_INT
.
Specifies a pointer to the location where the indices are stored.
glDrawElements
specifies multiple geometric primitives with very
few subroutine calls. Instead of calling a GL function to pass each
individual vertex, normal, texture coordinate, edge flag, or color, you
can prespecify separate arrays of vertices, normals, and so on, and use
them to construct a sequence of primitives with a single call to
glDrawElements
.
When glDrawElements
is called, it uses count sequential
elements from an enabled array, starting at indices to construct a
sequence of geometric primitives. mode specifies what kind of
primitives are constructed and how the array elements construct these
primitives. If more than one array is enabled, each is used. If
GL_VERTEX_ARRAY
is not enabled, no geometric primitives are
constructed.
Vertex attributes that are modified by glDrawElements
have an
unspecified value after glDrawElements
returns. For example, if
GL_COLOR_ARRAY
is enabled, the value of the current color is
undefined after glDrawElements
executes. Attributes that aren’t
modified maintain their previous values.
GL_INVALID_ENUM
is generated if mode is not an accepted
value.
GL_INVALID_VALUE
is generated if count is negative.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to an enabled array or the element array and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if glDrawElements
is
executed between the execution of glBegin
and the corresponding
glEnd
.
Write a block of pixels to the frame buffer.
Specify the dimensions of the pixel rectangle to be written into the frame buffer.
Specifies the format 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 data. 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
or glWindowPos
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 data 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
, or 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
, or
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
).
widthÃheight pixels are read from memory, starting at
location data. 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.
If a non-zero named buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer
) while a
block of pixels is specified, data is treated as a byte offset
into the buffer object’s data store.
The widthÃheight 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 13 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%widthy_n=y_r+ân/width,â
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
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^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%widthy_n=y_r+ân/width,â
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.
GL_DEPTH_COMPONENT
Each pixel is a single-depth component. Floating-point data is
converted directly to an internal floating-point format with unspecified
precision. Signed integer data is mapped linearly to the internal
floating-point format 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%widthy_n=y_r+ân/width,â
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_RGBA
GL_BGRA
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 format with unspecified precision. Signed integer values
are mapped linearly to the internal floating-point format 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%widthy_n=y_r+ân/width,â
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_RED
Each pixel is a single red component. This component is converted to the internal floating-point format 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 converted to the internal floating-point format 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 converted to the internal floating-point format 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 converted to the internal floating-point format 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.
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 converted to the
internal floating-point format 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 format 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.
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 format 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:
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, 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,â¢n,y_r+zoom_y,â¢m)(x_r+zoom_x,â¡(n+1,),y_r+zoom_y,â¡(m+1,))
where zoom_x is the value of GL_ZOOM_X
and
zoom_y is the value of GL_ZOOM_Y
.
GL_INVALID_ENUM
is generated if format or type is not
one of the accepted values.
GL_INVALID_ENUM
is generated if type is GL_BITMAP
and format is not either GL_COLOR_INDEX
or
GL_STENCIL_INDEX
.
GL_INVALID_VALUE
is generated if either width or
height is negative.
GL_INVALID_OPERATION
is generated if format is
GL_STENCIL_INDEX
and there is no stencil buffer.
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_OPERATION
is generated if format is one of
GL_UNSIGNED_BYTE_3_3_2
, GL_UNSIGNED_BYTE_2_3_3_REV
,
GL_UNSIGNED_SHORT_5_6_5
, or 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
.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data
would be unpacked from the buffer object such that the memory reads
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and data
is not evenly divisible into the number of bytes needed to store in
memory a datum indicated by type.
GL_INVALID_OPERATION
is generated if glDrawPixels
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Render primitives from array data.
Specifies what kind of primitives to render. Symbolic constants
GL_POINTS
, GL_LINE_STRIP
, GL_LINE_LOOP
,
GL_LINES
, GL_TRIANGLE_STRIP
, GL_TRIANGLE_FAN
,
GL_TRIANGLES
, GL_QUAD_STRIP
, GL_QUADS
, and
GL_POLYGON
are accepted.
Specifies the minimum array index contained in indices.
Specifies the maximum array index contained in indices.
Specifies the number of elements to be rendered.
Specifies the type of the values in indices. Must be one of
GL_UNSIGNED_BYTE
, GL_UNSIGNED_SHORT
, or
GL_UNSIGNED_INT
.
Specifies a pointer to the location where the indices are stored.
glDrawRangeElements
is a restricted form of
glDrawElements
. mode, start, end, and
count match the corresponding arguments to glDrawElements
,
with the additional constraint that all values in the arrays count
must lie between start and end, inclusive.
Implementations denote recommended maximum amounts of vertex and index
data, which may be queried by calling glGet
with argument
GL_MAX_ELEMENTS_VERTICES
and GL_MAX_ELEMENTS_INDICES
. If
end-start+1 is greater than the value of
GL_MAX_ELEMENTS_VERTICES
, or if count is greater than the
value of GL_MAX_ELEMENTS_INDICES
, then the call may operate at
reduced performance. There is no requirement that all vertices in the
range [start,end] be referenced. However, the
implementation may partially process unused vertices, reducing
performance from what could be achieved with an optimal index set.
When glDrawRangeElements
is called, it uses count
sequential elements from an enabled array, starting at start to
construct a sequence of geometric primitives. mode specifies what
kind of primitives are constructed, and how the array elements construct
these primitives. If more than one array is enabled, each is used. If
GL_VERTEX_ARRAY
is not enabled, no geometric primitives are
constructed.
Vertex attributes that are modified by glDrawRangeElements
have
an unspecified value after glDrawRangeElements
returns. For
example, if GL_COLOR_ARRAY
is enabled, the value of the current
color is undefined after glDrawRangeElements
executes. Attributes
that aren’t modified maintain their previous values.
It is an error for indices to lie outside the range [start,end], but implementations may not check for this situation. Such indices cause implementation-dependent behavior.
GL_INVALID_ENUM
is generated if mode is not an accepted
value.
GL_INVALID_VALUE
is generated if count is negative.
GL_INVALID_VALUE
is generated if end<start.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to an enabled array or the element array and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if glDrawRangeElements
is executed between the execution of glBegin
and the
corresponding glEnd
.
Define an array of edge flags.
Specifies the byte offset between consecutive edge flags. If stride is 0, the edge flags are understood to be tightly packed in the array. The initial value is 0.
Specifies a pointer to the first edge flag in the array. The initial value is 0.
glEdgeFlagPointer
specifies the location and data format of an
array of boolean edge flags to use when rendering. stride
specifies the byte stride from one edge flag to the next, allowing
vertices and attributes to be packed into a single array or stored in
separate arrays.
If a non-zero named buffer object is bound to the GL_ARRAY_BUFFER
target (see glBindBuffer
) while an edge flag array is specified,
pointer is treated as a byte offset into the buffer object’s data
store. Also, the buffer object binding (GL_ARRAY_BUFFER_BINDING
)
is saved as edge flag vertex array client-side state
(GL_EDGE_FLAG_ARRAY_BUFFER_BINDING
).
When an edge flag array is specified, stride and pointer are saved as client-side state, in addition to the current vertex array buffer object binding.
To enable and disable the edge flag array, call
glEnableClientState
and glDisableClientState
with the
argument GL_EDGE_FLAG_ARRAY
. If enabled, the edge flag array is
used when glDrawArrays
, glMultiDrawArrays
,
glDrawElements
, glMultiDrawElements
,
glDrawRangeElements
, or glArrayElement
is called.
GL_INVALID_ENUM
is generated if stride is negative.
Flag edges as either boundary or nonboundary.
Specifies the current edge flag value, either GL_TRUE
or
GL_FALSE
. The initial value is GL_TRUE
.
Each vertex of a polygon, separate triangle, or separate quadrilateral
specified between a glBegin
/glEnd
pair is marked as the
start of either a boundary or nonboundary edge. If the current edge
flag is true when the vertex is specified, the vertex is marked as the
start of a boundary edge. Otherwise, the vertex is marked as the start
of a nonboundary edge. glEdgeFlag
sets the edge flag bit to
GL_TRUE
if flag is GL_TRUE
and to GL_FALSE
otherwise.
The vertices of connected triangles and connected quadrilaterals are always marked as boundary, regardless of the value of the edge flag.
Boundary and nonboundary edge flags on vertices are significant only if
GL_POLYGON_MODE
is set to GL_POINT
or GL_LINE
. See
glPolygonMode
.
Enable or disable client-side capability.
Specifies the capability to enable. Symbolic constants
GL_COLOR_ARRAY
, GL_EDGE_FLAG_ARRAY
,
GL_FOG_COORD_ARRAY
, GL_INDEX_ARRAY
,
GL_NORMAL_ARRAY
, GL_SECONDARY_COLOR_ARRAY
,
GL_TEXTURE_COORD_ARRAY
, and GL_VERTEX_ARRAY
are accepted.
glEnableClientState
and glDisableClientState
enable or
disable individual client-side capabilities. By default, all
client-side capabilities are disabled. Both glEnableClientState
and glDisableClientState
take a single argument, cap, which
can assume one of the following values:
GL_COLOR_ARRAY
If enabled, the color array is enabled for writing and used during
rendering when glArrayElement
, glDrawArrays
,
glDrawElements
,
glDrawRangeElements
glMultiDrawArrays
, or
glMultiDrawElements
is called. See glColorPointer
.
GL_EDGE_FLAG_ARRAY
If enabled, the edge flag array is enabled for writing and used during
rendering when glArrayElement
, glDrawArrays
,
glDrawElements
,
glDrawRangeElements
glMultiDrawArrays
, or
glMultiDrawElements
is called. See glEdgeFlagPointer
.
GL_FOG_COORD_ARRAY
If enabled, the fog coordinate array is enabled for writing and used
during rendering when glArrayElement
, glDrawArrays
,
glDrawElements
,
glDrawRangeElements
glMultiDrawArrays
, or
glMultiDrawElements
is called. See glFogCoordPointer
.
GL_INDEX_ARRAY
If enabled, the index array is enabled for writing and used during
rendering when glArrayElement
, glDrawArrays
,
glDrawElements
,
glDrawRangeElements
glMultiDrawArrays
, or
glMultiDrawElements
is called. See glIndexPointer
.
GL_NORMAL_ARRAY
If enabled, the normal array is enabled for writing and used during
rendering when glArrayElement
, glDrawArrays
,
glDrawElements
,
glDrawRangeElements
glMultiDrawArrays
, or
glMultiDrawElements
is called. See glNormalPointer
.
GL_SECONDARY_COLOR_ARRAY
If enabled, the secondary color array is enabled for writing and used
during rendering when glArrayElement
, glDrawArrays
,
glDrawElements
,
glDrawRangeElements
glMultiDrawArrays
, or
glMultiDrawElements
is called. See glColorPointer
.
GL_TEXTURE_COORD_ARRAY
If enabled, the texture coordinate array is enabled for writing and used
during rendering when glArrayElement
, glDrawArrays
,
glDrawElements
,
glDrawRangeElements
glMultiDrawArrays
, or
glMultiDrawElements
is called. See glTexCoordPointer
.
GL_VERTEX_ARRAY
If enabled, the vertex array is enabled for writing and used during
rendering when glArrayElement
, glDrawArrays
,
glDrawElements
,
glDrawRangeElements
glMultiDrawArrays
, or
glMultiDrawElements
is called. See glVertexPointer
.
GL_INVALID_ENUM
is generated if cap is not an accepted
value.
glEnableClientState
is not allowed between the execution of
glBegin
and the corresponding glEnd
, but an error may or
may not be generated. If no error is generated, the behavior is
undefined.
Enable or disable a generic vertex attribute array.
Specifies the index of the generic vertex attribute to be enabled or disabled.
glEnableVertexAttribArray
enables the generic vertex attribute
array specified by index. glDisableVertexAttribArray
disables the generic vertex attribute array specified by index. By
default, all client-side capabilities are disabled, including all
generic vertex attribute arrays. If enabled, the values in the generic
vertex attribute array will be accessed and used for rendering when
calls are made to vertex array commands such as glDrawArrays
,
glDrawElements
, glDrawRangeElements
,
glArrayElement
, glMultiDrawElements
, or
glMultiDrawArrays
.
GL_INVALID_VALUE
is generated if index is greater than or
equal to GL_MAX_VERTEX_ATTRIBS
.
GL_INVALID_OPERATION
is generated if either
glEnableVertexAttribArray
or glDisableVertexAttribArray
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Enable or disable server-side GL capabilities.
Specifies a symbolic constant indicating a GL capability.
glEnable
and glDisable
enable and disable various
capabilities. Use glIsEnabled
or glGet
to determine the
current setting of any capability. The initial value for each
capability with the exception of GL_DITHER
and
GL_MULTISAMPLE
is GL_FALSE
. The initial value for
GL_DITHER
and GL_MULTISAMPLE
is GL_TRUE
.
Both glEnable
and glDisable
take a single argument,
cap, which can assume one of the following values:
GL_ALPHA_TEST
If enabled, do alpha testing. See glAlphaFunc
.
GL_AUTO_NORMAL
If enabled, generate normal vectors when either GL_MAP2_VERTEX_3
or GL_MAP2_VERTEX_4
is used to generate vertices. See
glMap2
.
GL_BLEND
If enabled, blend the computed fragment color values with the values in
the color buffers. See glBlendFunc
.
GL_CLIP_PLANE
iIf enabled, clip geometry against user-defined clipping plane i.
See glClipPlane
.
GL_COLOR_LOGIC_OP
If enabled, apply the currently selected logical operation to the
computed fragment color and color buffer values. See glLogicOp
.
GL_COLOR_MATERIAL
If enabled, have one or more material parameters track the current
color. See glColorMaterial
.
GL_COLOR_SUM
If enabled and no fragment shader is active, add the secondary color
value to the computed fragment color. See glSecondaryColor
.
GL_COLOR_TABLE
If enabled, perform a color table lookup on the incoming RGBA color
values. See glColorTable
.
GL_CONVOLUTION_1D
If enabled, perform a 1D convolution operation on incoming RGBA color
values. See glConvolutionFilter1D
.
GL_CONVOLUTION_2D
If enabled, perform a 2D convolution operation on incoming RGBA color
values. See glConvolutionFilter2D
.
GL_CULL_FACE
If enabled, cull polygons based on their winding in window coordinates.
See glCullFace
.
GL_DEPTH_TEST
If enabled, do depth comparisons and update the depth buffer. Note that
even if the depth buffer exists and the depth mask is non-zero, the
depth buffer is not updated if the depth test is disabled. See
glDepthFunc
and glDepthRange
.
GL_DITHER
If enabled, dither color components or indices before they are written to the color buffer.
GL_FOG
If enabled and no fragment shader is active, blend a fog color into the
post-texturing color. See glFog
.
GL_HISTOGRAM
If enabled, histogram incoming RGBA color values. See
glHistogram
.
GL_INDEX_LOGIC_OP
If enabled, apply the currently selected logical operation to the
incoming index and color buffer indices. See glLogicOp
.
GL_LIGHT
iIf enabled, include light i in the evaluation of the lighting
equation. See glLightModel
and glLight
.
GL_LIGHTING
If enabled and no vertex shader is active, use the current lighting
parameters to compute the vertex color or index. Otherwise, simply
associate the current color or index with each vertex. See
glMaterial
, glLightModel
, and glLight
.
GL_LINE_SMOOTH
If enabled, draw lines with correct filtering. Otherwise, draw aliased
lines. See glLineWidth
.
GL_LINE_STIPPLE
If enabled, use the current line stipple pattern when drawing lines. See
glLineStipple
.
GL_MAP1_COLOR_4
If enabled, calls to glEvalCoord1
, glEvalMesh1
, and
glEvalPoint1
generate RGBA values. See glMap1
.
GL_MAP1_INDEX
If enabled, calls to glEvalCoord1
, glEvalMesh1
, and
glEvalPoint1
generate color indices. See glMap1
.
GL_MAP1_NORMAL
If enabled, calls to glEvalCoord1
, glEvalMesh1
, and
glEvalPoint1
generate normals. See glMap1
.
GL_MAP1_TEXTURE_COORD_1
If enabled, calls to glEvalCoord1
, glEvalMesh1
, and
glEvalPoint1
generate s texture coordinates. See
glMap1
.
GL_MAP1_TEXTURE_COORD_2
If enabled, calls to glEvalCoord1
, glEvalMesh1
, and
glEvalPoint1
generate s and t texture coordinates.
See glMap1
.
GL_MAP1_TEXTURE_COORD_3
If enabled, calls to glEvalCoord1
, glEvalMesh1
, and
glEvalPoint1
generate s, t, and r texture
coordinates. See glMap1
.
GL_MAP1_TEXTURE_COORD_4
If enabled, calls to glEvalCoord1
, glEvalMesh1
, and
glEvalPoint1
generate s, t, r, and q
texture coordinates. See glMap1
.
GL_MAP1_VERTEX_3
If enabled, calls to glEvalCoord1
, glEvalMesh1
, and
glEvalPoint1
generate x, y, and z vertex
coordinates. See glMap1
.
GL_MAP1_VERTEX_4
If enabled, calls to glEvalCoord1
, glEvalMesh1
, and
glEvalPoint1
generate homogeneous x, y, z, and
w vertex coordinates. See glMap1
.
GL_MAP2_COLOR_4
If enabled, calls to glEvalCoord2
, glEvalMesh2
, and
glEvalPoint2
generate RGBA values. See glMap2
.
GL_MAP2_INDEX
If enabled, calls to glEvalCoord2
, glEvalMesh2
, and
glEvalPoint2
generate color indices. See glMap2
.
GL_MAP2_NORMAL
If enabled, calls to glEvalCoord2
, glEvalMesh2
, and
glEvalPoint2
generate normals. See glMap2
.
GL_MAP2_TEXTURE_COORD_1
If enabled, calls to glEvalCoord2
, glEvalMesh2
, and
glEvalPoint2
generate s texture coordinates. See
glMap2
.
GL_MAP2_TEXTURE_COORD_2
If enabled, calls to glEvalCoord2
, glEvalMesh2
, and
glEvalPoint2
generate s and t texture coordinates.
See glMap2
.
GL_MAP2_TEXTURE_COORD_3
If enabled, calls to glEvalCoord2
, glEvalMesh2
, and
glEvalPoint2
generate s, t, and r texture
coordinates. See glMap2
.
GL_MAP2_TEXTURE_COORD_4
If enabled, calls to glEvalCoord2
, glEvalMesh2
, and
glEvalPoint2
generate s, t, r, and q
texture coordinates. See glMap2
.
GL_MAP2_VERTEX_3
If enabled, calls to glEvalCoord2
, glEvalMesh2
, and
glEvalPoint2
generate x, y, and z vertex
coordinates. See glMap2
.
GL_MAP2_VERTEX_4
If enabled, calls to glEvalCoord2
, glEvalMesh2
, and
glEvalPoint2
generate homogeneous x, y, z, and
w vertex coordinates. See glMap2
.
GL_MINMAX
If enabled, compute the minimum and maximum values of incoming RGBA
color values. See glMinmax
.
GL_MULTISAMPLE
If enabled, use multiple fragment samples in computing the final color
of a pixel. See glSampleCoverage
.
GL_NORMALIZE
If enabled and no vertex shader is active, normal vectors are normalized
to unit length after transformation and before lighting. This method is
generally less efficient than GL_RESCALE_NORMAL
. See
glNormal
and glNormalPointer
.
GL_POINT_SMOOTH
If enabled, draw points with proper filtering. Otherwise, draw aliased
points. See glPointSize
.
GL_POINT_SPRITE
If enabled, calculate texture coordinates for points based on texture environment and point parameter settings. Otherwise texture coordinates are constant across points.
GL_POLYGON_OFFSET_FILL
If enabled, and if the polygon is rendered in GL_FILL
mode, an
offset is added to depth values of a polygon’s fragments before the
depth comparison is performed. See glPolygonOffset
.
GL_POLYGON_OFFSET_LINE
If enabled, and if the polygon is rendered in GL_LINE
mode, an
offset is added to depth values of a polygon’s fragments before the
depth comparison is performed. See glPolygonOffset
.
GL_POLYGON_OFFSET_POINT
If enabled, an offset is added to depth values of a polygon’s fragments
before the depth comparison is performed, if the polygon is rendered in
GL_POINT
mode. See glPolygonOffset
.
GL_POLYGON_SMOOTH
If enabled, draw polygons with proper filtering. Otherwise, draw aliased polygons. For correct antialiased polygons, an alpha buffer is needed and the polygons must be sorted front to back.
GL_POLYGON_STIPPLE
If enabled, use the current polygon stipple pattern when rendering
polygons. See glPolygonStipple
.
GL_POST_COLOR_MATRIX_COLOR_TABLE
If enabled, perform a color table lookup on RGBA color values after
color matrix transformation. See glColorTable
.
GL_POST_CONVOLUTION_COLOR_TABLE
If enabled, perform a color table lookup on RGBA color values after
convolution. See glColorTable
.
GL_RESCALE_NORMAL
If enabled and no vertex shader is active, normal vectors are scaled
after transformation and before lighting by a factor computed from the
modelview matrix. If the modelview matrix scales space uniformly, this
has the effect of restoring the transformed normal to unit length. This
method is generally more efficient than GL_NORMALIZE
. See
glNormal
and glNormalPointer
.
GL_SAMPLE_ALPHA_TO_COVERAGE
If enabled, compute a temporary coverage value where each bit is determined by the alpha value at the corresponding sample location. The temporary coverage value is then ANDed with the fragment coverage value.
GL_SAMPLE_ALPHA_TO_ONE
If enabled, each sample alpha value is replaced by the maximum representable alpha value.
GL_SAMPLE_COVERAGE
If enabled, the fragment’s coverage is ANDed with the temporary coverage
value. If GL_SAMPLE_COVERAGE_INVERT
is set to GL_TRUE
,
invert the coverage value. See glSampleCoverage
.
GL_SEPARABLE_2D
If enabled, perform a two-dimensional convolution operation using a
separable convolution filter on incoming RGBA color values. See
glSeparableFilter2D
.
GL_SCISSOR_TEST
If enabled, discard fragments that are outside the scissor rectangle.
See glScissor
.
GL_STENCIL_TEST
If enabled, do stencil testing and update the stencil buffer. See
glStencilFunc
and glStencilOp
.
GL_TEXTURE_1D
If enabled and no fragment shader is active, one-dimensional texturing
is performed (unless two- or three-dimensional or cube-mapped texturing
is also enabled). See glTexImage1D
.
GL_TEXTURE_2D
If enabled and no fragment shader is active, two-dimensional texturing
is performed (unless three-dimensional or cube-mapped texturing is also
enabled). See glTexImage2D
.
GL_TEXTURE_3D
If enabled and no fragment shader is active, three-dimensional texturing
is performed (unless cube-mapped texturing is also enabled). See
glTexImage3D
.
GL_TEXTURE_CUBE_MAP
If enabled and no fragment shader is active, cube-mapped texturing is
performed. See glTexImage2D
.
GL_TEXTURE_GEN_Q
If enabled and no vertex shader is active, the q texture
coordinate is computed using the texture generation function defined
with glTexGen
. Otherwise, the current q texture coordinate
is used. See glTexGen
.
GL_TEXTURE_GEN_R
If enabled and no vertex shader is active, the r texture
coordinate is computed using the texture generation function defined
with glTexGen
. Otherwise, the current r texture coordinate
is used. See glTexGen
.
GL_TEXTURE_GEN_S
If enabled and no vertex shader is active, the s texture
coordinate is computed using the texture generation function defined
with glTexGen
. Otherwise, the current s texture coordinate
is used. See glTexGen
.
GL_TEXTURE_GEN_T
If enabled and no vertex shader is active, the t texture
coordinate is computed using the texture generation function defined
with glTexGen
. Otherwise, the current t texture coordinate
is used. See glTexGen
.
GL_VERTEX_PROGRAM_POINT_SIZE
If enabled and a vertex shader is active, then the derived point size is
taken from the (potentially clipped) shader builtin gl_PointSize
and clamped to the implementation-dependent point size range.
GL_VERTEX_PROGRAM_TWO_SIDE
If enabled and a vertex shader is active, it specifies that the GL will choose between front and back colors based on the polygon’s face direction of which the vertex being shaded is a part. It has no effect on points or lines.
GL_INVALID_ENUM
is generated if cap is not one of the
values listed previously.
GL_INVALID_OPERATION
is generated if glEnable
or
glDisable
is executed between the execution of glBegin
and
the corresponding execution of glEnd
.
Evaluate enabled one- and two-dimensional maps.
Specifies a value that is the domain coordinate u to the basis
function defined in a previous glMap1
or glMap2
command.
Specifies a value that is the domain coordinate v to the basis
function defined in a previous glMap2
command. This argument is
not present in a glEvalCoord1
command.
glEvalCoord1
evaluates enabled one-dimensional maps at argument
u. glEvalCoord2
does the same for two-dimensional maps
using two domain values, u and v. To define a map, call
glMap1
and glMap2
; to enable and disable it, call
glEnable
and glDisable
.
When one of the glEvalCoord
commands is issued, all currently
enabled maps of the indicated dimension are evaluated. Then, for each
enabled map, it is as if the corresponding GL command had been issued
with the computed value. That is, if GL_MAP1_INDEX
or
GL_MAP2_INDEX
is enabled, a glIndex
command is simulated.
If GL_MAP1_COLOR_4
or GL_MAP2_COLOR_4
is enabled, a
glColor
command is simulated. If GL_MAP1_NORMAL
or
GL_MAP2_NORMAL
is enabled, a normal vector is produced, and if
any of GL_MAP1_TEXTURE_COORD_1
, GL_MAP1_TEXTURE_COORD_2
,
GL_MAP1_TEXTURE_COORD_3
, GL_MAP1_TEXTURE_COORD_4
,
GL_MAP2_TEXTURE_COORD_1
, GL_MAP2_TEXTURE_COORD_2
,
GL_MAP2_TEXTURE_COORD_3
, or GL_MAP2_TEXTURE_COORD_4
is
enabled, then an appropriate glTexCoord
command is simulated.
For color, color index, normal, and texture coordinates the GL uses
evaluated values instead of current values for those evaluations that
are enabled, and current values otherwise, However, the evaluated values
do not update the current values. Thus, if glVertex
commands are
interspersed with glEvalCoord
commands, the color, normal, and
texture coordinates associated with the glVertex
commands are not
affected by the values generated by the glEvalCoord
commands, but
only by the most recent glColor
, glIndex
, glNormal
,
and glTexCoord
commands.
No commands are issued for maps that are not enabled. If more than one
texture evaluation is enabled for a particular dimension (for example,
GL_MAP2_TEXTURE_COORD_1
and GL_MAP2_TEXTURE_COORD_2
), then
only the evaluation of the map that produces the larger number of
coordinates (in this case, GL_MAP2_TEXTURE_COORD_2
) is carried
out. GL_MAP1_VERTEX_4
overrides GL_MAP1_VERTEX_3
, and
GL_MAP2_VERTEX_4
overrides GL_MAP2_VERTEX_3
, in the same
manner. If neither a three- nor a four-component vertex map is enabled
for the specified dimension, the glEvalCoord
command is ignored.
If you have enabled automatic normal generation, by calling
glEnable
with argument GL_AUTO_NORMAL
, glEvalCoord2
generates surface normals analytically, regardless of the contents or
enabling of the GL_MAP2_NORMAL
map. Let
m
=âp
,/âu,,Ãâp
,/âv,,
Then the generated normal n
is
n
=m
/â¥m
,â¥,
If automatic normal generation is disabled, the corresponding normal map
GL_MAP2_NORMAL
, if enabled, is used to produce a normal. If
neither automatic normal generation nor a normal map is enabled, no
normal is generated for glEvalCoord2
commands.
Compute a one- or two-dimensional grid of points or lines.
In glEvalMesh1
, specifies whether to compute a one-dimensional
mesh of points or lines. Symbolic constants GL_POINT
and
GL_LINE
are accepted.
Specify the first and last integer values for grid domain variable i.
glMapGrid
and glEvalMesh
are used in tandem to efficiently
generate and evaluate a series of evenly-spaced map domain values.
glEvalMesh
steps through the integer domain of a one- or
two-dimensional grid, whose range is the domain of the evaluation maps
specified by glMap1
and glMap2
. mode determines
whether the resulting vertices are connected as points, lines, or filled
polygons.
In the one-dimensional case, glEvalMesh1
, the mesh is generated
as if the following code fragment were executed:
where
glBegin( type );
for ( i = i1; i <= i2; i += 1 )
glEvalCoord1( i·Îu+u_1 );
glEnd();
Îu=(u_2-u_1,)/n
and n, u_1, and u_2 are the arguments to
the most recent glMapGrid1
command. type is
GL_POINTS
if mode is GL_POINT
, or GL_LINES
if
mode is GL_LINE
.
The one absolute numeric requirement is that if i=n, then the value computed from i·Îu+u_1 is exactly u_2.
In the two-dimensional case, glEvalMesh2
, let .cp
Îu=(u_2-u_1,)/n
Îv=(v_2-v_1,)/m
where n, u_1, u_2, m,
v_1, and v_2 are the arguments to the most recent
glMapGrid2
command. Then, if mode is GL_FILL
, the
glEvalMesh2
command is equivalent to:
for ( j = j1; j < j2; j += 1 ) { glBegin( GL_QUAD_STRIP ); for ( i = i1; i <= i2; i += 1 ) { glEvalCoord2( i·Îu+u_1,j·Îv+v_1 ); glEvalCoord2( i·Îu+u_1,(j+1,)·Îv+v_1 ); } glEnd(); }
If mode is GL_LINE
, then a call to glEvalMesh2
is
equivalent to:
for ( j = j1; j <= j2; j += 1 ) { glBegin( GL_LINE_STRIP ); for ( i = i1; i <= i2; i += 1 ) glEvalCoord2( i·Îu+u_1,j·Îv+v_1 ); glEnd(); } for ( i = i1; i <= i2; i += 1 ) { glBegin( GL_LINE_STRIP ); for ( j = j1; j <= j1; j += 1 ) glEvalCoord2( i·Îu+u_1,j·Îv+v_1 ); glEnd(); }
And finally, if mode is GL_POINT
, then a call to
glEvalMesh2
is equivalent to:
glBegin( GL_POINTS );
for ( j = j1; j <= j2; j += 1 )
for ( i = i1; i <= i2; i += 1 )
glEvalCoord2( i·Îu+u_1,j·Îv+v_1 );
glEnd();
In all three cases, the only absolute numeric requirements are that if i=n, then the value computed from i·Îu+u_1 is exactly u_2, and if j=m, then the value computed from j·Îv+v_1 is exactly v_2.
GL_INVALID_ENUM
is generated if mode is not an accepted
value.
GL_INVALID_OPERATION
is generated if glEvalMesh
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Generate and evaluate a single point in a mesh.
Specifies the integer value for grid domain variable i.
Specifies the integer value for grid domain variable j
(glEvalPoint2
only).
glMapGrid
and glEvalMesh
are used in tandem to efficiently
generate and evaluate a series of evenly spaced map domain values.
glEvalPoint
can be used to evaluate a single grid point in the
same gridspace that is traversed by glEvalMesh
. Calling
glEvalPoint1
is equivalent to calling where
Îu=(u_2-u_1,)/n
glEvalCoord1( i·Îu+u_1 );
and n, u_1, and u_2 are the arguments to
the most recent glMapGrid1
command. The one absolute numeric
requirement is that if i=n, then the value computed from
i·Îu+u_1 is exactly u_2.
In the two-dimensional case, glEvalPoint2
, let
Îu=(u_2-u_1,)/nÎv=(v_2-v_1,)/m
where n, u_1, u_2, m,
v_1, and v_2 are the arguments to the most recent
glMapGrid2
command. Then the glEvalPoint2
command is
equivalent to calling The only absolute numeric requirements are that if
i=n, then the value computed from
i·Îu+u_1 is exactly u_2, and if
j=m, then the value computed from
j·Îv+v_1 is exactly v_2.
glEvalCoord2( i·Îu+u_1,j·Îv+v_1 );
Controls feedback mode.
Specifies the maximum number of values that can be written into buffer.
Specifies a symbolic constant that describes the information that will
be returned for each vertex. GL_2D
, GL_3D
,
GL_3D_COLOR
, GL_3D_COLOR_TEXTURE
, and
GL_4D_COLOR_TEXTURE
are accepted.
Returns the feedback data.
The glFeedbackBuffer
function controls feedback. Feedback, like
selection, is a GL mode. The mode is selected by calling
glRenderMode
with GL_FEEDBACK
. When the GL is in feedback
mode, no pixels are produced by rasterization. Instead, information
about primitives that would have been rasterized is fed back to the
application using the GL.
glFeedbackBuffer
has three arguments: buffer is a pointer
to an array of floating-point values into which feedback information is
placed. size indicates the size of the array. type is a
symbolic constant describing the information that is fed back for each
vertex. glFeedbackBuffer
must be issued before feedback mode is
enabled (by calling glRenderMode
with argument
GL_FEEDBACK
). Setting GL_FEEDBACK
without establishing
the feedback buffer, or calling glFeedbackBuffer
while the GL is
in feedback mode, is an error.
When glRenderMode
is called while in feedback mode, it returns
the number of entries placed in the feedback array and resets the
feedback array pointer to the base of the feedback buffer. The returned
value never exceeds size. If the feedback data required more room
than was available in buffer, glRenderMode
returns a
negative value. To take the GL out of feedback mode, call
glRenderMode
with a parameter value other than
GL_FEEDBACK
.
While in feedback mode, each primitive, bitmap, or pixel rectangle that
would be rasterized generates a block of values that are copied into the
feedback array. If doing so would cause the number of entries to exceed
the maximum, the block is partially written so as to fill the array (if
there is any room left at all), and an overflow flag is set. Each block
begins with a code indicating the primitive type, followed by values
that describe the primitive’s vertices and associated data. Entries are
also written for bitmaps and pixel rectangles. Feedback occurs after
polygon culling and glPolygonMode
interpretation of polygons has
taken place, so polygons that are culled are not returned in the
feedback buffer. It can also occur after polygons with more than three
edges are broken up into triangles, if the GL implementation renders
polygons by performing this decomposition.
The glPassThrough
command can be used to insert a marker into the
feedback buffer. See glPassThrough
.
Following is the grammar for the blocks of values written into the feedback buffer. Each primitive is indicated with a unique identifying value followed by some number of vertices. Polygon entries include an integer value indicating how many vertices follow. A vertex is fed back as some number of floating-point values, as determined by type. Colors are fed back as four values in RGBA mode and one value in color index mode.
feedbackList â feedbackItem feedbackList | feedbackItem feedbackItem
â point | lineSegment | polygon | bitmap | pixelRectangle | passThru
point âGL_POINT_TOKEN
vertex lineSegment
âGL_LINE_TOKEN
vertex vertex | GL_LINE_RESET_TOKEN
vertex vertex polygon âGL_POLYGON_TOKEN
n polySpec polySpec
â polySpec vertex | vertex vertex vertex bitmap
âGL_BITMAP_TOKEN
vertex pixelRectangle
âGL_DRAW_PIXEL_TOKEN
vertex | GL_COPY_PIXEL_TOKEN
vertex passThru âGL_PASS_THROUGH_TOKEN
value vertex â 2d
| 3d | 3dColor | 3dColorTexture | 4dColorTexture 2d â value value 3d
â value value value 3dColor â value value value color
3dColorTexture â value value value color tex 4dColorTexture â
value value value value color tex color â rgba | index rgba â
value value value value index â value tex â value value value
value
value is a floating-point number, and n is a floating-point
integer giving the number of vertices in the polygon.
GL_POINT_TOKEN
, GL_LINE_TOKEN
, GL_LINE_RESET_TOKEN
,
GL_POLYGON_TOKEN
, GL_BITMAP_TOKEN
,
GL_DRAW_PIXEL_TOKEN
, GL_COPY_PIXEL_TOKEN
and
GL_PASS_THROUGH_TOKEN
are symbolic floating-point constants.
GL_LINE_RESET_TOKEN
is returned whenever the line stipple pattern
is reset. The data returned as a vertex depends on the feedback
type.
The following table gives the correspondence between type and the number of values per vertex. k is 1 in color index mode and 4 in RGBA mode.
Coordinates, Color, Texture, Total Number of Values
GL_2D
x, y, , , 2
GL_3D
x, y, z, , , 3
GL_3D_COLOR
x, y, z, k, , 3+k
GL_3D_COLOR_TEXTURE
x, y, z, k, 4 , 7+k
GL_4D_COLOR_TEXTURE
x, y, z, w, k, 4 , 8+k
Feedback vertex coordinates are in window coordinates, except w, which is in clip coordinates. Feedback colors are lighted, if lighting is enabled. Feedback texture coordinates are generated, if texture coordinate generation is enabled. They are always transformed by the texture matrix.
GL_INVALID_ENUM
is generated if type is not an accepted
value.
GL_INVALID_VALUE
is generated if size is negative.
GL_INVALID_OPERATION
is generated if glFeedbackBuffer
is
called while the render mode is GL_FEEDBACK
, or if
glRenderMode
is called with argument GL_FEEDBACK
before
glFeedbackBuffer
is called at least once.
GL_INVALID_OPERATION
is generated if glFeedbackBuffer
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Block until all GL execution is complete.
glFinish
does not return until the effects of all previously
called GL commands are complete. Such effects include all changes to GL
state, all changes to connection state, and all changes to the frame
buffer contents.
GL_INVALID_OPERATION
is generated if glFinish
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Force execution of GL commands in finite time.
Different GL implementations buffer commands in several different
locations, including network buffers and the graphics accelerator
itself. glFlush
empties all of these buffers, causing all issued
commands to be executed as quickly as they are accepted by the actual
rendering engine. Though this execution may not be completed in any
particular time period, it does complete in finite time.
Because any GL program might be executed over a network, or on an
accelerator that buffers commands, all programs should call
glFlush
whenever they count on having all of their previously
issued commands completed. For example, call glFlush
before
waiting for user input that depends on the generated image.
GL_INVALID_OPERATION
is generated if glFlush
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Define an array of fog coordinates.
Specifies the data type of each fog coordinate. Symbolic constants
GL_FLOAT
, or GL_DOUBLE
are accepted. The initial value is
GL_FLOAT
.
Specifies the byte offset between consecutive fog coordinates. If stride is 0, the array elements are understood to be tightly packed. The initial value is 0.
Specifies a pointer to the first coordinate of the first fog coordinate in the array. The initial value is 0.
glFogCoordPointer
specifies the location and data format of an
array of fog coordinates to use when rendering. type specifies
the data type of each fog coordinate, and stride specifies the
byte stride from one fog coordinate to the next, allowing vertices and
attributes to be packed into a single array or stored in separate
arrays.
If a non-zero named buffer object is bound to the GL_ARRAY_BUFFER
target (see glBindBuffer
) while a fog coordinate array is
specified, pointer is treated as a byte offset into the buffer
object’s data store. Also, the buffer object binding
(GL_ARRAY_BUFFER_BINDING
) is saved as fog coordinate vertex array
client-side state (GL_FOG_COORD_ARRAY_BUFFER_BINDING
).
When a fog coordinate array is specified, type, stride, and pointer are saved as client-side state, in addition to the current vertex array buffer object binding.
To enable and disable the fog coordinate array, call
glEnableClientState
and glDisableClientState
with the
argument GL_FOG_COORD_ARRAY
. If enabled, the fog coordinate
array is used when glDrawArrays
, glMultiDrawArrays
,
glDrawElements
, glMultiDrawElements
,
glDrawRangeElements
, or glArrayElement
is called.
GL_INVALID_ENUM
is generated if type is not either
GL_FLOAT
or GL_DOUBLE
.
GL_INVALID_VALUE
is generated if stride is negative.
Set the current fog coordinates.
Specify the fog distance.
glFogCoord
specifies the fog coordinate that is associated with
each vertex and the current raster position. The value specified is
interpolated and used in computing the fog color (see glFog
).
Specify fog parameters.
Specifies a single-valued fog parameter. GL_FOG_MODE
,
GL_FOG_DENSITY
, GL_FOG_START
, GL_FOG_END
,
GL_FOG_INDEX
, and GL_FOG_COORD_SRC
are accepted.
Specifies the value that pname will be set to.
Fog is initially disabled. While enabled, fog affects rasterized
geometry, bitmaps, and pixel blocks, but not buffer clear operations. To
enable and disable fog, call glEnable
and glDisable
with
argument GL_FOG
.
glFog
assigns the value or values in params to the fog
parameter specified by pname. The following values are accepted
for pname:
GL_FOG_MODE
params is a single integer or floating-point value that specifies
the equation to be used to compute the fog blend factor, f.
Three symbolic constants are accepted: GL_LINEAR
, GL_EXP
,
and GL_EXP2
. The equations corresponding to these symbolic
constants are defined below. The initial fog mode is GL_EXP
.
GL_FOG_DENSITY
params is a single integer or floating-point value that specifies density, the fog density used in both exponential fog equations. Only nonnegative densities are accepted. The initial fog density is 1.
GL_FOG_START
params is a single integer or floating-point value that specifies start, the near distance used in the linear fog equation. The initial near distance is 0.
GL_FOG_END
params is a single integer or floating-point value that specifies end, the far distance used in the linear fog equation. The initial far distance is 1.
GL_FOG_INDEX
params is a single integer or floating-point value that specifies i_f, the fog color index. The initial fog index is 0.
GL_FOG_COLOR
params contains four integer or floating-point values that specify C_f, the fog color. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. After conversion, all color components are clamped to the range [0,1]. The initial fog color is (0, 0, 0, 0).
GL_FOG_COORD_SRC
params contains either of the following symbolic constants:
GL_FOG_COORD
or GL_FRAGMENT_DEPTH
. GL_FOG_COORD
specifies that the current fog coordinate should be used as distance
value in the fog color computation. GL_FRAGMENT_DEPTH
specifies
that the current fragment depth should be used as distance value in the
fog computation.
Fog blends a fog color with each rasterized pixel fragment’s
post-texturing color using a blending factor f. Factor
f is computed in one of three ways, depending on the fog mode.
Let c be either the distance in eye coordinate from the origin
(in the case that the GL_FOG_COORD_SRC
is
GL_FRAGMENT_DEPTH
) or the current fog coordinate (in the case
that GL_FOG_COORD_SRC
is GL_FOG_COORD
). The equation for
GL_LINEAR
fog is
f=end-c,/end-start,
The equation for GL_EXP
fog is
f=e^-(density·c,),
The equation for GL_EXP2
fog is
f=e^-(density·c,),^2
Regardless of the fog mode, f is clamped to the range [0,1] after it is computed. Then, if the GL is in RGBA color mode, the fragment’s red, green, and blue colors, represented by C_r, are replaced by
C_r,^â³=fÃC_r+(1-f,)ÃC_f
Fog does not affect a fragment’s alpha component.
In color index mode, the fragment’s color index i_r is replaced by
i_r,^â³=i_r+(1-f,)Ãi_f
GL_INVALID_ENUM
is generated if pname is not an accepted
value, or if pname is GL_FOG_MODE
and params is not
an accepted value.
GL_INVALID_VALUE
is generated if pname is
GL_FOG_DENSITY
and params is negative.
GL_INVALID_OPERATION
is generated if glFog
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Define front- and back-facing polygons.
Specifies the orientation of front-facing polygons. GL_CW
and
GL_CCW
are accepted. The initial value is GL_CCW
.
In a scene composed entirely of opaque closed surfaces, back-facing
polygons are never visible. Eliminating these invisible polygons has
the obvious benefit of speeding up the rendering of the image. To
enable and disable elimination of back-facing polygons, call
glEnable
and glDisable
with argument GL_CULL_FACE
.
The projection of a polygon to window coordinates is said to have
clockwise winding if an imaginary object following the path from its
first vertex, its second vertex, and so on, to its last vertex, and
finally back to its first vertex, moves in a clockwise direction about
the interior of the polygon. The polygon’s winding is said to be
counterclockwise if the imaginary object following the same path moves
in a counterclockwise direction about the interior of the polygon.
glFrontFace
specifies whether polygons with clockwise winding in
window coordinates, or counterclockwise winding in window coordinates,
are taken to be front-facing. Passing GL_CCW
to mode
selects counterclockwise polygons as front-facing; GL_CW
selects
clockwise polygons as front-facing. By default, counterclockwise
polygons are taken to be front-facing.
GL_INVALID_ENUM
is generated if mode is not an accepted
value.
GL_INVALID_OPERATION
is generated if glFrontFace
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Multiply the current matrix by a perspective matrix.
Specify the coordinates for the left and right vertical clipping planes.
Specify the coordinates for the bottom and top horizontal clipping planes.
Specify the distances to the near and far depth clipping planes. Both distances must be positive.
glFrustum
describes a perspective matrix that produces a
perspective projection. The current matrix (see glMatrixMode
) is
multiplied by this matrix and the result replaces the current matrix, as
if glMultMatrix
were called with the following matrix as its
argument:
[(2â¢nearVal,/right-left,, 0 A 0), (0 2â¢nearVal,/top-bottom,, B 0), (0 0 C D), (0 0 -1 0),]
A=right+left,/right-left,
B=top+bottom,/top-bottom,
C=-farVal+nearVal,/farVal-nearVal,,
D=-2â¢farValâ¢nearVal,/farVal-nearVal,,
Typically, the matrix mode is GL_PROJECTION
, and
(left,bottom-nearVal) and
(right,top-nearVal) specify the points on the near
clipping plane that are mapped to the lower left and upper right corners
of the window, assuming that the eye is located at (0, 0, 0).
-farVal specifies the location of the far clipping plane. Both
nearVal and farVal must be positive.
Use glPushMatrix
and glPopMatrix
to save and restore the
current matrix stack.
GL_INVALID_VALUE
is generated if nearVal or farVal is
not positive, or if left = right, or bottom =
top, or near = far.
GL_INVALID_OPERATION
is generated if glFrustum
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Generate buffer object names.
Specifies the number of buffer object names to be generated.
Specifies an array in which the generated buffer object names are stored.
glGenBuffers
returns n buffer object names in
buffers. There is no guarantee that the names form a contiguous
set of integers; however, it is guaranteed that none of the returned
names was in use immediately before the call to glGenBuffers
.
Buffer object names returned by a call to glGenBuffers
are not
returned by subsequent calls, unless they are first deleted with
glDeleteBuffers
.
No buffer objects are associated with the returned buffer object names
until they are first bound by calling glBindBuffer
.
GL_INVALID_VALUE
is generated if n is negative.
GL_INVALID_OPERATION
is generated if glGenBuffers
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Generate a contiguous set of empty display lists.
Specifies the number of contiguous empty display lists to be generated.
glGenLists
has one argument, range. It returns an integer
n such that range contiguous empty display lists, named
n, n+1, ..., n+range-1,
are created. If range is 0, if there is no group of range
contiguous names available, or if any error is generated, no display
lists are generated, and 0 is returned.
GL_INVALID_VALUE
is generated if range is negative.
GL_INVALID_OPERATION
is generated if glGenLists
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Generate query object names.
Specifies the number of query object names to be generated.
Specifies an array in which the generated query object names are stored.
glGenQueries
returns n query object names in ids.
There is no guarantee that the names form a contiguous set of integers;
however, it is guaranteed that none of the returned names was in use
immediately before the call to glGenQueries
.
Query object names returned by a call to glGenQueries
are not
returned by subsequent calls, unless they are first deleted with
glDeleteQueries
.
No query objects are associated with the returned query object names
until they are first used by calling glBeginQuery
.
GL_INVALID_VALUE
is generated if n is negative.
GL_INVALID_OPERATION
is generated if glGenQueries
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Generate texture names.
Specifies the number of texture names to be generated.
Specifies an array in which the generated texture names are stored.
glGenTextures
returns n texture names in textures.
There is no guarantee that the names form a contiguous set of integers;
however, it is guaranteed that none of the returned names was in use
immediately before the call to glGenTextures
.
The generated textures have no dimensionality; they assume the
dimensionality of the texture target to which they are first bound (see
glBindTexture
).
Texture names returned by a call to glGenTextures
are not
returned by subsequent calls, unless they are first deleted with
glDeleteTextures
.
GL_INVALID_VALUE
is generated if n is negative.
GL_INVALID_OPERATION
is generated if glGenTextures
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Returns information about an active attribute variable for the specified program object.
Specifies the program object to be queried.
Specifies the index of the attribute variable to be queried.
Specifies the maximum number of characters OpenGL is allowed to write in the character buffer indicated by name.
Returns the number of characters actually written by OpenGL in the
string indicated by name (excluding the null terminator) if a
value other than NULL
is passed.
Returns the size of the attribute variable.
Returns the data type of the attribute variable.
Returns a null terminated string containing the name of the attribute variable.
glGetActiveAttrib
returns information about an active attribute
variable in the program object specified by program. The number
of active attributes can be obtained by calling glGetProgram
with
the value GL_ACTIVE_ATTRIBUTES
. A value of 0 for index
selects the first active attribute variable. Permissible values for
index range from 0 to the number of active attribute variables
minus 1.
A vertex shader may use either built-in attribute variables,
user-defined attribute variables, or both. Built-in attribute variables
have a prefix of "gl_" and reference conventional OpenGL vertex
attribtes (e.g., gl_Vertex, gl_Normal, etc., see the OpenGL
Shading Language specification for a complete list.) User-defined
attribute variables have arbitrary names and obtain their values through
numbered generic vertex attributes. An attribute variable (either
built-in or user-defined) is considered active if it is determined
during the link operation that it may be accessed during program
execution. Therefore, program should have previously been the
target of a call to glLinkProgram
, but it is not necessary for it
to have been linked successfully.
The size of the character buffer required to store the longest attribute
variable name in program can be obtained by calling
glGetProgram
with the value
GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
. This value should be used to
allocate a buffer of sufficient size to store the returned attribute
name. The size of this character buffer is passed in bufSize, and
a pointer to this character buffer is passed in name.
glGetActiveAttrib
returns the name of the attribute variable
indicated by index, storing it in the character buffer specified
by name. The string returned will be null terminated. The actual
number of characters written into this buffer is returned in
length, and this count does not include the null termination
character. If the length of the returned string is not required, a
value of NULL
can be passed in the length argument.
The type argument will return a pointer to the attribute
variable’s data type. The symbolic constants GL_FLOAT
,
GL_FLOAT_VEC2
, GL_FLOAT_VEC3
, GL_FLOAT_VEC4
,
GL_FLOAT_MAT2
, GL_FLOAT_MAT3
, GL_FLOAT_MAT4
,
GL_FLOAT_MAT2x3
, GL_FLOAT_MAT2x4
, GL_FLOAT_MAT3x2
,
GL_FLOAT_MAT3x4
, GL_FLOAT_MAT4x2
, or
GL_FLOAT_MAT4x3
may be returned. The size argument will
return the size of the attribute, in units of the type returned in
type.
The list of active attribute variables may include both built-in attribute variables (which begin with the prefix "gl_") as well as user-defined attribute variable names.
This function will return as much information as it can about the specified active attribute variable. If no information is available, length will be 0, and name will be an empty string. This situation could occur if this function is called after a link operation that failed. If an error occurs, the return values length, size, type, and name will be unmodified.
GL_INVALID_VALUE
is generated if program is not a value
generated by OpenGL.
GL_INVALID_OPERATION
is generated if program is not a
program object.
GL_INVALID_VALUE
is generated if index is greater than or
equal to the number of active attribute variables in program.
GL_INVALID_OPERATION
is generated if glGetActiveAttrib
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
GL_INVALID_VALUE
is generated if bufSize is less than 0.
Returns information about an active uniform variable for the specified program object.
Specifies the program object to be queried.
Specifies the index of the uniform variable to be queried.
Specifies the maximum number of characters OpenGL is allowed to write in the character buffer indicated by name.
Returns the number of characters actually written by OpenGL in the
string indicated by name (excluding the null terminator) if a
value other than NULL
is passed.
Returns the size of the uniform variable.
Returns the data type of the uniform variable.
Returns a null terminated string containing the name of the uniform variable.
glGetActiveUniform
returns information about an active uniform
variable in the program object specified by program. The number
of active uniform variables can be obtained by calling
glGetProgram
with the value GL_ACTIVE_UNIFORMS
. A value
of 0 for index selects the first active uniform variable.
Permissible values for index range from 0 to the number of active
uniform variables minus 1.
Shaders may use either built-in uniform variables, user-defined uniform
variables, or both. Built-in uniform variables have a prefix of "gl_"
and reference existing OpenGL state or values derived from such state
(e.g., gl_Fog, gl_ModelViewMatrix, etc., see the OpenGL
Shading Language specification for a complete list.) User-defined
uniform variables have arbitrary names and obtain their values from the
application through calls to glUniform
. A uniform variable
(either built-in or user-defined) is considered active if it is
determined during the link operation that it may be accessed during
program execution. Therefore, program should have previously been
the target of a call to glLinkProgram
, but it is not necessary
for it to have been linked successfully.
The size of the character buffer required to store the longest uniform
variable name in program can be obtained by calling
glGetProgram
with the value GL_ACTIVE_UNIFORM_MAX_LENGTH
.
This value should be used to allocate a buffer of sufficient size to
store the returned uniform variable name. The size of this character
buffer is passed in bufSize, and a pointer to this character
buffer is passed in name.
glGetActiveUniform
returns the name of the uniform variable
indicated by index, storing it in the character buffer specified
by name. The string returned will be null terminated. The actual
number of characters written into this buffer is returned in
length, and this count does not include the null termination
character. If the length of the returned string is not required, a
value of NULL
can be passed in the length argument.
The type argument will return a pointer to the uniform variable’s
data type. The symbolic constants GL_FLOAT
,
GL_FLOAT_VEC2
, GL_FLOAT_VEC3
, GL_FLOAT_VEC4
,
GL_INT
, GL_INT_VEC2
, GL_INT_VEC3
,
GL_INT_VEC4
, GL_BOOL
, GL_BOOL_VEC2
,
GL_BOOL_VEC3
, GL_BOOL_VEC4
, GL_FLOAT_MAT2
,
GL_FLOAT_MAT3
, GL_FLOAT_MAT4
, GL_FLOAT_MAT2x3
,
GL_FLOAT_MAT2x4
, GL_FLOAT_MAT3x2
, GL_FLOAT_MAT3x4
,
GL_FLOAT_MAT4x2
, GL_FLOAT_MAT4x3
, GL_SAMPLER_1D
,
GL_SAMPLER_2D
, GL_SAMPLER_3D
, GL_SAMPLER_CUBE
,
GL_SAMPLER_1D_SHADOW
, or GL_SAMPLER_2D_SHADOW
may be
returned.
If one or more elements of an array are active, the name of the array is returned in name, the type is returned in type, and the size parameter returns the highest array element index used, plus one, as determined by the compiler and/or linker. Only one active uniform variable will be reported for a uniform array.
Uniform variables that are declared as structures or arrays of
structures will not be returned directly by this function. Instead,
each of these uniform variables will be reduced to its fundamental
components containing the "." and "[]" operators such that each of the
names is valid as an argument to glGetUniformLocation
. Each of
these reduced uniform variables is counted as one active uniform
variable and is assigned an index. A valid name cannot be a structure,
an array of structures, or a subcomponent of a vector or matrix.
The size of the uniform variable will be returned in size. Uniform variables other than arrays will have a size of 1. Structures and arrays of structures will be reduced as described earlier, such that each of the names returned will be a data type in the earlier list. If this reduction results in an array, the size returned will be as described for uniform arrays; otherwise, the size returned will be 1.
The list of active uniform variables may include both built-in uniform variables (which begin with the prefix "gl_") as well as user-defined uniform variable names.
This function will return as much information as it can about the specified active uniform variable. If no information is available, length will be 0, and name will be an empty string. This situation could occur if this function is called after a link operation that failed. If an error occurs, the return values length, size, type, and name will be unmodified.
GL_INVALID_VALUE
is generated if program is not a value
generated by OpenGL.
GL_INVALID_OPERATION
is generated if program is not a
program object.
GL_INVALID_VALUE
is generated if index is greater than or
equal to the number of active uniform variables in program.
GL_INVALID_OPERATION
is generated if glGetActiveUniform
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
GL_INVALID_VALUE
is generated if bufSize is less than 0.
Returns the handles of the shader objects attached to a program object.
Specifies the program object to be queried.
Specifies the size of the array for storing the returned object names.
Returns the number of names actually returned in objects.
Specifies an array that is used to return the names of attached shader objects.
glGetAttachedShaders
returns the names of the shader objects
attached to program. The names of shader objects that are
attached to program will be returned in shaders. The actual
number of shader names written into shaders is returned in
count. If no shader objects are attached to program,
count is set to 0. The maximum number of shader names that may be
returned in shaders is specified by maxCount.
If the number of names actually returned is not required (for instance,
if it has just been obtained by calling glGetProgram
), a value of
NULL
may be passed for count. If no shader objects are attached
to program, a value of 0 will be returned in count. The
actual number of attached shaders can be obtained by calling
glGetProgram
with the value GL_ATTACHED_SHADERS
.
GL_INVALID_VALUE
is generated if program is not a value
generated by OpenGL.
GL_INVALID_OPERATION
is generated if program is not a
program object.
GL_INVALID_VALUE
is generated if maxCount is less than 0.
GL_INVALID_OPERATION
is generated if glGetAttachedShaders
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Returns the location of an attribute variable.
Specifies the program object to be queried.
Points to a null terminated string containing the name of the attribute variable whose location is to be queried.
glGetAttribLocation
queries the previously linked program object
specified by program for the attribute variable specified by
name and returns the index of the generic vertex attribute that is
bound to that attribute variable. If name is a matrix attribute
variable, the index of the first column of the matrix is returned. If
the named attribute variable is not an active attribute in the specified
program object or if name starts with the reserved prefix "gl_", a
value of -1 is returned.
The association between an attribute variable name and a generic
attribute index can be specified at any time by calling
glBindAttribLocation
. Attribute bindings do not go into effect
until glLinkProgram
is called. After a program object has been
linked successfully, the index values for attribute variables remain
fixed until the next link command occurs. The attribute values can only
be queried after a link if the link was successful.
glGetAttribLocation
returns the binding that actually went into
effect the last time glLinkProgram
was called for the specified
program object. Attribute bindings that have been specified since the
last link operation are not returned by glGetAttribLocation
.
GL_INVALID_OPERATION
is generated if program is not a value
generated by OpenGL.
GL_INVALID_OPERATION
is generated if program is not a
program object.
GL_INVALID_OPERATION
is generated if program has not been
successfully linked.
GL_INVALID_OPERATION
is generated if glGetAttribLocation
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Return parameters of a buffer object.
Specifies the target buffer object. The symbolic constant must be
GL_ARRAY_BUFFER
, GL_ELEMENT_ARRAY_BUFFER
,
GL_PIXEL_PACK_BUFFER
, or GL_PIXEL_UNPACK_BUFFER
.
Specifies the symbolic name of a buffer object parameter. Accepted
values are GL_BUFFER_ACCESS
, GL_BUFFER_MAPPED
,
GL_BUFFER_SIZE
, or GL_BUFFER_USAGE
.
Returns the requested parameter.
glGetBufferParameteriv
returns in data a selected parameter
of the buffer object specified by target.
value names a specific buffer object parameter, as follows:
GL_BUFFER_ACCESS
params returns the access policy set while mapping the buffer
object. The initial value is GL_READ_WRITE
.
GL_BUFFER_MAPPED
params returns a flag indicating whether the buffer object is
currently mapped. The initial value is GL_FALSE
.
GL_BUFFER_SIZE
params returns the size of the buffer object, measured in bytes. The initial value is 0.
GL_BUFFER_USAGE
params returns the buffer object’s usage pattern. The initial
value is GL_STATIC_DRAW
.
GL_INVALID_ENUM
is generated if target or value is
not an accepted value.
GL_INVALID_OPERATION
is generated if the reserved buffer object
name 0 is bound to target.
GL_INVALID_OPERATION
is generated if
glGetBufferParameteriv
is executed between the execution of
glBegin
and the corresponding execution of glEnd
.
Return the pointer to a mapped buffer object’s data store.
Specifies the target buffer object. The symbolic constant must be
GL_ARRAY_BUFFER
, GL_ELEMENT_ARRAY_BUFFER
,
GL_PIXEL_PACK_BUFFER
, or GL_PIXEL_UNPACK_BUFFER
.
Specifies the pointer to be returned. The symbolic constant must be
GL_BUFFER_MAP_POINTER
.
Returns the pointer value specified by pname.
glGetBufferPointerv
returns pointer information. pname is
a symbolic constant indicating the pointer to be returned, which must be
GL_BUFFER_MAP_POINTER
, the pointer to which the buffer object’s
data store is mapped. If the data store is not currently mapped,
NULL
is returned. params is a pointer to a location in
which to place the returned pointer value.
GL_INVALID_ENUM
is generated if target or pname is
not an accepted value.
GL_INVALID_OPERATION
is generated if the reserved buffer object
name 0 is bound to target.
GL_INVALID_OPERATION
is generated if glGetBufferPointerv
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Returns a subset of a buffer object’s data store.
Specifies the target buffer object. The symbolic constant must be
GL_ARRAY_BUFFER
, GL_ELEMENT_ARRAY_BUFFER
,
GL_PIXEL_PACK_BUFFER
, or GL_PIXEL_UNPACK_BUFFER
.
Specifies the offset into the buffer object’s data store from which data will be returned, measured in bytes.
Specifies the size in bytes of the data store region being returned.
Specifies a pointer to the location where buffer object data is returned.
glGetBufferSubData
returns some or all of the data from the
buffer object currently bound to target. Data starting at byte
offset offset and extending for size bytes is copied from
the data store to the memory pointed to by data. An error is
thrown if the buffer object is currently mapped, or if offset and
size together define a range beyond the bounds of the buffer
object’s data store.
GL_INVALID_ENUM
is generated if target is not
GL_ARRAY_BUFFER
, GL_ELEMENT_ARRAY_BUFFER
,
GL_PIXEL_PACK_BUFFER
, or GL_PIXEL_UNPACK_BUFFER
.
GL_INVALID_VALUE
is generated if offset or size is
negative, or if together they define a region of memory that extends
beyond the buffer object’s allocated data store.
GL_INVALID_OPERATION
is generated if the reserved buffer object
name 0 is bound to target.
GL_INVALID_OPERATION
is generated if the buffer object being
queried is mapped.
GL_INVALID_OPERATION
is generated if glGetBufferSubData
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Return the coefficients of the specified clipping plane.
Specifies a clipping plane. The number of clipping planes depends on
the implementation, but at least six clipping planes are supported. They
are identified by symbolic names of the form
GL_CLIP_PLANE
i where i ranges from 0 to the value of
GL_MAX_CLIP_PLANES
- 1.
Returns four double-precision values that are the coefficients of the plane equation of plane in eye coordinates. The initial value is (0, 0, 0, 0).
glGetClipPlane
returns in equation the four coefficients of
the plane equation for plane.
GL_INVALID_ENUM
is generated if plane is not an accepted
value.
GL_INVALID_OPERATION
is generated if glGetClipPlane
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Get color lookup table parameters.
The target color table. Must be GL_COLOR_TABLE
,
GL_POST_CONVOLUTION_COLOR_TABLE
,
GL_POST_COLOR_MATRIX_COLOR_TABLE
, GL_PROXY_COLOR_TABLE
,
GL_PROXY_POST_CONVOLUTION_COLOR_TABLE
, or
GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE
.
The symbolic name of a color lookup table parameter. Must be one of
GL_COLOR_TABLE_BIAS
, GL_COLOR_TABLE_SCALE
,
GL_COLOR_TABLE_FORMAT
, GL_COLOR_TABLE_WIDTH
,
GL_COLOR_TABLE_RED_SIZE
, GL_COLOR_TABLE_GREEN_SIZE
,
GL_COLOR_TABLE_BLUE_SIZE
, GL_COLOR_TABLE_ALPHA_SIZE
,
GL_COLOR_TABLE_LUMINANCE_SIZE
, or
GL_COLOR_TABLE_INTENSITY_SIZE
.
A pointer to an array where the values of the parameter will be stored.
Returns parameters specific to color table target.
When pname is set to GL_COLOR_TABLE_SCALE
or
GL_COLOR_TABLE_BIAS
, glGetColorTableParameter
returns the
color table scale or bias parameters for the table specified by
target. For these queries, target must be set to
GL_COLOR_TABLE
, GL_POST_CONVOLUTION_COLOR_TABLE
, or
GL_POST_COLOR_MATRIX_COLOR_TABLE
and params points to an
array of four elements, which receive the scale or bias factors for red,
green, blue, and alpha, in that order.
glGetColorTableParameter
can also be used to retrieve the format
and size parameters for a color table. For these queries, set
target to either the color table target or the proxy color table
target. The format and size parameters are set by glColorTable
.
The following table lists the format and size parameters that may be queried. For each symbolic constant listed below for pname, params must point to an array of the given length and receive the values indicated.
N, Meaning
GL_COLOR_TABLE_FORMAT
1 , Internal format (e.g., GL_RGBA
)
GL_COLOR_TABLE_WIDTH
1 , Number of elements in table
GL_COLOR_TABLE_RED_SIZE
1 , Size of red component, in bits
GL_COLOR_TABLE_GREEN_SIZE
1 , Size of green component
GL_COLOR_TABLE_BLUE_SIZE
1 , Size of blue component
GL_COLOR_TABLE_ALPHA_SIZE
1 , Size of alpha component
GL_COLOR_TABLE_LUMINANCE_SIZE
1 , Size of luminance component
GL_COLOR_TABLE_INTENSITY_SIZE
1 , Size of intensity component
GL_INVALID_ENUM
is generated if target or pname is
not an acceptable value.
GL_INVALID_OPERATION
is generated if
glGetColorTableParameter
is executed between the execution of
glBegin
and the corresponding execution of glEnd
.
Retrieve contents of a color lookup table.
Must be GL_COLOR_TABLE
, GL_POST_CONVOLUTION_COLOR_TABLE
,
or GL_POST_COLOR_MATRIX_COLOR_TABLE
.
The format of the pixel data in table. The possible values are
GL_RED
, GL_GREEN
, GL_BLUE
, GL_ALPHA
,
GL_LUMINANCE
, GL_LUMINANCE_ALPHA
, GL_RGB
,
GL_BGR
, GL_RGBA
, and GL_BGRA
.
The type of the pixel data in table. 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.
Pointer to a one-dimensional array of pixel data containing the contents of the color table.
glGetColorTable
returns in table the contents of the color
table specified by target. No pixel transfer operations are
performed, but pixel storage modes that are applicable to
glReadPixels
are performed.
If a non-zero named buffer object is bound to the
GL_PIXEL_PACK_BUFFER
target (see glBindBuffer
) while a
histogram table is requested, table is treated as a byte offset
into the buffer object’s data store.
Color components that are requested in the specified format, but which are not included in the internal format of the color lookup table, are returned as zero. The assignments of internal color components to the components requested by format are
Resulting Component
Red
Green
Blue
Alpha
Red
Red
GL_INVALID_ENUM
is generated if target is not one of the
allowable values.
GL_INVALID_ENUM
is generated if format is not one of the
allowable values.
GL_INVALID_ENUM
is generated if type is not one of the
allowable values.
GL_INVALID_OPERATION
is generated if type is one of
GL_UNSIGNED_BYTE_3_3_2
, GL_UNSIGNED_BYTE_2_3_3_REV
,
GL_UNSIGNED_SHORT_5_6_5
, or GL_UNSIGNED_SHORT_5_6_5_REV
and format is not GL_RGB
.
GL_INVALID_OPERATION
is generated if type 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
.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and the data
would be packed to the buffer object such that the memory writes
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and table
is not evenly divisible into the number of bytes needed to store in
memory a datum indicated by type.
GL_INVALID_OPERATION
is generated if glGetColorTable
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Return a compressed texture image.
Specifies which texture is to be obtained. GL_TEXTURE_1D
,
GL_TEXTURE_2D
, and
GL_TEXTURE_3D
GL_TEXTURE_CUBE_MAP_POSITIVE_X
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z
, and
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
are accepted.
Specifies the level-of-detail number of the desired image. Level 0 is the base image level. Level n is the nth mipmap reduction image.
Returns the compressed texture image.
glGetCompressedTexImage
returns the compressed texture image
associated with target and lod into img. img
should be an array of GL_TEXTURE_COMPRESSED_IMAGE_SIZE
bytes.
target specifies whether the desired texture image was one
specified by glTexImage1D
(GL_TEXTURE_1D
),
glTexImage2D
(GL_TEXTURE_2D
or any of
GL_TEXTURE_CUBE_MAP_*
), or glTexImage3D
(GL_TEXTURE_3D
). lod specifies the level-of-detail number
of the desired image.
If a non-zero named buffer object is bound to the
GL_PIXEL_PACK_BUFFER
target (see glBindBuffer
) while a
texture image is requested, img is treated as a byte offset into
the buffer object’s data store.
To minimize errors, first verify that the texture is compressed by
calling glGetTexLevelParameter
with argument
GL_TEXTURE_COMPRESSED
. If the texture is compressed, then
determine the amount of memory required to store the compressed texture
by calling glGetTexLevelParameter
with argument
GL_TEXTURE_COMPRESSED_IMAGE_SIZE
. Finally, retrieve the internal
format of the texture by calling glGetTexLevelParameter
with
argument GL_TEXTURE_INTERNAL_FORMAT
. To store the texture for
later use, associate the internal format and size with the retrieved
texture image. These data can be used by the respective texture or
subtexture loading routine used for loading target textures.
GL_INVALID_VALUE
is generated if lod is less than zero or
greater than the maximum number of LODs permitted by the implementation.
GL_INVALID_OPERATION
is generated if
glGetCompressedTexImage
is used to retrieve a texture that is in
an uncompressed internal format.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and the data
would be packed to the buffer object such that the memory writes
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if
glGetCompressedTexImage
is executed between the execution of
glBegin
and the corresponding execution of glEnd
.
Get current 1D or 2D convolution filter kernel.
The filter to be retrieved. Must be one of GL_CONVOLUTION_1D
or
GL_CONVOLUTION_2D
.
Format of the output image. Must be one of GL_RED
,
GL_GREEN
, GL_BLUE
, GL_ALPHA
, GL_RGB
,
GL_BGR
, GL_RGBA
, GL_BGRA
, GL_LUMINANCE
, or
GL_LUMINANCE_ALPHA
.
Data type of components in the output image. 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.
Pointer to storage for the output image.
glGetConvolutionFilter
returns the current 1D or 2D convolution
filter kernel as an image. The one- or two-dimensional image is placed
in image according to the specifications in format and
type. No pixel transfer operations are performed on this image,
but the relevant pixel storage modes are applied.
If a non-zero named buffer object is bound to the
GL_PIXEL_PACK_BUFFER
target (see glBindBuffer
) while a
convolution filter is requested, image is treated as a byte offset
into the buffer object’s data store.
Color components that are present in format but not included in the internal format of the filter are returned as zero. The assignments of internal color components to the components of format are as follows.
Resulting Component
Red
Green
Blue
Alpha
Red
Red
GL_INVALID_ENUM
is generated if target is not one of the
allowable values.
GL_INVALID_ENUM
is generated if format is not one of the
allowable values.
GL_INVALID_ENUM
is generated if type is not one of the
allowable values.
GL_INVALID_OPERATION
is generated if type is one of
GL_UNSIGNED_BYTE_3_3_2
, GL_UNSIGNED_BYTE_2_3_3_REV
,
GL_UNSIGNED_SHORT_5_6_5
, or GL_UNSIGNED_SHORT_5_6_5_REV
and format is not GL_RGB
.
GL_INVALID_OPERATION
is generated if type 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
.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and the data
would be packed to the buffer object such that the memory writes
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and image
is not evenly divisible into the number of bytes needed to store in
memory a datum indicated by type.
GL_INVALID_OPERATION
is generated if
glGetConvolutionFilter
is executed between the execution of
glBegin
and the corresponding execution of glEnd
.
Get convolution parameters.
The filter whose parameters are to be retrieved. Must be one of
GL_CONVOLUTION_1D
, GL_CONVOLUTION_2D
, or
GL_SEPARABLE_2D
.
The parameter to be retrieved. Must be one of
GL_CONVOLUTION_BORDER_MODE
, GL_CONVOLUTION_BORDER_COLOR
,
GL_CONVOLUTION_FILTER_SCALE
, GL_CONVOLUTION_FILTER_BIAS
,
GL_CONVOLUTION_FORMAT
, GL_CONVOLUTION_WIDTH
,
GL_CONVOLUTION_HEIGHT
, GL_MAX_CONVOLUTION_WIDTH
, or
GL_MAX_CONVOLUTION_HEIGHT
.
Pointer to storage for the parameters to be retrieved.
glGetConvolutionParameter
retrieves convolution parameters.
target determines which convolution filter is queried. pname
determines which parameter is returned:
GL_CONVOLUTION_BORDER_MODE
The convolution border mode. See glConvolutionParameter
for a
list of border modes.
GL_CONVOLUTION_BORDER_COLOR
The current convolution border color. params must be a pointer to an array of four elements, which will receive the red, green, blue, and alpha border colors.
GL_CONVOLUTION_FILTER_SCALE
The current filter scale factors. params must be a pointer to an array of four elements, which will receive the red, green, blue, and alpha filter scale factors in that order.
GL_CONVOLUTION_FILTER_BIAS
The current filter bias factors. params must be a pointer to an array of four elements, which will receive the red, green, blue, and alpha filter bias terms in that order.
GL_CONVOLUTION_FORMAT
The current internal format. See glConvolutionFilter1D
,
glConvolutionFilter2D
, and glSeparableFilter2D
for lists
of allowable formats.
GL_CONVOLUTION_WIDTH
The current filter image width.
GL_CONVOLUTION_HEIGHT
The current filter image height.
GL_MAX_CONVOLUTION_WIDTH
The maximum acceptable filter image width.
GL_MAX_CONVOLUTION_HEIGHT
The maximum acceptable filter image height.
GL_INVALID_ENUM
is generated if target is not one of the
allowable values.
GL_INVALID_ENUM
is generated if pname is not one of the
allowable values.
GL_INVALID_ENUM
is generated if target is
GL_CONVOLUTION_1D
and pname is GL_CONVOLUTION_HEIGHT
or GL_MAX_CONVOLUTION_HEIGHT
.
GL_INVALID_OPERATION
is generated if
glGetConvolutionParameter
is executed between the execution of
glBegin
and the corresponding execution of glEnd
.
Return error information.
glGetError
returns the value of the error flag. Each detectable
error is assigned a numeric code and symbolic name. When an error
occurs, the error flag is set to the appropriate error code value. No
other errors are recorded until glGetError
is called, the error
code is returned, and the flag is reset to GL_NO_ERROR
. If a
call to glGetError
returns GL_NO_ERROR
, there has been no
detectable error since the last call to glGetError
, or since the
GL was initialized.
To allow for distributed implementations, there may be several error
flags. If any single error flag has recorded an error, the value of
that flag is returned and that flag is reset to GL_NO_ERROR
when
glGetError
is called. If more than one flag has recorded an
error, glGetError
returns and clears an arbitrary error flag
value. Thus, glGetError
should always be called in a loop, until
it returns GL_NO_ERROR
, if all error flags are to be reset.
Initially, all error flags are set to GL_NO_ERROR
.
The following errors are currently defined:
GL_NO_ERROR
No error has been recorded. The value of this symbolic constant is guaranteed to be 0.
GL_INVALID_ENUM
An unacceptable value is specified for an enumerated argument. The offending command is ignored and has no other side effect than to set the error flag.
GL_INVALID_VALUE
A numeric argument is out of range. The offending command is ignored and has no other side effect than to set the error flag.
GL_INVALID_OPERATION
The specified operation is not allowed in the current state. The offending command is ignored and has no other side effect than to set the error flag.
GL_STACK_OVERFLOW
This command would cause a stack overflow. The offending command is ignored and has no other side effect than to set the error flag.
GL_STACK_UNDERFLOW
This command would cause a stack underflow. The offending command is ignored and has no other side effect than to set the error flag.
GL_OUT_OF_MEMORY
There is not enough memory left to execute the command. The state of the GL is undefined, except for the state of the error flags, after this error is recorded.
GL_TABLE_TOO_LARGE
The specified table exceeds the implementation’s maximum supported table size. The offending command is ignored and has no other side effect than to set the error flag.
When an error flag is set, results of a GL operation are undefined only
if GL_OUT_OF_MEMORY
has occurred. In all other cases, the
command generating the error is ignored and has no effect on the GL
state or frame buffer contents. If the generating command returns a
value, it returns 0. If glGetError
itself generates an error, it
returns 0.
GL_INVALID_OPERATION
is generated if glGetError
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
. In this case, glGetError
returns 0.
Get histogram parameters.
Must be one of GL_HISTOGRAM
or GL_PROXY_HISTOGRAM
.
The name of the parameter to be retrieved. Must be one of
GL_HISTOGRAM_WIDTH
, GL_HISTOGRAM_FORMAT
,
GL_HISTOGRAM_RED_SIZE
, GL_HISTOGRAM_GREEN_SIZE
,
GL_HISTOGRAM_BLUE_SIZE
, GL_HISTOGRAM_ALPHA_SIZE
,
GL_HISTOGRAM_LUMINANCE_SIZE
, or GL_HISTOGRAM_SINK
.
Pointer to storage for the returned values.
glGetHistogramParameter
is used to query parameter values for the
current histogram or for a proxy. The histogram state information may
be queried by calling glGetHistogramParameter
with a target
of GL_HISTOGRAM
(to obtain information for the current histogram
table) or GL_PROXY_HISTOGRAM
(to obtain information from the most
recent proxy request) and one of the following values for the
pname argument:
Description
GL_HISTOGRAM_WIDTH
Histogram table width
GL_HISTOGRAM_FORMAT
Internal format
GL_HISTOGRAM_RED_SIZE
Red component counter size, in bits
GL_HISTOGRAM_GREEN_SIZE
Green component counter size, in bits
GL_HISTOGRAM_BLUE_SIZE
Blue component counter size, in bits
GL_HISTOGRAM_ALPHA_SIZE
Alpha component counter size, in bits
GL_HISTOGRAM_LUMINANCE_SIZE
Luminance component counter size, in bits
GL_HISTOGRAM_SINK
Value of the sink parameter
GL_INVALID_ENUM
is generated if target is not one of the
allowable values.
GL_INVALID_ENUM
is generated if pname is not one of the
allowable values.
GL_INVALID_OPERATION
is generated if
glGetHistogramParameter
is executed between the execution of
glBegin
and the corresponding execution of glEnd
.
Get histogram table.
Must be GL_HISTOGRAM
.
If GL_TRUE
, each component counter that is actually returned is
reset to zero. (Other counters are unaffected.) If GL_FALSE
,
none of the counters in the histogram table is modified.
The format of values to be returned in values. Must be one of
GL_RED
, GL_GREEN
, GL_BLUE
, GL_ALPHA
,
GL_RGB
, GL_BGR
, GL_RGBA
, GL_BGRA
,
GL_LUMINANCE
, or GL_LUMINANCE_ALPHA
.
The type of values to be returned in values. 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.
A pointer to storage for the returned histogram table.
glGetHistogram
returns the current histogram table as a
one-dimensional image with the same width as the histogram. No pixel
transfer operations are performed on this image, but pixel storage modes
that are applicable to 1D images are honored.
If a non-zero named buffer object is bound to the
GL_PIXEL_PACK_BUFFER
target (see glBindBuffer
) while a
histogram table is requested, values is treated as a byte offset
into the buffer object’s data store.
Color components that are requested in the specified format, but which are not included in the internal format of the histogram, are returned as zero. The assignments of internal color components to the components requested by format are:
Resulting Component
Red
Green
Blue
Alpha
Red
GL_INVALID_ENUM
is generated if target is not
GL_HISTOGRAM
.
GL_INVALID_ENUM
is generated if format is not one of the
allowable values.
GL_INVALID_ENUM
is generated if type is not one of the
allowable values.
GL_INVALID_OPERATION
is generated if type is one of
GL_UNSIGNED_BYTE_3_3_2
, GL_UNSIGNED_BYTE_2_3_3_REV
,
GL_UNSIGNED_SHORT_5_6_5
, or GL_UNSIGNED_SHORT_5_6_5_REV
and format is not GL_RGB
.
GL_INVALID_OPERATION
is generated if type 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
.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and the data
would be packed to the buffer object such that the memory writes
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and values
is not evenly divisible into the number of bytes needed to store in
memory a datum indicated by type.
GL_INVALID_OPERATION
is generated if glGetHistogram
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Return light source parameter values.
Specifies a light source. The number of possible lights depends on the
implementation, but at least eight lights are supported. They are
identified by symbolic names of the form GL_LIGHT
i
where i ranges from 0 to the value of GL_MAX_LIGHTS
-
1.
Specifies a light source parameter for light. Accepted symbolic
names are GL_AMBIENT
, GL_DIFFUSE
, GL_SPECULAR
,
GL_POSITION
, GL_SPOT_DIRECTION
, GL_SPOT_EXPONENT
,
GL_SPOT_CUTOFF
, GL_CONSTANT_ATTENUATION
,
GL_LINEAR_ATTENUATION
, and GL_QUADRATIC_ATTENUATION
.
Returns the requested data.
glGetLight
returns in params the value or values of a light
source parameter. light names the light and is a symbolic name of
the form GL_LIGHT
i where i ranges from 0 to the value
of GL_MAX_LIGHTS
- 1. GL_MAX_LIGHTS
is an implementation
dependent constant that is greater than or equal to eight. pname
specifies one of ten light source parameters, again by symbolic name.
The following parameters are defined:
GL_AMBIENT
params returns four integer or floating-point values representing the ambient intensity of the light source. Integer values, when requested, are linearly mapped from the internal floating-point representation such that 1.0 maps to the most positive representable integer value, and -1.0 maps to the most negative representable integer value. If the internal value is outside the range [-1,1], the corresponding integer return value is undefined. The initial value is (0, 0, 0, 1).
GL_DIFFUSE
params returns four integer or floating-point values representing
the diffuse intensity of the light source. Integer values, when
requested, are linearly mapped from the internal floating-point
representation such that 1.0 maps to the most positive representable
integer value, and -1.0 maps to the most negative representable
integer value. If the internal value is outside the range [-1,1],
the corresponding integer return value is undefined. The initial value
for GL_LIGHT0
is (1, 1, 1, 1); for other lights, the initial
value is (0, 0, 0, 0).
GL_SPECULAR
params returns four integer or floating-point values representing
the specular intensity of the light source. Integer values, when
requested, are linearly mapped from the internal floating-point
representation such that 1.0 maps to the most positive representable
integer value, and -1.0 maps to the most negative representable
integer value. If the internal value is outside the range [-1,1],
the corresponding integer return value is undefined. The initial value
for GL_LIGHT0
is (1, 1, 1, 1); for other lights, the initial
value is (0, 0, 0, 0).
GL_POSITION
params returns four integer or floating-point values representing
the position of the light source. Integer values, when requested, are
computed by rounding the internal floating-point values to the nearest
integer value. The returned values are those maintained in eye
coordinates. They will not be equal to the values specified using
glLight
, unless the modelview matrix was identity at the time
glLight
was called. The initial value is (0, 0, 1, 0).
GL_SPOT_DIRECTION
params returns three integer or floating-point values representing
the direction of the light source. Integer values, when requested, are
computed by rounding the internal floating-point values to the nearest
integer value. The returned values are those maintained in eye
coordinates. They will not be equal to the values specified using
glLight
, unless the modelview matrix was identity at the time
glLight
was called. Although spot direction is normalized before
being used in the lighting equation, the returned values are the
transformed versions of the specified values prior to normalization. The
initial value is (0,0-1).
GL_SPOT_EXPONENT
params returns a single integer or floating-point value representing the spot exponent of the light. An integer value, when requested, is computed by rounding the internal floating-point representation to the nearest integer. The initial value is 0.
GL_SPOT_CUTOFF
params returns a single integer or floating-point value representing the spot cutoff angle of the light. An integer value, when requested, is computed by rounding the internal floating-point representation to the nearest integer. The initial value is 180.
GL_CONSTANT_ATTENUATION
params returns a single integer or floating-point value representing the constant (not distance-related) attenuation of the light. An integer value, when requested, is computed by rounding the internal floating-point representation to the nearest integer. The initial value is 1.
GL_LINEAR_ATTENUATION
params returns a single integer or floating-point value representing the linear attenuation of the light. An integer value, when requested, is computed by rounding the internal floating-point representation to the nearest integer. The initial value is 0.
GL_QUADRATIC_ATTENUATION
params returns a single integer or floating-point value representing the quadratic attenuation of the light. An integer value, when requested, is computed by rounding the internal floating-point representation to the nearest integer. The initial value is 0.
GL_INVALID_ENUM
is generated if light or pname is not
an accepted value.
GL_INVALID_OPERATION
is generated if glGetLight
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Return evaluator parameters.
Specifies the symbolic name of a map. Accepted values are
GL_MAP1_COLOR_4
, GL_MAP1_INDEX
, GL_MAP1_NORMAL
,
GL_MAP1_TEXTURE_COORD_1
, GL_MAP1_TEXTURE_COORD_2
,
GL_MAP1_TEXTURE_COORD_3
, GL_MAP1_TEXTURE_COORD_4
,
GL_MAP1_VERTEX_3
, GL_MAP1_VERTEX_4
,
GL_MAP2_COLOR_4
, GL_MAP2_INDEX
, GL_MAP2_NORMAL
,
GL_MAP2_TEXTURE_COORD_1
, GL_MAP2_TEXTURE_COORD_2
,
GL_MAP2_TEXTURE_COORD_3
, GL_MAP2_TEXTURE_COORD_4
,
GL_MAP2_VERTEX_3
, and GL_MAP2_VERTEX_4
.
Specifies which parameter to return. Symbolic names GL_COEFF
,
GL_ORDER
, and GL_DOMAIN
are accepted.
Returns the requested data.
glMap1
and glMap2
define evaluators. glGetMap
returns evaluator parameters. target chooses a map, query
selects a specific parameter, and v points to storage where the
values will be returned.
The acceptable values for the target parameter are described in
the glMap1
and glMap2
reference pages.
query can assume the following values:
GL_COEFF
v returns the control points for the evaluator function. One-dimensional evaluators return order control points, and two-dimensional evaluators return uorderÃvorder control points. Each control point consists of one, two, three, or four integer, single-precision floating-point, or double-precision floating-point values, depending on the type of the evaluator. The GL returns two-dimensional control points in row-major order, incrementing the uorder index quickly and the vorder index after each row. Integer values, when requested, are computed by rounding the internal floating-point values to the nearest integer values.
GL_ORDER
v returns the order of the evaluator function. One-dimensional evaluators return a single value, order. The initial value is 1. Two-dimensional evaluators return two values, uorder and vorder. The initial value is 1,1.
GL_DOMAIN
v returns the linear u and v mapping
parameters. One-dimensional evaluators return two values, u1
and u2, as specified by glMap1
. Two-dimensional
evaluators return four values (u1, u2, v1,
and v2) as specified by glMap2
. Integer values, when
requested, are computed by rounding the internal floating-point values
to the nearest integer values.
GL_INVALID_ENUM
is generated if either target or
query is not an accepted value.
GL_INVALID_OPERATION
is generated if glGetMap
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Return material parameters.
Specifies which of the two materials is being queried. GL_FRONT
or GL_BACK
are accepted, representing the front and back
materials, respectively.
Specifies the material parameter to return. GL_AMBIENT
,
GL_DIFFUSE
, GL_SPECULAR
, GL_EMISSION
,
GL_SHININESS
, and GL_COLOR_INDEXES
are accepted.
Returns the requested data.
glGetMaterial
returns in params the value or values of
parameter pname of material face. Six parameters are
defined:
GL_AMBIENT
params returns four integer or floating-point values representing the ambient reflectance of the material. Integer values, when requested, are linearly mapped from the internal floating-point representation such that 1.0 maps to the most positive representable integer value, and -1.0 maps to the most negative representable integer value. If the internal value is outside the range [-1,1], the corresponding integer return value is undefined. The initial value is (0.2, 0.2, 0.2, 1.0)
GL_DIFFUSE
params returns four integer or floating-point values representing the diffuse reflectance of the material. Integer values, when requested, are linearly mapped from the internal floating-point representation such that 1.0 maps to the most positive representable integer value, and -1.0 maps to the most negative representable integer value. If the internal value is outside the range [-1,1], the corresponding integer return value is undefined. The initial value is (0.8, 0.8, 0.8, 1.0).
GL_SPECULAR
params returns four integer or floating-point values representing the specular reflectance of the material. Integer values, when requested, are linearly mapped from the internal floating-point representation such that 1.0 maps to the most positive representable integer value, and -1.0 maps to the most negative representable integer value. If the internal value is outside the range [-1,1], the corresponding integer return value is undefined. The initial value is (0, 0, 0, 1).
GL_EMISSION
params returns four integer or floating-point values representing the emitted light intensity of the material. Integer values, when requested, are linearly mapped from the internal floating-point representation such that 1.0 maps to the most positive representable integer value, and -1.0 maps to the most negative representable integer value. If the internal value is outside the range [-1,1], the corresponding integer return value is undefined. The initial value is (0, 0, 0, 1).
GL_SHININESS
params returns one integer or floating-point value representing the specular exponent of the material. Integer values, when requested, are computed by rounding the internal floating-point value to the nearest integer value. The initial value is 0.
GL_COLOR_INDEXES
params returns three integer or floating-point values representing the ambient, diffuse, and specular indices of the material. These indices are used only for color index lighting. (All the other parameters are used only for RGBA lighting.) Integer values, when requested, are computed by rounding the internal floating-point values to the nearest integer values.
GL_INVALID_ENUM
is generated if face or pname is not
an accepted value.
GL_INVALID_OPERATION
is generated if glGetMaterial
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Get minmax parameters.
Must be GL_MINMAX
.
The parameter to be retrieved. Must be one of GL_MINMAX_FORMAT
or GL_MINMAX_SINK
.
A pointer to storage for the retrieved parameters.
glGetMinmaxParameter
retrieves parameters for the current minmax
table by setting pname to one of the following values:
Description
GL_MINMAX_FORMAT
Internal format of minmax table
GL_MINMAX_SINK
Value of the sink parameter
GL_INVALID_ENUM
is generated if target is not
GL_MINMAX
.
GL_INVALID_ENUM
is generated if pname is not one of the
allowable values.
GL_INVALID_OPERATION
is generated if glGetMinmaxParameter
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Get minimum and maximum pixel values.
Must be GL_MINMAX
.
If GL_TRUE
, all entries in the minmax table that are actually
returned are reset to their initial values. (Other entries are
unaltered.) If GL_FALSE
, the minmax table is unaltered.
The format of the data to be returned in values. Must be one of
GL_RED
, GL_GREEN
, GL_BLUE
, GL_ALPHA
,
GL_RGB
, GL_BGR
, GL_RGBA
, GL_BGRA
,
GL_LUMINANCE
, or GL_LUMINANCE_ALPHA
.
The type of the data to be returned in values. 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.
A pointer to storage for the returned values.
glGetMinmax
returns the accumulated minimum and maximum pixel
values (computed on a per-component basis) in a one-dimensional image of
width 2. The first set of return values are the minima, and the second
set of return values are the maxima. The format of the return values is
determined by format, and their type is determined by types.
If a non-zero named buffer object is bound to the
GL_PIXEL_PACK_BUFFER
target (see glBindBuffer
) while
minimum and maximum pixel values are requested, values is treated
as a byte offset into the buffer object’s data store.
No pixel transfer operations are performed on the return values, but pixel storage modes that are applicable to one-dimensional images are performed. Color components that are requested in the specified format, but that are not included in the internal format of the minmax table, are returned as zero. The assignment of internal color components to the components requested by format are as follows:
Resulting Component
Red
Green
Blue
Alpha
Red
If reset is GL_TRUE
, the minmax table entries corresponding
to the return values are reset to their initial values. Minimum and
maximum values that are not returned are not modified, even if
reset is GL_TRUE
.
GL_INVALID_ENUM
is generated if target is not
GL_MINMAX
.
GL_INVALID_ENUM
is generated if format is not one of the
allowable values.
GL_INVALID_ENUM
is generated if types is not one of the
allowable values.
GL_INVALID_OPERATION
is generated if types is one of
GL_UNSIGNED_BYTE_3_3_2
, GL_UNSIGNED_BYTE_2_3_3_REV
,
GL_UNSIGNED_SHORT_5_6_5
, or GL_UNSIGNED_SHORT_5_6_5_REV
and format is not GL_RGB
.
GL_INVALID_OPERATION
is generated if types 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
.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and the data
would be packed to the buffer object such that the memory writes
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and values
is not evenly divisible into the number of bytes needed to store in
memory a datum indicated by type.
GL_INVALID_OPERATION
is generated if glGetMinmax
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Return the specified pixel map.
Specifies the name of the pixel map to return. Accepted values are
GL_PIXEL_MAP_I_TO_I
, GL_PIXEL_MAP_S_TO_S
,
GL_PIXEL_MAP_I_TO_R
, GL_PIXEL_MAP_I_TO_G
,
GL_PIXEL_MAP_I_TO_B
, GL_PIXEL_MAP_I_TO_A
,
GL_PIXEL_MAP_R_TO_R
, GL_PIXEL_MAP_G_TO_G
,
GL_PIXEL_MAP_B_TO_B
, and GL_PIXEL_MAP_A_TO_A
.
Returns the pixel map contents.
See the glPixelMap
reference page for a description of the
acceptable values for the map parameter. glGetPixelMap
returns in data the contents of the pixel map specified in
map. Pixel maps are used during the execution of
glReadPixels
, glDrawPixels
, glCopyPixels
,
glTexImage1D
, glTexImage2D
, glTexImage3D
,
glTexSubImage1D
, glTexSubImage2D
, glTexSubImage3D
,
glCopyTexImage1D
, glCopyTexImage2D
,
glCopyTexSubImage1D
, glCopyTexSubImage2D
, and
glCopyTexSubImage3D
. to map color indices, stencil indices,
color components, and depth components to other values.
If a non-zero named buffer object is bound to the
GL_PIXEL_PACK_BUFFER
target (see glBindBuffer
) while a
pixel map is requested, data is treated as a byte offset into the
buffer object’s data store.
Unsigned integer values, if requested, are linearly mapped from the internal fixed or floating-point representation such that 1.0 maps to the largest representable integer value, and 0.0 maps to 0. Return unsigned integer values are undefined if the map value was not in the range [0,1].
To determine the required size of map, call glGet
with the
appropriate symbolic constant.
GL_INVALID_ENUM
is generated if map is not an accepted
value.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and the data
would be packed to the buffer object such that the memory writes
required would exceed the data store size.
GL_INVALID_OPERATION
is generated by glGetPixelMapfv
if a
non-zero buffer object name is bound to the GL_PIXEL_PACK_BUFFER
target and data is not evenly divisible into the number of bytes
needed to store in memory a GLfloat datum.
GL_INVALID_OPERATION
is generated by glGetPixelMapuiv
if a
non-zero buffer object name is bound to the GL_PIXEL_PACK_BUFFER
target and data is not evenly divisible into the number of bytes
needed to store in memory a GLuint datum.
GL_INVALID_OPERATION
is generated by glGetPixelMapusv
if a
non-zero buffer object name is bound to the GL_PIXEL_PACK_BUFFER
target and data is not evenly divisible into the number of bytes
needed to store in memory a GLushort datum.
GL_INVALID_OPERATION
is generated if glGetPixelMap
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Return the address of the specified pointer.
Specifies the array or buffer pointer to be returned. Symbolic
constants GL_COLOR_ARRAY_POINTER
,
GL_EDGE_FLAG_ARRAY_POINTER
, GL_FOG_COORD_ARRAY_POINTER
,
GL_FEEDBACK_BUFFER_POINTER
, GL_INDEX_ARRAY_POINTER
,
GL_NORMAL_ARRAY_POINTER
, GL_SECONDARY_COLOR_ARRAY_POINTER
,
GL_SELECTION_BUFFER_POINTER
,
GL_TEXTURE_COORD_ARRAY_POINTER
, or GL_VERTEX_ARRAY_POINTER
are accepted.
Returns the pointer value specified by pname.
glGetPointerv
returns pointer information. pname is a
symbolic constant indicating the pointer to be returned, and
params is a pointer to a location in which to place the returned
data.
For all pname arguments except GL_FEEDBACK_BUFFER_POINTER
and GL_SELECTION_BUFFER_POINTER
, if a non-zero named buffer
object was bound to the GL_ARRAY_BUFFER
target (see
glBindBuffer
) when the desired pointer was previously specified,
the pointer returned is a byte offset into the buffer object’s data
store. Buffer objects are only available in OpenGL versions 1.5 and
greater.
GL_INVALID_ENUM
is generated if pname is not an accepted
value.
Return the polygon stipple pattern.
Returns the stipple pattern. The initial value is all 1’s.
glGetPolygonStipple
returns to pattern a 32Ã32 polygon
stipple pattern. The pattern is packed into memory as if
glReadPixels
with both height and width of 32,
type of GL_BITMAP
, and format of
GL_COLOR_INDEX
were called, and the stipple pattern were stored
in an internal 32Ã32 color index buffer. Unlike
glReadPixels
, however, pixel transfer operations (shift, offset,
pixel map) are not applied to the returned stipple image.
If a non-zero named buffer object is bound to the
GL_PIXEL_PACK_BUFFER
target (see glBindBuffer
) while a
polygon stipple pattern is requested, pattern is treated as a byte
offset into the buffer object’s data store.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and the data
would be packed to the buffer object such that the memory writes
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if glGetPolygonStipple
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Returns the information log for a program object.
Specifies the program object whose information log is to be queried.
Specifies the size of the character buffer for storing the returned information log.
Returns the length of the string returned in infoLog (excluding the null terminator).
Specifies an array of characters that is used to return the information log.
glGetProgramInfoLog
returns the information log for the specified
program object. The information log for a program object is modified
when the program object is linked or validated. The string that is
returned will be null terminated.
glGetProgramInfoLog
returns in infoLog as much of the
information log as it can, up to a maximum of maxLength
characters. The number of characters actually returned, excluding the
null termination character, is specified by length. If the length
of the returned string is not required, a value of NULL
can be
passed in the length argument. The size of the buffer required to
store the returned information log can be obtained by calling
glGetProgram
with the value GL_INFO_LOG_LENGTH
.
The information log for a program object is either an empty string, or a string containing information about the last link operation, or a string containing information about the last validation operation. It may contain diagnostic messages, warning messages, and other information. When a program object is created, its information log will be a string of length 0.
GL_INVALID_VALUE
is generated if program is not a value
generated by OpenGL.
GL_INVALID_OPERATION
is generated if program is not a
program object.
GL_INVALID_VALUE
is generated if maxLength is less than 0.
GL_INVALID_OPERATION
is generated if glGetProgramInfoLog
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Returns a parameter from a program object.
Specifies the program object to be queried.
Specifies the object parameter. Accepted symbolic names are
GL_DELETE_STATUS
, GL_LINK_STATUS
,
GL_VALIDATE_STATUS
, GL_INFO_LOG_LENGTH
,
GL_ATTACHED_SHADERS
, GL_ACTIVE_ATTRIBUTES
,
GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
, GL_ACTIVE_UNIFORMS
,
GL_ACTIVE_UNIFORM_MAX_LENGTH
.
Returns the requested object parameter.
glGetProgram
returns in params the value of a parameter for
a specific program object. The following parameters are defined:
GL_DELETE_STATUS
params returns GL_TRUE
if program is currently
flagged for deletion, and GL_FALSE
otherwise.
GL_LINK_STATUS
params returns GL_TRUE
if the last link operation on
program was successful, and GL_FALSE
otherwise.
GL_VALIDATE_STATUS
params returns GL_TRUE
or if the last validation operation
on program was successful, and GL_FALSE
otherwise.
GL_INFO_LOG_LENGTH
params returns the number of characters in the information log for program including the null termination character (i.e., the size of the character buffer required to store the information log). If program has no information log, a value of 0 is returned.
GL_ATTACHED_SHADERS
params returns the number of shader objects attached to program.
GL_ACTIVE_ATTRIBUTES
params returns the number of active attribute variables for program.
GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
params returns the length of the longest active attribute name for program, including the null termination character (i.e., the size of the character buffer required to store the longest attribute name). If no active attributes exist, 0 is returned.
GL_ACTIVE_UNIFORMS
params returns the number of active uniform variables for program.
GL_ACTIVE_UNIFORM_MAX_LENGTH
params returns the length of the longest active uniform variable name for program, including the null termination character (i.e., the size of the character buffer required to store the longest uniform variable name). If no active uniform variables exist, 0 is returned.
GL_INVALID_VALUE
is generated if program is not a value
generated by OpenGL.
GL_INVALID_OPERATION
is generated if program does not refer
to a program object.
GL_INVALID_ENUM
is generated if pname is not an accepted
value.
GL_INVALID_OPERATION
is generated if glGetProgram
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Return parameters of a query object target.
Specifies a query object target. Must be GL_SAMPLES_PASSED
.
Specifies the symbolic name of a query object target parameter. Accepted
values are GL_CURRENT_QUERY
or GL_QUERY_COUNTER_BITS
.
Returns the requested data.
glGetQueryiv
returns in params a selected parameter of the
query object target specified by target.
pname names a specific query object target parameter. When
target is GL_SAMPLES_PASSED
, pname can be as follows:
GL_CURRENT_QUERY
params returns the name of the currently active occlusion query object. If no occlusion query is active, 0 is returned. The initial value is 0.
GL_QUERY_COUNTER_BITS
params returns the number of bits in the query counter used to
accumulate passing samples. If the number of bits returned is 0, the
implementation does not support a query counter, and the results
obtained from glGetQueryObject
are useless.
GL_INVALID_ENUM
is generated if target or pname is
not an accepted value.
GL_INVALID_OPERATION
is generated if glGetQueryiv
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Return parameters of a query object.
Specifies the name of a query object.
Specifies the symbolic name of a query object parameter. Accepted
values are GL_QUERY_RESULT
or GL_QUERY_RESULT_AVAILABLE
.
Returns the requested data.
glGetQueryObject
returns in params a selected parameter of
the query object specified by id.
pname names a specific query object parameter. pname can be as follows:
GL_QUERY_RESULT
params returns the value of the query object’s passed samples counter. The initial value is 0.
GL_QUERY_RESULT_AVAILABLE
params returns whether the passed samples counter is immediately
available. If a delay would occur waiting for the query result,
GL_FALSE
is returned. Otherwise, GL_TRUE
is returned,
which also indicates that the results of all previous queries are
available as well.
GL_INVALID_ENUM
is generated if pname is not an accepted
value.
GL_INVALID_OPERATION
is generated if id is not the name of
a query object.
GL_INVALID_OPERATION
is generated if id is the name of a
currently active query object.
GL_INVALID_OPERATION
is generated if glGetQueryObject
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Get separable convolution filter kernel images.
The separable filter to be retrieved. Must be GL_SEPARABLE_2D
.
Format of the output images. Must be one of GL_RED
,
GL_GREEN
, GL_BLUE
, GL_ALPHA
, GL_RGB
,
GL_BGR
GL_RGBA
, GL_BGRA
, GL_LUMINANCE
, or
GL_LUMINANCE_ALPHA
.
Data type of components in the output images. 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.
Pointer to storage for the row filter image.
Pointer to storage for the column filter image.
Pointer to storage for the span filter image (currently unused).
glGetSeparableFilter
returns the two one-dimensional filter
kernel images for the current separable 2D convolution filter. The row
image is placed in row and the column image is placed in
column according to the specifications in format and
type. (In the current implementation, span is not affected
in any way.) No pixel transfer operations are performed on the images,
but the relevant pixel storage modes are applied.
If a non-zero named buffer object is bound to the
GL_PIXEL_PACK_BUFFER
target (see glBindBuffer
) while a
separable convolution filter is requested, row, column, and
span are treated as a byte offset into the buffer object’s data
store.
Color components that are present in format but not included in the internal format of the filters are returned as zero. The assignments of internal color components to the components of format are as follows:
Resulting Component
Red
Green
Blue
Alpha
Red
Red
GL_INVALID_ENUM
is generated if target is not
GL_SEPARABLE_2D
.
GL_INVALID_ENUM
is generated if format is not one of the
allowable values.
GL_INVALID_ENUM
is generated if type is not one of the
allowable values.
GL_INVALID_OPERATION
is generated if type is one of
GL_UNSIGNED_BYTE_3_3_2
, GL_UNSIGNED_BYTE_2_3_3_REV
,
GL_UNSIGNED_SHORT_5_6_5
, or GL_UNSIGNED_SHORT_5_6_5_REV
and format is not GL_RGB
.
GL_INVALID_OPERATION
is generated if type 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
.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and the data
would be packed to the buffer object such that the memory writes
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and row or
column is not evenly divisible into the number of bytes needed to
store in memory a datum indicated by type.
GL_INVALID_OPERATION
is generated if glGetSeparableFilter
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Returns the information log for a shader object.
Specifies the shader object whose information log is to be queried.
Specifies the size of the character buffer for storing the returned information log.
Returns the length of the string returned in infoLog (excluding the null terminator).
Specifies an array of characters that is used to return the information log.
glGetShaderInfoLog
returns the information log for the specified
shader object. The information log for a shader object is modified when
the shader is compiled. The string that is returned will be null
terminated.
glGetShaderInfoLog
returns in infoLog as much of the
information log as it can, up to a maximum of maxLength
characters. The number of characters actually returned, excluding the
null termination character, is specified by length. If the length
of the returned string is not required, a value of NULL
can be
passed in the length argument. The size of the buffer required to
store the returned information log can be obtained by calling
glGetShader
with the value GL_INFO_LOG_LENGTH
.
The information log for a shader object is a string that may contain diagnostic messages, warning messages, and other information about the last compile operation. When a shader object is created, its information log will be a string of length 0.
GL_INVALID_VALUE
is generated if shader is not a value
generated by OpenGL.
GL_INVALID_OPERATION
is generated if shader is not a shader
object.
GL_INVALID_VALUE
is generated if maxLength is less than 0.
GL_INVALID_OPERATION
is generated if glGetShaderInfoLog
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Returns the source code string from a shader object.
Specifies the shader object to be queried.
Specifies the size of the character buffer for storing the returned source code string.
Returns the length of the string returned in source (excluding the null terminator).
Specifies an array of characters that is used to return the source code string.
glGetShaderSource
returns the concatenation of the source code
strings from the shader object specified by shader. The source
code strings for a shader object are the result of a previous call to
glShaderSource
. The string returned by the function will be null
terminated.
glGetShaderSource
returns in source as much of the source
code string as it can, up to a maximum of bufSize characters. The
number of characters actually returned, excluding the null termination
character, is specified by length. If the length of the returned
string is not required, a value of NULL
can be passed in the
length argument. The size of the buffer required to store the
returned source code string can be obtained by calling
glGetShader
with the value GL_SHADER_SOURCE_LENGTH
.
GL_INVALID_VALUE
is generated if shader is not a value
generated by OpenGL.
GL_INVALID_OPERATION
is generated if shader is not a shader
object.
GL_INVALID_VALUE
is generated if bufSize is less than 0.
GL_INVALID_OPERATION
is generated if glGetShaderSource
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Returns a parameter from a shader object.
Specifies the shader object to be queried.
Specifies the object parameter. Accepted symbolic names are
GL_SHADER_TYPE
, GL_DELETE_STATUS
,
GL_COMPILE_STATUS
, GL_INFO_LOG_LENGTH
,
GL_SHADER_SOURCE_LENGTH
.
Returns the requested object parameter.
glGetShader
returns in params the value of a parameter for
a specific shader object. The following parameters are defined:
GL_SHADER_TYPE
params returns GL_VERTEX_SHADER
if shader is a vertex
shader object, and GL_FRAGMENT_SHADER
if shader is a
fragment shader object.
GL_DELETE_STATUS
params returns GL_TRUE
if shader is currently flagged
for deletion, and GL_FALSE
otherwise.
GL_COMPILE_STATUS
params returns GL_TRUE
if the last compile operation on
shader was successful, and GL_FALSE
otherwise.
GL_INFO_LOG_LENGTH
params returns the number of characters in the information log for shader including the null termination character (i.e., the size of the character buffer required to store the information log). If shader has no information log, a value of 0 is returned.
GL_SHADER_SOURCE_LENGTH
params returns the length of the concatenation of the source strings that make up the shader source for the shader, including the null termination character. (i.e., the size of the character buffer required to store the shader source). If no source code exists, 0 is returned.
GL_INVALID_VALUE
is generated if shader is not a value
generated by OpenGL.
GL_INVALID_OPERATION
is generated if shader does not refer
to a shader object.
GL_INVALID_ENUM
is generated if pname is not an accepted
value.
GL_INVALID_OPERATION
is generated if glGetShader
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Return a string describing the current GL connection.
Specifies a symbolic constant, one of GL_VENDOR
,
GL_RENDERER
, GL_VERSION
,
GL_SHADING_LANGUAGE_VERSION
, or GL_EXTENSIONS
.
glGetString
returns a pointer to a static string describing some
aspect of the current GL connection. name can be one of the
following:
GL_VENDOR
Returns the company responsible for this GL implementation. This name does not change from release to release.
GL_RENDERER
Returns the name of the renderer. This name is typically specific to a particular configuration of a hardware platform. It does not change from release to release.
GL_VERSION
Returns a version or release number.
GL_SHADING_LANGUAGE_VERSION
Returns a version or release number for the shading language.
GL_EXTENSIONS
Returns a space-separated list of supported extensions to GL.
Because the GL does not include queries for the performance
characteristics of an implementation, some applications are written to
recognize known platforms and modify their GL usage based on known
performance characteristics of these platforms. Strings
GL_VENDOR
and GL_RENDERER
together uniquely specify a
platform. They do not change from release to release and should be used
by platform-recognition algorithms.
Some applications want to make use of features that are not part of the
standard GL. These features may be implemented as extensions to the
standard GL. The GL_EXTENSIONS
string is a space-separated list
of supported GL extensions. (Extension names never contain a space
character.)
The GL_VERSION
and GL_SHADING_LANGUAGE_VERSION
strings
begin with a version number. The version number uses one of these
forms:
major_number.minor_numbermajor_number.minor_number.release_number
Vendor-specific information may follow the version number. Its format depends on the implementation, but a space always separates the version number and the vendor-specific information.
All strings are null-terminated.
GL_INVALID_ENUM
is generated if name is not an accepted
value.
GL_INVALID_OPERATION
is generated if glGetString
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Return texture environment parameters.
Specifies a texture environment. May be GL_TEXTURE_ENV
,
GL_TEXTURE_FILTER_CONTROL
, or GL_POINT_SPRITE
.
Specifies the symbolic name of a texture environment parameter. Accepted
values are GL_TEXTURE_ENV_MODE
, GL_TEXTURE_ENV_COLOR
,
GL_TEXTURE_LOD_BIAS
, GL_COMBINE_RGB
,
GL_COMBINE_ALPHA
, GL_SRC0_RGB
, GL_SRC1_RGB
,
GL_SRC2_RGB
, GL_SRC0_ALPHA
, GL_SRC1_ALPHA
,
GL_SRC2_ALPHA
, GL_OPERAND0_RGB
, GL_OPERAND1_RGB
,
GL_OPERAND2_RGB
, GL_OPERAND0_ALPHA
,
GL_OPERAND1_ALPHA
, GL_OPERAND2_ALPHA
, GL_RGB_SCALE
,
GL_ALPHA_SCALE
, or GL_COORD_REPLACE
.
Returns the requested data.
glGetTexEnv
returns in params selected values of a texture
environment that was specified with glTexEnv
. target
specifies a texture environment.
When target is GL_TEXTURE_FILTER_CONTROL
, pname must
be GL_TEXTURE_LOD_BIAS
. When target is
GL_POINT_SPRITE
, pname must be GL_COORD_REPLACE
.
When target is GL_TEXTURE_ENV
, pname can be
GL_TEXTURE_ENV_MODE
, GL_TEXTURE_ENV_COLOR
,
GL_COMBINE_RGB
, GL_COMBINE_ALPHA
, GL_RGB_SCALE
,
GL_ALPHA_SCALE
, GL_SRC0_RGB
, GL_SRC1_RGB
,
GL_SRC2_RGB
, GL_SRC0_ALPHA
, GL_SRC1_ALPHA
, or
GL_SRC2_ALPHA
.
pname names a specific texture environment parameter, as follows:
GL_TEXTURE_ENV_MODE
params returns the single-valued texture environment mode, a
symbolic constant. The initial value is GL_MODULATE
.
GL_TEXTURE_ENV_COLOR
params returns four integer or floating-point values that are the texture environment color. Integer values, when requested, are linearly mapped from the internal floating-point representation such that 1.0 maps to the most positive representable integer, and -1.0 maps to the most negative representable integer. The initial value is (0, 0, 0, 0).
GL_TEXTURE_LOD_BIAS
params returns a single floating-point value that is the texture level-of-detail bias. The initial value is 0.
GL_COMBINE_RGB
params returns a single symbolic constant value representing the
current RGB combine mode. The initial value is GL_MODULATE
.
GL_COMBINE_ALPHA
params returns a single symbolic constant value representing the
current alpha combine mode. The initial value is GL_MODULATE
.
GL_SRC0_RGB
params returns a single symbolic constant value representing the
texture combiner zero’s RGB source. The initial value is
GL_TEXTURE
.
GL_SRC1_RGB
params returns a single symbolic constant value representing the
texture combiner one’s RGB source. The initial value is
GL_PREVIOUS
.
GL_SRC2_RGB
params returns a single symbolic constant value representing the
texture combiner two’s RGB source. The initial value is
GL_CONSTANT
.
GL_SRC0_ALPHA
params returns a single symbolic constant value representing the
texture combiner zero’s alpha source. The initial value is
GL_TEXTURE
.
GL_SRC1_ALPHA
params returns a single symbolic constant value representing the
texture combiner one’s alpha source. The initial value is
GL_PREVIOUS
.
GL_SRC2_ALPHA
params returns a single symbolic constant value representing the
texture combiner two’s alpha source. The initial value is
GL_CONSTANT
.
GL_OPERAND0_RGB
params returns a single symbolic constant value representing the
texture combiner zero’s RGB operand. The initial value is
GL_SRC_COLOR
.
GL_OPERAND1_RGB
params returns a single symbolic constant value representing the
texture combiner one’s RGB operand. The initial value is
GL_SRC_COLOR
.
GL_OPERAND2_RGB
params returns a single symbolic constant value representing the
texture combiner two’s RGB operand. The initial value is
GL_SRC_ALPHA
.
GL_OPERAND0_ALPHA
params returns a single symbolic constant value representing the
texture combiner zero’s alpha operand. The initial value is
GL_SRC_ALPHA
.
GL_OPERAND1_ALPHA
params returns a single symbolic constant value representing the
texture combiner one’s alpha operand. The initial value is
GL_SRC_ALPHA
.
GL_OPERAND2_ALPHA
params returns a single symbolic constant value representing the
texture combiner two’s alpha operand. The initial value is
GL_SRC_ALPHA
.
GL_RGB_SCALE
params returns a single floating-point value representing the current RGB texture combiner scaling factor. The initial value is 1.0.
GL_ALPHA_SCALE
params returns a single floating-point value representing the current alpha texture combiner scaling factor. The initial value is 1.0.
GL_COORD_REPLACE
params returns a single boolean value representing the current
point sprite texture coordinate replacement enable state. The initial
value is GL_FALSE
.
GL_INVALID_ENUM
is generated if target or pname is
not an accepted value.
GL_INVALID_OPERATION
is generated if glGetTexEnv
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Return texture coordinate generation parameters.
Specifies a texture coordinate. Must be GL_S
, GL_T
,
GL_R
, or GL_Q
.
Specifies the symbolic name of the value(s) to be returned. Must be
either GL_TEXTURE_GEN_MODE
or the name of one of the texture
generation plane equations: GL_OBJECT_PLANE
or
GL_EYE_PLANE
.
Returns the requested data.
glGetTexGen
returns in params selected parameters of a
texture coordinate generation function that was specified using
glTexGen
. coord names one of the (s, t,
r, q) texture coordinates, using the symbolic constant
GL_S
, GL_T
, GL_R
, or GL_Q
.
pname specifies one of three symbolic names:
GL_TEXTURE_GEN_MODE
params returns the single-valued texture generation function, a
symbolic constant. The initial value is GL_EYE_LINEAR
.
GL_OBJECT_PLANE
params returns the four plane equation coefficients that specify object linear-coordinate generation. Integer values, when requested, are mapped directly from the internal floating-point representation.
GL_EYE_PLANE
params returns the four plane equation coefficients that specify
eye linear-coordinate generation. Integer values, when requested, are
mapped directly from the internal floating-point representation. The
returned values are those maintained in eye coordinates. They are not
equal to the values specified using glTexGen
, unless the
modelview matrix was identity when glTexGen
was called.
GL_INVALID_ENUM
is generated if coord or pname is not
an accepted value.
GL_INVALID_OPERATION
is generated if glGetTexGen
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Return a texture image.
Specifies which texture is to be obtained. GL_TEXTURE_1D
,
GL_TEXTURE_2D
, GL_TEXTURE_3D
,
GL_TEXTURE_CUBE_MAP_POSITIVE_X
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z
, and
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
are accepted.
Specifies the level-of-detail number of the desired image. Level 0 is the base image level. Level n is the nth mipmap reduction image.
Specifies a pixel format for the returned data. The supported formats
are GL_RED
, GL_GREEN
, GL_BLUE
, GL_ALPHA
,
GL_RGB
, GL_BGR
, GL_RGBA
, GL_BGRA
,
GL_LUMINANCE
, and GL_LUMINANCE_ALPHA
.
Specifies a pixel type for the returned data. The supported types are
GL_UNSIGNED_BYTE
, GL_BYTE
, 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
.
Returns the texture image. Should be a pointer to an array of the type specified by type.
glGetTexImage
returns a texture image into img.
target specifies whether the desired texture image is one
specified by glTexImage1D
(GL_TEXTURE_1D
),
glTexImage2D
(GL_TEXTURE_2D
or any of
GL_TEXTURE_CUBE_MAP_*
), or glTexImage3D
(GL_TEXTURE_3D
). level specifies the level-of-detail
number of the desired image. format and type specify the
format and type of the desired image array. See the reference pages
glTexImage1D
and glDrawPixels
for a description of the
acceptable values for the format and type parameters,
respectively.
If a non-zero named buffer object is bound to the
GL_PIXEL_PACK_BUFFER
target (see glBindBuffer
) while a
texture image is requested, img is treated as a byte offset into
the buffer object’s data store.
To understand the operation of glGetTexImage
, consider the
selected internal four-component texture image to be an RGBA color
buffer the size of the image. The semantics of glGetTexImage
are
then identical to those of glReadPixels
, with the exception that
no pixel transfer operations are performed, when called with the same
format and type, with x and y set to 0,
width set to the width of the texture image (including border if
one was specified), and height set to 1 for 1D images, or to the
height of the texture image (including border if one was specified) for
2D images. Because the internal texture image is an RGBA image, pixel
formats GL_COLOR_INDEX
, GL_STENCIL_INDEX
, and
GL_DEPTH_COMPONENT
are not accepted, and pixel type
GL_BITMAP
is not accepted.
If the selected texture image does not contain four components, the following mappings are applied. Single-component textures are treated as RGBA buffers with red set to the single-component value, green set to 0, blue set to 0, and alpha set to 1. Two-component textures are treated as RGBA buffers with red set to the value of component zero, alpha set to the value of component one, and green and blue set to 0. Finally, three-component textures are treated as RGBA buffers with red set to component zero, green set to component one, blue set to component two, and alpha set to 1.
To determine the required size of img, use
glGetTexLevelParameter
to determine the dimensions of the
internal texture image, then scale the required number of pixels by the
storage required for each pixel, based on format and type.
Be sure to take the pixel storage parameters into account, especially
GL_PACK_ALIGNMENT
.
GL_INVALID_ENUM
is generated if target, format, or
type is not an accepted value.
GL_INVALID_VALUE
is generated if level is less than 0.
GL_INVALID_VALUE
may be generated if level is greater than
log_2â¡(max,), where max is the returned value
of GL_MAX_TEXTURE_SIZE
.
GL_INVALID_OPERATION
is returned if type is one of
GL_UNSIGNED_BYTE_3_3_2
, GL_UNSIGNED_BYTE_2_3_3_REV
,
GL_UNSIGNED_SHORT_5_6_5
, or GL_UNSIGNED_SHORT_5_6_5_REV
and format is not GL_RGB
.
GL_INVALID_OPERATION
is returned if type 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
or GL_BGRA
.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and the data
would be packed to the buffer object such that the memory writes
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and img is
not evenly divisible into the number of bytes needed to store in memory
a datum indicated by type.
GL_INVALID_OPERATION
is generated if glGetTexImage
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Return texture parameter values for a specific level of detail.
Specifies the symbolic name of the target texture, either
GL_TEXTURE_1D
, GL_TEXTURE_2D
, GL_TEXTURE_3D
,
GL_PROXY_TEXTURE_1D
, GL_PROXY_TEXTURE_2D
,
GL_PROXY_TEXTURE_3D
, GL_TEXTURE_CUBE_MAP_POSITIVE_X
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
, or
GL_PROXY_TEXTURE_CUBE_MAP
.
Specifies the level-of-detail number of the desired image. Level 0 is the base image level. Level n is the nth mipmap reduction image.
Specifies the symbolic name of a texture parameter.
GL_TEXTURE_WIDTH
, GL_TEXTURE_HEIGHT
,
GL_TEXTURE_DEPTH
, GL_TEXTURE_INTERNAL_FORMAT
,
GL_TEXTURE_BORDER
, GL_TEXTURE_RED_SIZE
,
GL_TEXTURE_GREEN_SIZE
, GL_TEXTURE_BLUE_SIZE
,
GL_TEXTURE_ALPHA_SIZE
, GL_TEXTURE_LUMINANCE_SIZE
,
GL_TEXTURE_INTENSITY_SIZE
, GL_TEXTURE_DEPTH_SIZE
,
GL_TEXTURE_COMPRESSED
, and
GL_TEXTURE_COMPRESSED_IMAGE_SIZE
are accepted.
Returns the requested data.
glGetTexLevelParameter
returns in params texture parameter
values for a specific level-of-detail value, specified as level.
target defines the target texture, either GL_TEXTURE_1D
,
GL_TEXTURE_2D
, GL_TEXTURE_3D
, GL_PROXY_TEXTURE_1D
,
GL_PROXY_TEXTURE_2D
, GL_PROXY_TEXTURE_3D
,
GL_TEXTURE_CUBE_MAP_POSITIVE_X
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
, or
GL_PROXY_TEXTURE_CUBE_MAP
.
GL_MAX_TEXTURE_SIZE
, and GL_MAX_3D_TEXTURE_SIZE
are not
really descriptive enough. It has to report the largest square texture
image that can be accommodated with mipmaps and borders, but a long
skinny texture, or a texture without mipmaps and borders, may easily fit
in texture memory. The proxy targets allow the user to more accurately
query whether the GL can accommodate a texture of a given configuration.
If the texture cannot be accommodated, the texture state variables,
which may be queried with glGetTexLevelParameter
, are set to 0.
If the texture can be accommodated, the texture state values will be set
as they would be set for a non-proxy target.
pname specifies the texture parameter whose value or values will be returned.
The accepted parameter names are as follows:
GL_TEXTURE_WIDTH
params returns a single value, the width of the texture image. This value includes the border of the texture image. The initial value is 0.
GL_TEXTURE_HEIGHT
params returns a single value, the height of the texture image. This value includes the border of the texture image. The initial value is 0.
GL_TEXTURE_DEPTH
params returns a single value, the depth of the texture image. This value includes the border of the texture image. The initial value is 0.
GL_TEXTURE_INTERNAL_FORMAT
params returns a single value, the internal format of the texture image.
GL_TEXTURE_BORDER
params returns a single value, the width in pixels of the border of the texture image. The initial value is 0.
GL_TEXTURE_RED_SIZE
,GL_TEXTURE_GREEN_SIZE
,GL_TEXTURE_BLUE_SIZE
,GL_TEXTURE_ALPHA_SIZE
,GL_TEXTURE_LUMINANCE_SIZE
,GL_TEXTURE_INTENSITY_SIZE
,GL_TEXTURE_DEPTH_SIZE
The internal storage resolution of an individual component. The
resolution chosen by the GL will be a close match for the resolution
requested by the user with the component argument of
glTexImage1D
, glTexImage2D
, glTexImage3D
,
glCopyTexImage1D
, and glCopyTexImage2D
. The initial value
is 0.
GL_TEXTURE_COMPRESSED
params returns a single boolean value indicating if the texture
image is stored in a compressed internal format. The initiali value is
GL_FALSE
.
GL_TEXTURE_COMPRESSED_IMAGE_SIZE
params returns a single integer value, the number of unsigned
bytes of the compressed texture image that would be returned from
glGetCompressedTexImage
.
GL_INVALID_ENUM
is generated if target or pname is
not an accepted value.
GL_INVALID_VALUE
is generated if level is less than 0.
GL_INVALID_VALUE
may be generated if level is greater than
log_2max, where max is the returned value of
GL_MAX_TEXTURE_SIZE
.
GL_INVALID_OPERATION
is generated if
glGetTexLevelParameter
is executed between the execution of
glBegin
and the corresponding execution of glEnd
.
GL_INVALID_OPERATION
is generated if
GL_TEXTURE_COMPRESSED_IMAGE_SIZE
is queried on texture images
with an uncompressed internal format or on proxy targets.
Return texture parameter values.
Specifies the symbolic name of the target texture. GL_TEXTURE_1D
,
GL_TEXTURE_2D
, GL_TEXTURE_3D
, and
GL_TEXTURE_CUBE_MAP
are accepted.
Specifies the symbolic name of a texture parameter.
GL_TEXTURE_MAG_FILTER
, GL_TEXTURE_MIN_FILTER
,
GL_TEXTURE_MIN_LOD
, GL_TEXTURE_MAX_LOD
,
GL_TEXTURE_BASE_LEVEL
, GL_TEXTURE_MAX_LEVEL
,
GL_TEXTURE_WRAP_S
, GL_TEXTURE_WRAP_T
,
GL_TEXTURE_WRAP_R
, GL_TEXTURE_BORDER_COLOR
,
GL_TEXTURE_PRIORITY
, GL_TEXTURE_RESIDENT
,
GL_TEXTURE_COMPARE_MODE
, GL_TEXTURE_COMPARE_FUNC
,
GL_DEPTH_TEXTURE_MODE
, and GL_GENERATE_MIPMAP
are
accepted.
Returns the texture parameters.
glGetTexParameter
returns in params the value or values of
the texture parameter specified as pname. target defines
the target texture, either GL_TEXTURE_1D
, GL_TEXTURE_2D
,
GL_TEXTURE_3D
, or GL_TEXTURE_CUBE_MAP
, to specify one-,
two-, or three-dimensional or cube-mapped texturing. pname
accepts the same symbols as glTexParameter
, with the same
interpretations:
GL_TEXTURE_MAG_FILTER
Returns the single-valued texture magnification filter, a symbolic
constant. The initial value is GL_LINEAR
.
GL_TEXTURE_MIN_FILTER
Returns the single-valued texture minification filter, a symbolic
constant. The initial value is GL_NEAREST_MIPMAP_LINEAR
.
GL_TEXTURE_MIN_LOD
Returns the single-valued texture minimum level-of-detail value. The initial value is -1000.
GL_TEXTURE_MAX_LOD
Returns the single-valued texture maximum level-of-detail value. The initial value is 1000.
GL_TEXTURE_BASE_LEVEL
Returns the single-valued base texture mipmap level. The initial value is 0.
GL_TEXTURE_MAX_LEVEL
Returns the single-valued maximum texture mipmap array level. The initial value is 1000.
GL_TEXTURE_WRAP_S
Returns the single-valued wrapping function for texture coordinate
s, a symbolic constant. The initial value is
GL_REPEAT
.
GL_TEXTURE_WRAP_T
Returns the single-valued wrapping function for texture coordinate
t, a symbolic constant. The initial value is
GL_REPEAT
.
GL_TEXTURE_WRAP_R
Returns the single-valued wrapping function for texture coordinate
r, a symbolic constant. The initial value is
GL_REPEAT
.
GL_TEXTURE_BORDER_COLOR
Returns four integer or floating-point numbers that comprise the RGBA color of the texture border. Floating-point values are returned in the range [0,1]. Integer values are returned as a linear mapping of the internal floating-point representation such that 1.0 maps to the most positive representable integer and -1.0 maps to the most negative representable integer. The initial value is (0, 0, 0, 0).
GL_TEXTURE_PRIORITY
Returns the residence priority of the target texture (or the named
texture bound to it). The initial value is 1. See
glPrioritizeTextures
.
GL_TEXTURE_RESIDENT
Returns the residence status of the target texture. If the value
returned in params is GL_TRUE
, the texture is resident in
texture memory. See glAreTexturesResident
.
GL_TEXTURE_COMPARE_MODE
Returns a single-valued texture comparison mode, a symbolic constant.
The initial value is GL_NONE
. See glTexParameter
.
GL_TEXTURE_COMPARE_FUNC
Returns a single-valued texture comparison function, a symbolic
constant. The initial value is GL_LEQUAL
. See
glTexParameter
.
GL_DEPTH_TEXTURE_MODE
Returns a single-valued texture format indicating how the depth values
should be converted into color components. The initial value is
GL_LUMINANCE
. See glTexParameter
.
GL_GENERATE_MIPMAP
Returns a single boolean value indicating if automatic mipmap level
updates are enabled. See glTexParameter
.
GL_INVALID_ENUM
is generated if target or pname is
not an accepted value.
GL_INVALID_OPERATION
is generated if glGetTexParameter
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Returns the location of a uniform variable.
Specifies the program object to be queried.
Points to a null terminated string containing the name of the uniform variable whose location is to be queried.
glGetUniformLocation
returns an integer that represents the
location of a specific uniform variable within a program object.
name must be a null terminated string that contains no white
space. name must be an active uniform variable name in
program that is not a structure, an array of structures, or a
subcomponent of a vector or a matrix. This function returns -1 if
name does not correspond to an active uniform variable in
program or if name starts with the reserved prefix "gl_".
Uniform variables that are structures or arrays of structures may be
queried by calling glGetUniformLocation
for each field within the
structure. The array element operator "[]" and the structure field
operator "." may be used in name in order to select elements
within an array or fields within a structure. The result of using these
operators is not allowed to be another structure, an array of
structures, or a subcomponent of a vector or a matrix. Except if the
last part of name indicates a uniform variable array, the location
of the first element of an array can be retrieved by using the name of
the array, or by using the name appended by "[0]".
The actual locations assigned to uniform variables are not known until
the program object is linked successfully. After linking has occurred,
the command glGetUniformLocation
can be used to obtain the
location of a uniform variable. This location value can then be passed
to glUniform
to set the value of the uniform variable or to
glGetUniform
in order to query the current value of the uniform
variable. After a program object has been linked successfully, the
index values for uniform variables remain fixed until the next link
command occurs. Uniform variable locations and values can only be
queried after a link if the link was successful.
GL_INVALID_VALUE
is generated if program is not a value
generated by OpenGL.
GL_INVALID_OPERATION
is generated if program is not a
program object.
GL_INVALID_OPERATION
is generated if program has not been
successfully linked.
GL_INVALID_OPERATION
is generated if glGetUniformLocation
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Returns the value of a uniform variable.
Specifies the program object to be queried.
Specifies the location of the uniform variable to be queried.
Returns the value of the specified uniform variable.
glGetUniform
returns in params the value(s) of the
specified uniform variable. The type of the uniform variable specified
by location determines the number of values returned. If the
uniform variable is defined in the shader as a boolean, int, or float, a
single value will be returned. If it is defined as a vec2, ivec2, or
bvec2, two values will be returned. If it is defined as a vec3, ivec3,
or bvec3, three values will be returned, and so on. To query values
stored in uniform variables declared as arrays, call glGetUniform
for each element of the array. To query values stored in uniform
variables declared as structures, call glGetUniform
for each
field in the structure. The values for uniform variables declared as a
matrix will be returned in column major order.
The locations assigned to uniform variables are not known until the
program object is linked. After linking has occurred, the command
glGetUniformLocation
can be used to obtain the location of a
uniform variable. This location value can then be passed to
glGetUniform
in order to query the current value of the uniform
variable. After a program object has been linked successfully, the
index values for uniform variables remain fixed until the next link
command occurs. The uniform variable values can only be queried after a
link if the link was successful.
GL_INVALID_VALUE
is generated if program is not a value
generated by OpenGL.
GL_INVALID_OPERATION
is generated if program is not a
program object.
GL_INVALID_OPERATION
is generated if program has not been
successfully linked.
GL_INVALID_OPERATION
is generated if location does not
correspond to a valid uniform variable location for the specified
program object.
GL_INVALID_OPERATION
is generated if glGetUniform
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Return the address of the specified generic vertex attribute pointer.
Specifies the generic vertex attribute parameter to be returned.
Specifies the symbolic name of the generic vertex attribute parameter to
be returned. Must be GL_VERTEX_ATTRIB_ARRAY_POINTER
.
Returns the pointer value.
glGetVertexAttribPointerv
returns pointer information.
index is the generic vertex attribute to be queried, pname
is a symbolic constant indicating the pointer to be returned, and
params is a pointer to a location in which to place the returned
data.
If a non-zero named buffer object was bound to the
GL_ARRAY_BUFFER
target (see glBindBuffer
) when the desired
pointer was previously specified, the pointer returned is a byte
offset into the buffer object’s data store.
GL_INVALID_VALUE
is generated if index is greater than or
equal to GL_MAX_VERTEX_ATTRIBS
.
GL_INVALID_ENUM
is generated if pname is not an accepted
value.
Return a generic vertex attribute parameter.
Specifies the generic vertex attribute parameter to be queried.
Specifies the symbolic name of the vertex attribute parameter to be
queried. Accepted values are
GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
,
GL_VERTEX_ATTRIB_ARRAY_ENABLED
,
GL_VERTEX_ATTRIB_ARRAY_SIZE
,
GL_VERTEX_ATTRIB_ARRAY_STRIDE
,
GL_VERTEX_ATTRIB_ARRAY_TYPE
,
GL_VERTEX_ATTRIB_ARRAY_NORMALIZED
, or
GL_CURRENT_VERTEX_ATTRIB
.
Returns the requested data.
glGetVertexAttrib
returns in params the value of a generic
vertex attribute parameter. The generic vertex attribute to be queried
is specified by index, and the parameter to be queried is
specified by pname.
The accepted parameter names are as follows:
GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
params returns a single value, the name of the buffer object currently bound to the binding point corresponding to generic vertex attribute array index. If no buffer object is bound, 0 is returned. The initial value is 0.
GL_VERTEX_ATTRIB_ARRAY_ENABLED
params returns a single value that is non-zero (true) if the
vertex attribute array for index is enabled and 0 (false) if it is
disabled. The initial value is GL_FALSE
.
GL_VERTEX_ATTRIB_ARRAY_SIZE
params returns a single value, the size of the vertex attribute array for index. The size is the number of values for each element of the vertex attribute array, and it will be 1, 2, 3, or 4. The initial value is 4.
GL_VERTEX_ATTRIB_ARRAY_STRIDE
params returns a single value, the array stride for (number of bytes between successive elements in) the vertex attribute array for index. A value of 0 indicates that the array elements are stored sequentially in memory. The initial value is 0.
GL_VERTEX_ATTRIB_ARRAY_TYPE
params returns a single value, a symbolic constant indicating the
array type for the vertex attribute array for index. Possible
values are GL_BYTE
, GL_UNSIGNED_BYTE
, GL_SHORT
,
GL_UNSIGNED_SHORT
, GL_INT
, GL_UNSIGNED_INT
,
GL_FLOAT
, and GL_DOUBLE
. The initial value is
GL_FLOAT
.
GL_VERTEX_ATTRIB_ARRAY_NORMALIZED
params returns a single value that is non-zero (true) if
fixed-point data types for the vertex attribute array indicated by
index are normalized when they are converted to floating point,
and 0 (false) otherwise. The initial value is GL_FALSE
.
GL_CURRENT_VERTEX_ATTRIB
params returns four values that represent the current value for the generic vertex attribute specified by index. Generic vertex attribute 0 is unique in that it has no current state, so an error will be generated if index is 0. The initial value for all other generic vertex attributes is (0,0,0,1).
All of the parameters except GL_CURRENT_VERTEX_ATTRIB
represent
client-side state.
GL_INVALID_VALUE
is generated if index is greater than or
equal to GL_MAX_VERTEX_ATTRIBS
.
GL_INVALID_ENUM
is generated if pname is not an accepted
value.
GL_INVALID_OPERATION
is generated if index is 0 and
pname is GL_CURRENT_VERTEX_ATTRIB
.
Return the value or values of a selected parameter.
Specifies the parameter value to be returned. The symbolic constants in the list below are accepted.
Returns the value or values of the specified parameter.
These four commands return values for simple state variables in GL. pname is a symbolic constant indicating the state variable to be returned, and params is a pointer to an array of the indicated type in which to place the returned data.
Type conversion is performed if params has a different type than
the state variable value being requested. If glGetBooleanv
is
called, a floating-point (or integer) value is converted to
GL_FALSE
if and only if it is 0.0 (or 0). Otherwise, it is
converted to GL_TRUE
. If glGetIntegerv
is called, boolean
values are returned as GL_TRUE
or GL_FALSE
, and most
floating-point values are rounded to the nearest integer value.
Floating-point colors and normals, however, are returned with a linear
mapping that maps 1.0 to the most positive representable integer value
and -1.0 to the most negative representable integer value. If
glGetFloatv
or glGetDoublev
is called, boolean values are
returned as GL_TRUE
or GL_FALSE
, and integer values are
converted to floating-point values.
The following symbolic constants are accepted by pname:
GL_ACCUM_ALPHA_BITS
params returns one value, the number of alpha bitplanes in the accumulation buffer.
GL_ACCUM_BLUE_BITS
params returns one value, the number of blue bitplanes in the accumulation buffer.
GL_ACCUM_CLEAR_VALUE
params returns four values: the red, green, blue, and alpha values
used to clear the accumulation buffer. Integer values, if requested,
are linearly mapped from the internal floating-point representation such
that 1.0 returns the most positive representable integer value, and
-1.0 returns the most negative representable integer value. The
initial value is (0, 0, 0, 0). See glClearAccum
.
GL_ACCUM_GREEN_BITS
params returns one value, the number of green bitplanes in the accumulation buffer.
GL_ACCUM_RED_BITS
params returns one value, the number of red bitplanes in the accumulation buffer.
GL_ACTIVE_TEXTURE
params returns a single value indicating the active multitexture
unit. The initial value is GL_TEXTURE0
. See
glActiveTexture
.
GL_ALIASED_POINT_SIZE_RANGE
params returns two values, the smallest and largest supported sizes for aliased points.
GL_ALIASED_LINE_WIDTH_RANGE
params returns two values, the smallest and largest supported widths for aliased lines.
GL_ALPHA_BIAS
params returns one value, the alpha bias factor used during pixel
transfers. The initial value is 0. See glPixelTransfer
.
GL_ALPHA_BITS
params returns one value, the number of alpha bitplanes in each color buffer.
GL_ALPHA_SCALE
params returns one value, the alpha scale factor used during pixel
transfers. The initial value is 1. See glPixelTransfer
.
GL_ALPHA_TEST
params returns a single boolean value indicating whether alpha
testing of fragments is enabled. The initial value is GL_FALSE
.
See glAlphaFunc
.
GL_ALPHA_TEST_FUNC
params returns one value,the symbolic name of the alpha test function. The initial value is
GL_ALWAYS
. See glAlphaFunc
.
GL_ALPHA_TEST_REF
params returns one value, the reference value for the alpha test.
The initial value is 0. See glAlphaFunc
. An integer value, if
requested, is linearly mapped from the internal floating-point
representation such that 1.0 returns the most positive representable
integer value, and -1.0 returns the most negative representable
integer value.
GL_ARRAY_BUFFER_BINDING
params returns a single value, the name of the buffer object
currently bound to the target GL_ARRAY_BUFFER
. If no buffer
object is bound to this target, 0 is returned. The initial value is 0.
See glBindBuffer
.
GL_ATTRIB_STACK_DEPTH
params returns one value, the depth of the attribute stack. If
the stack is empty, 0 is returned. The initial value is 0. See
glPushAttrib
.
GL_AUTO_NORMAL
params returns a single boolean value indicating whether 2D map
evaluation automatically generates surface normals. The initial value
is GL_FALSE
. See glMap2
.
GL_AUX_BUFFERS
params returns one value, the number of auxiliary color buffers available.
GL_BLEND
params returns a single boolean value indicating whether blending
is enabled. The initial value is GL_FALSE
. See
glBlendFunc
.
GL_BLEND_COLOR
params returns four values, the red, green, blue, and alpha values
which are the components of the blend color. See glBlendColor
.
GL_BLEND_DST_ALPHA
params returns one value, the symbolic constant identifying the
alpha destination blend function. The initial value is GL_ZERO
.
See glBlendFunc
and glBlendFuncSeparate
.
GL_BLEND_DST_RGB
params returns one value, the symbolic constant identifying the
RGB destination blend function. The initial value is GL_ZERO
.
See glBlendFunc
and glBlendFuncSeparate
.
GL_BLEND_EQUATION_RGB
params returns one value, a symbolic constant indicating whether
the RGB blend equation is GL_FUNC_ADD
, GL_FUNC_SUBTRACT
,
GL_FUNC_REVERSE_SUBTRACT
, GL_MIN
or GL_MAX
. See
glBlendEquationSeparate
.
GL_BLEND_EQUATION_ALPHA
params returns one value, a symbolic constant indicating whether
the Alpha blend equation is GL_FUNC_ADD
, GL_FUNC_SUBTRACT
,
GL_FUNC_REVERSE_SUBTRACT
, GL_MIN
or GL_MAX
. See
glBlendEquationSeparate
.
GL_BLEND_SRC_ALPHA
params returns one value, the symbolic constant identifying the
alpha source blend function. The initial value is GL_ONE
. See
glBlendFunc
and glBlendFuncSeparate
.
GL_BLEND_SRC_RGB
params returns one value, the symbolic constant identifying the
RGB source blend function. The initial value is GL_ONE
. See
glBlendFunc
and glBlendFuncSeparate
.
GL_BLUE_BIAS
params returns one value, the blue bias factor used during pixel
transfers. The initial value is 0. See glPixelTransfer
.
GL_BLUE_BITS
params returns one value, the number of blue bitplanes in each color buffer.
GL_BLUE_SCALE
params returns one value, the blue scale factor used during pixel
transfers. The initial value is 1. See glPixelTransfer
.
GL_CLIENT_ACTIVE_TEXTURE
params returns a single integer value indicating the current
client active multitexture unit. The initial value is
GL_TEXTURE0
. See glClientActiveTexture
.
GL_CLIENT_ATTRIB_STACK_DEPTH
params returns one value indicating the depth of the attribute
stack. The initial value is 0. See glPushClientAttrib
.
GL_CLIP_PLANE
iparams returns a single boolean value indicating whether the
specified clipping plane is enabled. The initial value is
GL_FALSE
. See glClipPlane
.
GL_COLOR_ARRAY
params returns a single boolean value indicating whether the color
array is enabled. The initial value is GL_FALSE
. See
glColorPointer
.
GL_COLOR_ARRAY_BUFFER_BINDING
params returns a single value, the name of the buffer object
associated with the color array. This buffer object would have been
bound to the target GL_ARRAY_BUFFER
at the time of the most
recent call to glColorPointer
. If no buffer object was bound to
this target, 0 is returned. The initial value is 0. See
glBindBuffer
.
GL_COLOR_ARRAY_SIZE
params returns one value, the number of components per color in
the color array. The initial value is 4. See glColorPointer
.
GL_COLOR_ARRAY_STRIDE
params returns one value, the byte offset between consecutive
colors in the color array. The initial value is 0. See
glColorPointer
.
GL_COLOR_ARRAY_TYPE
params returns one value, the data type of each component in the
color array. The initial value is GL_FLOAT
. See
glColorPointer
.
GL_COLOR_CLEAR_VALUE
params returns four values: the red, green, blue, and alpha values
used to clear the color buffers. Integer values, if requested, are
linearly mapped from the internal floating-point representation such
that 1.0 returns the most positive representable integer value, and
-1.0 returns the most negative representable integer value. The
initial value is (0, 0, 0, 0). See glClearColor
.
GL_COLOR_LOGIC_OP
params returns a single boolean value indicating whether a
fragment’s RGBA color values are merged into the framebuffer using a
logical operation. The initial value is GL_FALSE
. See
glLogicOp
.
GL_COLOR_MATERIAL
params returns a single boolean value indicating whether one or
more material parameters are tracking the current color. The initial
value is GL_FALSE
. See glColorMaterial
.
GL_COLOR_MATERIAL_FACE
params returns one value, a symbolic constant indicating which
materials have a parameter that is tracking the current color. The
initial value is GL_FRONT_AND_BACK
. See glColorMaterial
.
GL_COLOR_MATERIAL_PARAMETER
params returns one value, a symbolic constant indicating which
material parameters are tracking the current color. The initial value
is GL_AMBIENT_AND_DIFFUSE
. See glColorMaterial
.
GL_COLOR_MATRIX
params returns sixteen values: the color matrix on the top of the
color matrix stack. Initially this matrix is the identity matrix. See
glPushMatrix
.
GL_COLOR_MATRIX_STACK_DEPTH
params returns one value, the maximum supported depth of the
projection matrix stack. The value must be at least 2. See
glPushMatrix
.
GL_COLOR_SUM
params returns a single boolean value indicating whether primary
and secondary color sum is enabled. See glSecondaryColor
.
GL_COLOR_TABLE
params returns a single boolean value indicating whether the color
table lookup is enabled. See glColorTable
.
GL_COLOR_WRITEMASK
params returns four boolean values: the red, green, blue, and
alpha write enables for the color buffers. The initial value is
(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
). See
glColorMask
.
GL_COMPRESSED_TEXTURE_FORMATS
params returns a list of symbolic constants of length
GL_NUM_COMPRESSED_TEXTURE_FORMATS
indicating which compressed
texture formats are available. See glCompressedTexImage2D
.
GL_CONVOLUTION_1D
params returns a single boolean value indicating whether 1D
convolution is enabled. The initial value is GL_FALSE
. See
glConvolutionFilter1D
.
GL_CONVOLUTION_2D
params returns a single boolean value indicating whether 2D
convolution is enabled. The initial value is GL_FALSE
. See
glConvolutionFilter2D
.
GL_CULL_FACE
params returns a single boolean value indicating whether polygon
culling is enabled. The initial value is GL_FALSE
. See
glCullFace
.
GL_CULL_FACE_MODE
params returns one value, a symbolic constant indicating which
polygon faces are to be culled. The initial value is GL_BACK
.
See glCullFace
.
GL_CURRENT_COLOR
params returns four values: the red, green, blue, and alpha values
of the current color. Integer values, if requested, are linearly mapped
from the internal floating-point representation such that 1.0 returns
the most positive representable integer value, and -1.0 returns the
most negative representable integer value. The initial value is (1, 1,
1, 1). See glColor
.
GL_CURRENT_FOG_COORD
params returns one value, the current fog coordinate. The initial
value is 0. See glFogCoord
.
GL_CURRENT_INDEX
params returns one value, the current color index. The initial
value is 1. See glIndex
.
GL_CURRENT_NORMAL
params returns three values: the x, y, and z
values of the current normal. Integer values, if requested, are
linearly mapped from the internal floating-point representation such
that 1.0 returns the most positive representable integer value, and
-1.0 returns the most negative representable integer value. The
initial value is (0, 0, 1). See glNormal
.
GL_CURRENT_PROGRAM
params returns one value, the name of the program object that is
currently active, or 0 if no program object is active. See
glUseProgram
.
GL_CURRENT_RASTER_COLOR
params returns four values: the red, green, blue, and alpha color
values of the current raster position. Integer values, if requested,
are linearly mapped from the internal floating-point representation such
that 1.0 returns the most positive representable integer value, and
-1.0 returns the most negative representable integer value. The
initial value is (1, 1, 1, 1). See glRasterPos
.
GL_CURRENT_RASTER_DISTANCE
params returns one value, the distance from the eye to the current
raster position. The initial value is 0. See glRasterPos
.
GL_CURRENT_RASTER_INDEX
params returns one value, the color index of the current raster
position. The initial value is 1. See glRasterPos
.
GL_CURRENT_RASTER_POSITION
params returns four values: the x, y, z, and
w components of the current raster position. x, y,
and z are in window coordinates, and w is in clip
coordinates. The initial value is (0, 0, 0, 1). See
glRasterPos
.
GL_CURRENT_RASTER_POSITION_VALID
params returns a single boolean value indicating whether the
current raster position is valid. The initial value is GL_TRUE
.
See glRasterPos
.
GL_CURRENT_RASTER_SECONDARY_COLOR
params returns four values: the red, green, blue, and alpha
secondary color values of the current raster position. Integer values,
if requested, are linearly mapped from the internal floating-point
representation such that 1.0 returns the most positive representable
integer value, and -1.0 returns the most negative representable
integer value. The initial value is (1, 1, 1, 1). See
glRasterPos
.
GL_CURRENT_RASTER_TEXTURE_COORDS
params returns four values: the s, t, r, and
q texture coordinates of the current raster position. The initial
value is (0, 0, 0, 1). See glRasterPos
and
glMultiTexCoord
.
GL_CURRENT_SECONDARY_COLOR
params returns four values: the red, green, blue, and alpha values
of the current secondary color. Integer values, if requested, are
linearly mapped from the internal floating-point representation such
that 1.0 returns the most positive representable integer value, and
-1.0 returns the most negative representable integer value. The
initial value is (0, 0, 0, 0). See glSecondaryColor
.
GL_CURRENT_TEXTURE_COORDS
params returns four values: the s, t, r, and
q current texture coordinates. The initial value is (0, 0, 0, 1).
See glMultiTexCoord
.
GL_DEPTH_BIAS
params returns one value, the depth bias factor used during pixel
transfers. The initial value is 0. See glPixelTransfer
.
GL_DEPTH_BITS
params returns one value, the number of bitplanes in the depth buffer.
GL_DEPTH_CLEAR_VALUE
params returns one value, the value that is used to clear the
depth buffer. Integer values, if requested, are linearly mapped from
the internal floating-point representation such that 1.0 returns the
most positive representable integer value, and -1.0 returns the most
negative representable integer value. The initial value is 1. See
glClearDepth
.
GL_DEPTH_FUNC
params returns one value, the symbolic constant that indicates the
depth comparison function. The initial value is GL_LESS
. See
glDepthFunc
.
GL_DEPTH_RANGE
params returns two values: the near and far mapping limits for the
depth buffer. Integer values, if requested, are linearly mapped from
the internal floating-point representation such that 1.0 returns the
most positive representable integer value, and -1.0 returns the most
negative representable integer value. The initial value is (0, 1). See
glDepthRange
.
GL_DEPTH_SCALE
params returns one value, the depth scale factor used during pixel
transfers. The initial value is 1. See glPixelTransfer
.
GL_DEPTH_TEST
params returns a single boolean value indicating whether depth
testing of fragments is enabled. The initial value is GL_FALSE
.
See glDepthFunc
and glDepthRange
.
GL_DEPTH_WRITEMASK
params returns a single boolean value indicating if the depth
buffer is enabled for writing. The initial value is GL_TRUE
. See
glDepthMask
.
GL_DITHER
params returns a single boolean value indicating whether dithering
of fragment colors and indices is enabled. The initial value is
GL_TRUE
.
GL_DOUBLEBUFFER
params returns a single boolean value indicating whether double buffering is supported.
GL_DRAW_BUFFER
params returns one value, a symbolic constant indicating which
buffers are being drawn to. See glDrawBuffer
. The initial value
is GL_BACK
if there are back buffers, otherwise it is
GL_FRONT
.
GL_DRAW_BUFFER
iparams returns one value, a symbolic constant indicating which
buffers are being drawn to by the corresponding output color. See
glDrawBuffers
. The initial value of GL_DRAW_BUFFER0
is
GL_BACK
if there are back buffers, otherwise it is
GL_FRONT
. The initial values of draw buffers for all other
output colors is GL_NONE
.
GL_EDGE_FLAG
params returns a single boolean value indicating whether the
current edge flag is GL_TRUE
or GL_FALSE
. The initial
value is GL_TRUE
. See glEdgeFlag
.
GL_EDGE_FLAG_ARRAY
params returns a single boolean value indicating whether the edge
flag array is enabled. The initial value is GL_FALSE
. See
glEdgeFlagPointer
.
GL_EDGE_FLAG_ARRAY_BUFFER_BINDING
params returns a single value, the name of the buffer object
associated with the edge flag array. This buffer object would have been
bound to the target GL_ARRAY_BUFFER
at the time of the most
recent call to glEdgeFlagPointer
. If no buffer object was bound
to this target, 0 is returned. The initial value is 0. See
glBindBuffer
.
GL_EDGE_FLAG_ARRAY_STRIDE
params returns one value, the byte offset between consecutive edge
flags in the edge flag array. The initial value is 0. See
glEdgeFlagPointer
.
GL_ELEMENT_ARRAY_BUFFER_BINDING
params returns a single value, the name of the buffer object
currently bound to the target GL_ELEMENT_ARRAY_BUFFER
. If no
buffer object is bound to this target, 0 is returned. The initial value
is 0. See glBindBuffer
.
GL_FEEDBACK_BUFFER_SIZE
params returns one value, the size of the feedback buffer. See
glFeedbackBuffer
.
GL_FEEDBACK_BUFFER_TYPE
params returns one value, the type of the feedback buffer. See
glFeedbackBuffer
.
GL_FOG
params returns a single boolean value indicating whether fogging
is enabled. The initial value is GL_FALSE
. See glFog
.
GL_FOG_COORD_ARRAY
params returns a single boolean value indicating whether the fog
coordinate array is enabled. The initial value is GL_FALSE
. See
glFogCoordPointer
.
GL_FOG_COORD_ARRAY_BUFFER_BINDING
params returns a single value, the name of the buffer object
associated with the fog coordinate array. This buffer object would have
been bound to the target GL_ARRAY_BUFFER
at the time of the most
recent call to glFogCoordPointer
. If no buffer object was bound
to this target, 0 is returned. The initial value is 0. See
glBindBuffer
.
GL_FOG_COORD_ARRAY_STRIDE
params returns one value, the byte offset between consecutive fog
coordinates in the fog coordinate array. The initial value is 0. See
glFogCoordPointer
.
GL_FOG_COORD_ARRAY_TYPE
params returns one value, the type of the fog coordinate array.
The initial value is GL_FLOAT
. See glFogCoordPointer
.
GL_FOG_COORD_SRC
params returns one value, a symbolic constant indicating the
source of the fog coordinate. The initial value is
GL_FRAGMENT_DEPTH
. See glFog
.
GL_FOG_COLOR
params returns four values: the red, green, blue, and alpha
components of the fog color. Integer values, if requested, are linearly
mapped from the internal floating-point representation such that 1.0
returns the most positive representable integer value, and -1.0
returns the most negative representable integer value. The initial
value is (0, 0, 0, 0). See glFog
.
GL_FOG_DENSITY
params returns one value, the fog density parameter. The initial
value is 1. See glFog
.
GL_FOG_END
params returns one value, the end factor for the linear fog
equation. The initial value is 1. See glFog
.
GL_FOG_HINT
params returns one value, a symbolic constant indicating the mode
of the fog hint. The initial value is GL_DONT_CARE
. See
glHint
.
GL_FOG_INDEX
params returns one value, the fog color index. The initial value
is 0. See glFog
.
GL_FOG_MODE
params returns one value, a symbolic constant indicating which fog
equation is selected. The initial value is GL_EXP
. See
glFog
.
GL_FOG_START
params returns one value, the start factor for the linear fog
equation. The initial value is 0. See glFog
.
GL_FRAGMENT_SHADER_DERIVATIVE_HINT
params returns one value, a symbolic constant indicating the mode
of the derivative accuracy hint for fragment shaders. The initial value
is GL_DONT_CARE
. See glHint
.
GL_FRONT_FACE
params returns one value, a symbolic constant indicating whether
clockwise or counterclockwise polygon winding is treated as
front-facing. The initial value is GL_CCW
. See
glFrontFace
.
GL_GENERATE_MIPMAP_HINT
params returns one value, a symbolic constant indicating the mode
of the mipmap generation filtering hint. The initial value is
GL_DONT_CARE
. See glHint
.
GL_GREEN_BIAS
params returns one value, the green bias factor used during pixel transfers. The initial value is 0.
GL_GREEN_BITS
params returns one value, the number of green bitplanes in each color buffer.
GL_GREEN_SCALE
params returns one value, the green scale factor used during pixel
transfers. The initial value is 1. See glPixelTransfer
.
GL_HISTOGRAM
params returns a single boolean value indicating whether histogram
is enabled. The initial value is GL_FALSE
. See
glHistogram
.
GL_INDEX_ARRAY
params returns a single boolean value indicating whether the color
index array is enabled. The initial value is GL_FALSE
. See
glIndexPointer
.
GL_INDEX_ARRAY_BUFFER_BINDING
params returns a single value, the name of the buffer object
associated with the color index array. This buffer object would have
been bound to the target GL_ARRAY_BUFFER
at the time of the most
recent call to glIndexPointer
. If no buffer object was bound to
this target, 0 is returned. The initial value is 0. See
glBindBuffer
.
GL_INDEX_ARRAY_STRIDE
params returns one value, the byte offset between consecutive
color indexes in the color index array. The initial value is 0. See
glIndexPointer
.
GL_INDEX_ARRAY_TYPE
params returns one value, the data type of indexes in the color
index array. The initial value is GL_FLOAT
. See
glIndexPointer
.
GL_INDEX_BITS
params returns one value, the number of bitplanes in each color index buffer.
GL_INDEX_CLEAR_VALUE
params returns one value, the color index used to clear the color
index buffers. The initial value is 0. See glClearIndex
.
GL_INDEX_LOGIC_OP
params returns a single boolean value indicating whether a
fragment’s index values are merged into the framebuffer using a logical
operation. The initial value is GL_FALSE
. See glLogicOp
.
GL_INDEX_MODE
params returns a single boolean value indicating whether the GL is
in color index mode (GL_TRUE
) or RGBA mode (GL_FALSE
).
GL_INDEX_OFFSET
params returns one value, the offset added to color and stencil
indices during pixel transfers. The initial value is 0. See
glPixelTransfer
.
GL_INDEX_SHIFT
params returns one value, the amount that color and stencil
indices are shifted during pixel transfers. The initial value is 0. See
glPixelTransfer
.
GL_INDEX_WRITEMASK
params returns one value, a mask indicating which bitplanes of
each color index buffer can be written. The initial value is all 1’s.
See glIndexMask
.
GL_LIGHT
iparams returns a single boolean value indicating whether the
specified light is enabled. The initial value is GL_FALSE
. See
glLight
and glLightModel
.
GL_LIGHTING
params returns a single boolean value indicating whether lighting
is enabled. The initial value is GL_FALSE
. See
glLightModel
.
GL_LIGHT_MODEL_AMBIENT
params returns four values: the red, green, blue, and alpha
components of the ambient intensity of the entire scene. Integer
values, if requested, are linearly mapped from the internal
floating-point representation such that 1.0 returns the most positive
representable integer value, and -1.0 returns the most negative
representable integer value. The initial value is (0.2, 0.2, 0.2, 1.0).
See glLightModel
.
GL_LIGHT_MODEL_COLOR_CONTROL
params returns single enumerated value indicating whether specular
reflection calculations are separated from normal lighting computations.
The initial value is GL_SINGLE_COLOR
.
GL_LIGHT_MODEL_LOCAL_VIEWER
params returns a single boolean value indicating whether specular
reflection calculations treat the viewer as being local to the scene.
The initial value is GL_FALSE
. See glLightModel
.
GL_LIGHT_MODEL_TWO_SIDE
params returns a single boolean value indicating whether separate
materials are used to compute lighting for front- and back-facing
polygons. The initial value is GL_FALSE
. See
glLightModel
.
GL_LINE_SMOOTH
params returns a single boolean value indicating whether
antialiasing of lines is enabled. The initial value is GL_FALSE
.
See glLineWidth
.
GL_LINE_SMOOTH_HINT
params returns one value, a symbolic constant indicating the mode
of the line antialiasing hint. The initial value is
GL_DONT_CARE
. See glHint
.
GL_LINE_STIPPLE
params returns a single boolean value indicating whether stippling
of lines is enabled. The initial value is GL_FALSE
. See
glLineStipple
.
GL_LINE_STIPPLE_PATTERN
params returns one value, the 16-bit line stipple pattern. The
initial value is all 1’s. See glLineStipple
.
GL_LINE_STIPPLE_REPEAT
params returns one value, the line stipple repeat factor. The
initial value is 1. See glLineStipple
.
GL_LINE_WIDTH
params returns one value, the line width as specified with
glLineWidth
. The initial value is 1.
GL_LINE_WIDTH_GRANULARITY
params returns one value, the width difference between adjacent
supported widths for antialiased lines. See glLineWidth
.
GL_LINE_WIDTH_RANGE
params returns two values: the smallest and largest supported
widths for antialiased lines. See glLineWidth
.
GL_LIST_BASE
params returns one value, the base offset added to all names in
arrays presented to glCallLists
. The initial value is 0. See
glListBase
.
GL_LIST_INDEX
params returns one value, the name of the display list currently
under construction. 0 is returned if no display list is currently under
construction. The initial value is 0. See glNewList
.
GL_LIST_MODE
params returns one value, a symbolic constant indicating the
construction mode of the display list currently under construction. The
initial value is 0. See glNewList
.
GL_LOGIC_OP_MODE
params returns one value, a symbolic constant indicating the
selected logic operation mode. The initial value is GL_COPY
. See
glLogicOp
.
GL_MAP1_COLOR_4
params returns a single boolean value indicating whether 1D
evaluation generates colors. The initial value is GL_FALSE
. See
glMap1
.
GL_MAP1_GRID_DOMAIN
params returns two values: the endpoints of the 1D map’s grid
domain. The initial value is (0, 1). See glMapGrid
.
GL_MAP1_GRID_SEGMENTS
params returns one value, the number of partitions in the 1D map’s
grid domain. The initial value is 1. See glMapGrid
.
GL_MAP1_INDEX
params returns a single boolean value indicating whether 1D
evaluation generates color indices. The initial value is
GL_FALSE
. See glMap1
.
GL_MAP1_NORMAL
params returns a single boolean value indicating whether 1D
evaluation generates normals. The initial value is GL_FALSE
. See
glMap1
.
GL_MAP1_TEXTURE_COORD_1
params returns a single boolean value indicating whether 1D
evaluation generates 1D texture coordinates. The initial value is
GL_FALSE
. See glMap1
.
GL_MAP1_TEXTURE_COORD_2
params returns a single boolean value indicating whether 1D
evaluation generates 2D texture coordinates. The initial value is
GL_FALSE
. See glMap1
.
GL_MAP1_TEXTURE_COORD_3
params returns a single boolean value indicating whether 1D
evaluation generates 3D texture coordinates. The initial value is
GL_FALSE
. See glMap1
.
GL_MAP1_TEXTURE_COORD_4
params returns a single boolean value indicating whether 1D
evaluation generates 4D texture coordinates. The initial value is
GL_FALSE
. See glMap1
.
GL_MAP1_VERTEX_3
params returns a single boolean value indicating whether 1D
evaluation generates 3D vertex coordinates. The initial value is
GL_FALSE
. See glMap1
.
GL_MAP1_VERTEX_4
params returns a single boolean value indicating whether 1D
evaluation generates 4D vertex coordinates. The initial value is
GL_FALSE
. See glMap1
.
GL_MAP2_COLOR_4
params returns a single boolean value indicating whether 2D
evaluation generates colors. The initial value is GL_FALSE
. See
glMap2
.
GL_MAP2_GRID_DOMAIN
params returns four values: the endpoints of the 2D map’s
i and j grid domains. The initial value is (0,1;
0,1). See glMapGrid
.
GL_MAP2_GRID_SEGMENTS
params returns two values: the number of partitions in the 2D
map’s i and j grid domains. The initial value is
(1,1). See glMapGrid
.
GL_MAP2_INDEX
params returns a single boolean value indicating whether 2D
evaluation generates color indices. The initial value is
GL_FALSE
. See glMap2
.
GL_MAP2_NORMAL
params returns a single boolean value indicating whether 2D
evaluation generates normals. The initial value is GL_FALSE
. See
glMap2
.
GL_MAP2_TEXTURE_COORD_1
params returns a single boolean value indicating whether 2D
evaluation generates 1D texture coordinates. The initial value is
GL_FALSE
. See glMap2
.
GL_MAP2_TEXTURE_COORD_2
params returns a single boolean value indicating whether 2D
evaluation generates 2D texture coordinates. The initial value is
GL_FALSE
. See glMap2
.
GL_MAP2_TEXTURE_COORD_3
params returns a single boolean value indicating whether 2D
evaluation generates 3D texture coordinates. The initial value is
GL_FALSE
. See glMap2
.
GL_MAP2_TEXTURE_COORD_4
params returns a single boolean value indicating whether 2D
evaluation generates 4D texture coordinates. The initial value is
GL_FALSE
. See glMap2
.
GL_MAP2_VERTEX_3
params returns a single boolean value indicating whether 2D
evaluation generates 3D vertex coordinates. The initial value is
GL_FALSE
. See glMap2
.
GL_MAP2_VERTEX_4
params returns a single boolean value indicating whether 2D
evaluation generates 4D vertex coordinates. The initial value is
GL_FALSE
. See glMap2
.
GL_MAP_COLOR
params returns a single boolean value indicating if colors and
color indices are to be replaced by table lookup during pixel transfers.
The initial value is GL_FALSE
. See glPixelTransfer
.
GL_MAP_STENCIL
params returns a single boolean value indicating if stencil
indices are to be replaced by table lookup during pixel transfers. The
initial value is GL_FALSE
. See glPixelTransfer
.
GL_MATRIX_MODE
params returns one value, a symbolic constant indicating which
matrix stack is currently the target of all matrix operations. The
initial value is GL_MODELVIEW
. See glMatrixMode
.
GL_MAX_3D_TEXTURE_SIZE
params returns one value, a rough estimate of the largest 3D
texture that the GL can handle. The value must be at least 16. If the
GL version is 1.2 or greater, use GL_PROXY_TEXTURE_3D
to
determine if a texture is too large. See glTexImage3D
.
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH
params returns one value indicating the maximum supported depth of
the client attribute stack. See glPushClientAttrib
.
GL_MAX_ATTRIB_STACK_DEPTH
params returns one value, the maximum supported depth of the
attribute stack. The value must be at least 16. See
glPushAttrib
.
GL_MAX_CLIP_PLANES
params returns one value, the maximum number of
application-defined clipping planes. The value must be at least 6. See
glClipPlane
.
GL_MAX_COLOR_MATRIX_STACK_DEPTH
params returns one value, the maximum supported depth of the color
matrix stack. The value must be at least 2. See glPushMatrix
.
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
params returns one value, the maximum supported texture image
units that can be used to access texture maps from the vertex shader and
the fragment processor combined. If both the vertex shader and the
fragment processing stage access the same texture image unit, then that
counts as using two texture image units against this limit. The value
must be at least 2. See glActiveTexture
.
GL_MAX_CUBE_MAP_TEXTURE_SIZE
params returns one value. The value gives a rough estimate of the
largest cube-map texture that the GL can handle. The value must be at
least 16. If the GL version is 1.3 or greater, use
GL_PROXY_TEXTURE_CUBE_MAP
to determine if a texture is too large.
See glTexImage2D
.
GL_MAX_DRAW_BUFFERS
params returns one value, the maximum number of simultaneous
output colors allowed from a fragment shader using the
gl_FragData
built-in array. The value must be at least 1. See
glDrawBuffers
.
GL_MAX_ELEMENTS_INDICES
params returns one value, the recommended maximum number of vertex
array indices. See glDrawRangeElements
.
GL_MAX_ELEMENTS_VERTICES
params returns one value, the recommended maximum number of vertex
array vertices. See glDrawRangeElements
.
GL_MAX_EVAL_ORDER
params returns one value, the maximum equation order supported by
1D and 2D evaluators. The value must be at least 8. See glMap1
and glMap2
.
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS
params returns one value, the maximum number of individual
floating-point, integer, or boolean values that can be held in uniform
variable storage for a fragment shader. The value must be at least 64.
See glUniform
.
GL_MAX_LIGHTS
params returns one value, the maximum number of lights. The value
must be at least 8. See glLight
.
GL_MAX_LIST_NESTING
params returns one value, the maximum recursion depth allowed
during display-list traversal. The value must be at least 64. See
glCallList
.
GL_MAX_MODELVIEW_STACK_DEPTH
params returns one value, the maximum supported depth of the
modelview matrix stack. The value must be at least 32. See
glPushMatrix
.
GL_MAX_NAME_STACK_DEPTH
params returns one value, the maximum supported depth of the
selection name stack. The value must be at least 64. See
glPushName
.
GL_MAX_PIXEL_MAP_TABLE
params returns one value, the maximum supported size of a
glPixelMap
lookup table. The value must be at least 32. See
glPixelMap
.
GL_MAX_PROJECTION_STACK_DEPTH
params returns one value, the maximum supported depth of the
projection matrix stack. The value must be at least 2. See
glPushMatrix
.
GL_MAX_TEXTURE_COORDS
params returns one value, the maximum number of texture coordinate
sets available to vertex and fragment shaders. The value must be at
least 2. See glActiveTexture
and glClientActiveTexture
.
GL_MAX_TEXTURE_IMAGE_UNITS
params returns one value, the maximum supported texture image
units that can be used to access texture maps from the fragment shader.
The value must be at least 2. See glActiveTexture
.
GL_MAX_TEXTURE_LOD_BIAS
params returns one value, the maximum, absolute value of the texture level-of-detail bias. The value must be at least 4.
GL_MAX_TEXTURE_SIZE
params returns one value. The value gives a rough estimate of the
largest texture that the GL can handle. The value must be at least 64.
If the GL version is 1.1 or greater, use GL_PROXY_TEXTURE_1D
or
GL_PROXY_TEXTURE_2D
to determine if a texture is too large. See
glTexImage1D
and glTexImage2D
.
GL_MAX_TEXTURE_STACK_DEPTH
params returns one value, the maximum supported depth of the
texture matrix stack. The value must be at least 2. See
glPushMatrix
.
GL_MAX_TEXTURE_UNITS
params returns a single value indicating the number of
conventional texture units supported. Each conventional texture unit
includes both a texture coordinate set and a texture image unit.
Conventional texture units may be used for fixed-function (non-shader)
rendering. The value must be at least 2. Additional texture coordinate
sets and texture image units may be accessed from vertex and fragment
shaders. See glActiveTexture
and glClientActiveTexture
.
GL_MAX_VARYING_FLOATS
params returns one value, the maximum number of interpolators available for processing varying variables used by vertex and fragment shaders. This value represents the number of individual floating-point values that can be interpolated; varying variables declared as vectors, matrices, and arrays will all consume multiple interpolators. The value must be at least 32.
GL_MAX_VERTEX_ATTRIBS
params returns one value, the maximum number of 4-component
generic vertex attributes accessible to a vertex shader. The value must
be at least 16. See glVertexAttrib
.
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
params returns one value, the maximum supported texture image
units that can be used to access texture maps from the vertex shader.
The value may be 0. See glActiveTexture
.
GL_MAX_VERTEX_UNIFORM_COMPONENTS
params returns one value, the maximum number of individual
floating-point, integer, or boolean values that can be held in uniform
variable storage for a vertex shader. The value must be at least 512.
See glUniform
.
GL_MAX_VIEWPORT_DIMS
params returns two values: the maximum supported width and height
of the viewport. These must be at least as large as the visible
dimensions of the display being rendered to. See glViewport
.
GL_MINMAX
params returns a single boolean value indicating whether pixel
minmax values are computed. The initial value is GL_FALSE
. See
glMinmax
.
GL_MODELVIEW_MATRIX
params returns sixteen values: the modelview matrix on the top of
the modelview matrix stack. Initially this matrix is the identity
matrix. See glPushMatrix
.
GL_MODELVIEW_STACK_DEPTH
params returns one value, the number of matrices on the modelview
matrix stack. The initial value is 1. See glPushMatrix
.
GL_NAME_STACK_DEPTH
params returns one value, the number of names on the selection
name stack. The initial value is 0. See glPushName
.
GL_NORMAL_ARRAY
params returns a single boolean value, indicating whether the
normal array is enabled. The initial value is GL_FALSE
. See
glNormalPointer
.
GL_NORMAL_ARRAY_BUFFER_BINDING
params returns a single value, the name of the buffer object
associated with the normal array. This buffer object would have been
bound to the target GL_ARRAY_BUFFER
at the time of the most
recent call to glNormalPointer
. If no buffer object was bound to
this target, 0 is returned. The initial value is 0. See
glBindBuffer
.
GL_NORMAL_ARRAY_STRIDE
params returns one value, the byte offset between consecutive
normals in the normal array. The initial value is 0. See
glNormalPointer
.
GL_NORMAL_ARRAY_TYPE
params returns one value, the data type of each coordinate in the
normal array. The initial value is GL_FLOAT
. See
glNormalPointer
.
GL_NORMALIZE
params returns a single boolean value indicating whether normals
are automatically scaled to unit length after they have been transformed
to eye coordinates. The initial value is GL_FALSE
. See
glNormal
.
GL_NUM_COMPRESSED_TEXTURE_FORMATS
params returns a single integer value indicating the number of
available compressed texture formats. The minimum value is 0. See
glCompressedTexImage2D
.
GL_PACK_ALIGNMENT
params returns one value, the byte alignment used for writing
pixel data to memory. The initial value is 4. See glPixelStore
.
GL_PACK_IMAGE_HEIGHT
params returns one value, the image height used for writing pixel
data to memory. The initial value is 0. See glPixelStore
.
GL_PACK_LSB_FIRST
params returns a single boolean value indicating whether
single-bit pixels being written to memory are written first to the least
significant bit of each unsigned byte. The initial value is
GL_FALSE
. See glPixelStore
.
GL_PACK_ROW_LENGTH
params returns one value, the row length used for writing pixel
data to memory. The initial value is 0. See glPixelStore
.
GL_PACK_SKIP_IMAGES
params returns one value, the number of pixel images skipped
before the first pixel is written into memory. The initial value is 0.
See glPixelStore
.
GL_PACK_SKIP_PIXELS
params returns one value, the number of pixel locations skipped
before the first pixel is written into memory. The initial value is 0.
See glPixelStore
.
GL_PACK_SKIP_ROWS
params returns one value, the number of rows of pixel locations
skipped before the first pixel is written into memory. The initial
value is 0. See glPixelStore
.
GL_PACK_SWAP_BYTES
params returns a single boolean value indicating whether the bytes
of two-byte and four-byte pixel indices and components are swapped
before being written to memory. The initial value is GL_FALSE
.
See glPixelStore
.
GL_PERSPECTIVE_CORRECTION_HINT
params returns one value, a symbolic constant indicating the mode
of the perspective correction hint. The initial value is
GL_DONT_CARE
. See glHint
.
GL_PIXEL_MAP_A_TO_A_SIZE
params returns one value, the size of the alpha-to-alpha pixel
translation table. The initial value is 1. See glPixelMap
.
GL_PIXEL_MAP_B_TO_B_SIZE
params returns one value, the size of the blue-to-blue pixel
translation table. The initial value is 1. See glPixelMap
.
GL_PIXEL_MAP_G_TO_G_SIZE
params returns one value, the size of the green-to-green pixel
translation table. The initial value is 1. See glPixelMap
.
GL_PIXEL_MAP_I_TO_A_SIZE
params returns one value, the size of the index-to-alpha pixel
translation table. The initial value is 1. See glPixelMap
.
GL_PIXEL_MAP_I_TO_B_SIZE
params returns one value, the size of the index-to-blue pixel
translation table. The initial value is 1. See glPixelMap
.
GL_PIXEL_MAP_I_TO_G_SIZE
params returns one value, the size of the index-to-green pixel
translation table. The initial value is 1. See glPixelMap
.
GL_PIXEL_MAP_I_TO_I_SIZE
params returns one value, the size of the index-to-index pixel
translation table. The initial value is 1. See glPixelMap
.
GL_PIXEL_MAP_I_TO_R_SIZE
params returns one value, the size of the index-to-red pixel
translation table. The initial value is 1. See glPixelMap
.
GL_PIXEL_MAP_R_TO_R_SIZE
params returns one value, the size of the red-to-red pixel
translation table. The initial value is 1. See glPixelMap
.
GL_PIXEL_MAP_S_TO_S_SIZE
params returns one value, the size of the stencil-to-stencil pixel
translation table. The initial value is 1. See glPixelMap
.
GL_PIXEL_PACK_BUFFER_BINDING
params returns a single value, the name of the buffer object
currently bound to the target GL_PIXEL_PACK_BUFFER
. If no buffer
object is bound to this target, 0 is returned. The initial value is 0.
See glBindBuffer
.
GL_PIXEL_UNPACK_BUFFER_BINDING
params returns a single value, the name of the buffer object
currently bound to the target GL_PIXEL_UNPACK_BUFFER
. If no
buffer object is bound to this target, 0 is returned. The initial value
is 0. See glBindBuffer
.
GL_POINT_DISTANCE_ATTENUATION
params returns three values, the coefficients for computing the
attenuation value for points. See glPointParameter
.
GL_POINT_FADE_THRESHOLD_SIZE
params returns one value, the point size threshold for determining
the point size. See glPointParameter
.
GL_POINT_SIZE
params returns one value, the point size as specified by
glPointSize
. The initial value is 1.
GL_POINT_SIZE_GRANULARITY
params returns one value, the size difference between adjacent
supported sizes for antialiased points. See glPointSize
.
GL_POINT_SIZE_MAX
params returns one value, the upper bound for the attenuated point
sizes. The initial value is 0.0. See glPointParameter
.
GL_POINT_SIZE_MIN
params returns one value, the lower bound for the attenuated point
sizes. The initial value is 1.0. See glPointParameter
.
GL_POINT_SIZE_RANGE
params returns two values: the smallest and largest supported
sizes for antialiased points. The smallest size must be at most 1, and
the largest size must be at least 1. See glPointSize
.
GL_POINT_SMOOTH
params returns a single boolean value indicating whether
antialiasing of points is enabled. The initial value is
GL_FALSE
. See glPointSize
.
GL_POINT_SMOOTH_HINT
params returns one value, a symbolic constant indicating the mode
of the point antialiasing hint. The initial value is
GL_DONT_CARE
. See glHint
.
GL_POINT_SPRITE
params returns a single boolean value indicating whether point
sprite is enabled. The initial value is GL_FALSE
.
GL_POLYGON_MODE
params returns two values: symbolic constants indicating whether
front-facing and back-facing polygons are rasterized as points, lines,
or filled polygons. The initial value is GL_FILL
. See
glPolygonMode
.
GL_POLYGON_OFFSET_FACTOR
params returns one value, the scaling factor used to determine the
variable offset that is added to the depth value of each fragment
generated when a polygon is rasterized. The initial value is 0. See
glPolygonOffset
.
GL_POLYGON_OFFSET_UNITS
params returns one value. This value is multiplied by an
implementation-specific value and then added to the depth value of each
fragment generated when a polygon is rasterized. The initial value is
0. See glPolygonOffset
.
GL_POLYGON_OFFSET_FILL
params returns a single boolean value indicating whether polygon
offset is enabled for polygons in fill mode. The initial value is
GL_FALSE
. See glPolygonOffset
.
GL_POLYGON_OFFSET_LINE
params returns a single boolean value indicating whether polygon
offset is enabled for polygons in line mode. The initial value is
GL_FALSE
. See glPolygonOffset
.
GL_POLYGON_OFFSET_POINT
params returns a single boolean value indicating whether polygon
offset is enabled for polygons in point mode. The initial value is
GL_FALSE
. See glPolygonOffset
.
GL_POLYGON_SMOOTH
params returns a single boolean value indicating whether
antialiasing of polygons is enabled. The initial value is
GL_FALSE
. See glPolygonMode
.
GL_POLYGON_SMOOTH_HINT
params returns one value, a symbolic constant indicating the mode
of the polygon antialiasing hint. The initial value is
GL_DONT_CARE
. See glHint
.
GL_POLYGON_STIPPLE
params returns a single boolean value indicating whether polygon
stippling is enabled. The initial value is GL_FALSE
. See
glPolygonStipple
.
GL_POST_COLOR_MATRIX_COLOR_TABLE
params returns a single boolean value indicating whether post
color matrix transformation lookup is enabled. The initial value is
GL_FALSE
. See glColorTable
.
GL_POST_COLOR_MATRIX_RED_BIAS
params returns one value, the red bias factor applied to RGBA
fragments after color matrix transformations. The initial value is 0.
See glPixelTransfer
.
GL_POST_COLOR_MATRIX_GREEN_BIAS
params returns one value, the green bias factor applied to RGBA
fragments after color matrix transformations. The initial value is 0.
See glPixelTransfer
GL_POST_COLOR_MATRIX_BLUE_BIAS
params returns one value, the blue bias factor applied to RGBA
fragments after color matrix transformations. The initial value is 0.
See glPixelTransfer
.
GL_POST_COLOR_MATRIX_ALPHA_BIAS
params returns one value, the alpha bias factor applied to RGBA
fragments after color matrix transformations. The initial value is 0.
See glPixelTransfer
.
GL_POST_COLOR_MATRIX_RED_SCALE
params returns one value, the red scale factor applied to RGBA
fragments after color matrix transformations. The initial value is 1.
See glPixelTransfer
.
GL_POST_COLOR_MATRIX_GREEN_SCALE
params returns one value, the green scale factor applied to RGBA
fragments after color matrix transformations. The initial value is 1.
See glPixelTransfer
.
GL_POST_COLOR_MATRIX_BLUE_SCALE
params returns one value, the blue scale factor applied to RGBA
fragments after color matrix transformations. The initial value is 1.
See glPixelTransfer
.
GL_POST_COLOR_MATRIX_ALPHA_SCALE
params returns one value, the alpha scale factor applied to RGBA
fragments after color matrix transformations. The initial value is 1.
See glPixelTransfer
.
GL_POST_CONVOLUTION_COLOR_TABLE
params returns a single boolean value indicating whether post
convolution lookup is enabled. The initial value is GL_FALSE
.
See glColorTable
.
GL_POST_CONVOLUTION_RED_BIAS
params returns one value, the red bias factor applied to RGBA
fragments after convolution. The initial value is 0. See
glPixelTransfer
.
GL_POST_CONVOLUTION_GREEN_BIAS
params returns one value, the green bias factor applied to RGBA
fragments after convolution. The initial value is 0. See
glPixelTransfer
.
GL_POST_CONVOLUTION_BLUE_BIAS
params returns one value, the blue bias factor applied to RGBA
fragments after convolution. The initial value is 0. See
glPixelTransfer
.
GL_POST_CONVOLUTION_ALPHA_BIAS
params returns one value, the alpha bias factor applied to RGBA
fragments after convolution. The initial value is 0. See
glPixelTransfer
.
GL_POST_CONVOLUTION_RED_SCALE
params returns one value, the red scale factor applied to RGBA
fragments after convolution. The initial value is 1. See
glPixelTransfer
.
GL_POST_CONVOLUTION_GREEN_SCALE
params returns one value, the green scale factor applied to RGBA
fragments after convolution. The initial value is 1. See
glPixelTransfer
.
GL_POST_CONVOLUTION_BLUE_SCALE
params returns one value, the blue scale factor applied to RGBA
fragments after convolution. The initial value is 1. See
glPixelTransfer
.
GL_POST_CONVOLUTION_ALPHA_SCALE
params returns one value, the alpha scale factor applied to RGBA
fragments after convolution. The initial value is 1. See
glPixelTransfer
.
GL_PROJECTION_MATRIX
params returns sixteen values: the projection matrix on the top of
the projection matrix stack. Initially this matrix is the identity
matrix. See glPushMatrix
.
GL_PROJECTION_STACK_DEPTH
params returns one value, the number of matrices on the projection
matrix stack. The initial value is 1. See glPushMatrix
.
GL_READ_BUFFER
params returns one value, a symbolic constant indicating which
color buffer is selected for reading. The initial value is
GL_BACK
if there is a back buffer, otherwise it is
GL_FRONT
. See glReadPixels
and glAccum
.
GL_RED_BIAS
params returns one value, the red bias factor used during pixel transfers. The initial value is 0.
GL_RED_BITS
params returns one value, the number of red bitplanes in each color buffer.
GL_RED_SCALE
params returns one value, the red scale factor used during pixel
transfers. The initial value is 1. See glPixelTransfer
.
GL_RENDER_MODE
params returns one value, a symbolic constant indicating whether
the GL is in render, select, or feedback mode. The initial value is
GL_RENDER
. See glRenderMode
.
GL_RESCALE_NORMAL
params returns single boolean value indicating whether normal
rescaling is enabled. See glEnable
.
GL_RGBA_MODE
params returns a single boolean value indicating whether the GL is
in RGBA mode (true) or color index mode (false). See glColor
.
GL_SAMPLE_BUFFERS
params returns a single integer value indicating the number of
sample buffers associated with the framebuffer. See
glSampleCoverage
.
GL_SAMPLE_COVERAGE_VALUE
params returns a single positive floating-point value indicating
the current sample coverage value. See glSampleCoverage
.
GL_SAMPLE_COVERAGE_INVERT
params returns a single boolean value indicating if the temporary
coverage value should be inverted. See glSampleCoverage
.
GL_SAMPLES
params returns a single integer value indicating the coverage mask
size. See glSampleCoverage
.
GL_SCISSOR_BOX
params returns four values: the x and y window
coordinates of the scissor box, followed by its width and height.
Initially the x and y window coordinates are both 0
and the width and height are set to the size of the window. See
glScissor
.
GL_SCISSOR_TEST
params returns a single boolean value indicating whether
scissoring is enabled. The initial value is GL_FALSE
. See
glScissor
.
GL_SECONDARY_COLOR_ARRAY
params returns a single boolean value indicating whether the
secondary color array is enabled. The initial value is GL_FALSE
.
See glSecondaryColorPointer
.
GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING
params returns a single value, the name of the buffer object
associated with the secondary color array. This buffer object would
have been bound to the target GL_ARRAY_BUFFER
at the time of the
most recent call to glSecondaryColorPointer
. If no buffer object
was bound to this target, 0 is returned. The initial value is 0. See
glBindBuffer
.
GL_SECONDARY_COLOR_ARRAY_SIZE
params returns one value, the number of components per color in
the secondary color array. The initial value is 3. See
glSecondaryColorPointer
.
GL_SECONDARY_COLOR_ARRAY_STRIDE
params returns one value, the byte offset between consecutive
colors in the secondary color array. The initial value is 0. See
glSecondaryColorPointer
.
GL_SECONDARY_COLOR_ARRAY_TYPE
params returns one value, the data type of each component in the
secondary color array. The initial value is GL_FLOAT
. See
glSecondaryColorPointer
.
GL_SELECTION_BUFFER_SIZE
params return one value, the size of the selection buffer. See
glSelectBuffer
.
GL_SEPARABLE_2D
params returns a single boolean value indicating whether 2D
separable convolution is enabled. The initial value is GL_FALSE
.
See glSeparableFilter2D
.
GL_SHADE_MODEL
params returns one value, a symbolic constant indicating whether
the shading mode is flat or smooth. The initial value is
GL_SMOOTH
. See glShadeModel
.
GL_SMOOTH_LINE_WIDTH_RANGE
params returns two values, the smallest and largest supported
widths for antialiased lines. See glLineWidth
.
GL_SMOOTH_LINE_WIDTH_GRANULARITY
params returns one value, the granularity of widths for
antialiased lines. See glLineWidth
.
GL_SMOOTH_POINT_SIZE_RANGE
params returns two values, the smallest and largest supported
widths for antialiased points. See glPointSize
.
GL_SMOOTH_POINT_SIZE_GRANULARITY
params returns one value, the granularity of sizes for antialiased
points. See glPointSize
.
GL_STENCIL_BACK_FAIL
params returns one value, a symbolic constant indicating what
action is taken for back-facing polygons when the stencil test fails.
The initial value is GL_KEEP
. See glStencilOpSeparate
.
GL_STENCIL_BACK_FUNC
params returns one value, a symbolic constant indicating what
function is used for back-facing polygons to compare the stencil
reference value with the stencil buffer value. The initial value is
GL_ALWAYS
. See glStencilFuncSeparate
.
GL_STENCIL_BACK_PASS_DEPTH_FAIL
params returns one value, a symbolic constant indicating what
action is taken for back-facing polygons when the stencil test passes,
but the depth test fails. The initial value is GL_KEEP
. See
glStencilOpSeparate
.
GL_STENCIL_BACK_PASS_DEPTH_PASS
params returns one value, a symbolic constant indicating what
action is taken for back-facing polygons when the stencil test passes
and the depth test passes. The initial value is GL_KEEP
. See
glStencilOpSeparate
.
GL_STENCIL_BACK_REF
params returns one value, the reference value that is compared
with the contents of the stencil buffer for back-facing polygons. The
initial value is 0. See glStencilFuncSeparate
.
GL_STENCIL_BACK_VALUE_MASK
params returns one value, the mask that is used for back-facing
polygons to mask both the stencil reference value and the stencil buffer
value before they are compared. The initial value is all 1’s. See
glStencilFuncSeparate
.
GL_STENCIL_BACK_WRITEMASK
params returns one value, the mask that controls writing of the
stencil bitplanes for back-facing polygons. The initial value is all
1’s. See glStencilMaskSeparate
.
GL_STENCIL_BITS
params returns one value, the number of bitplanes in the stencil buffer.
GL_STENCIL_CLEAR_VALUE
params returns one value, the index to which the stencil bitplanes
are cleared. The initial value is 0. See glClearStencil
.
GL_STENCIL_FAIL
params returns one value, a symbolic constant indicating what
action is taken when the stencil test fails. The initial value is
GL_KEEP
. See glStencilOp
. If the GL version is 2.0 or
greater, this stencil state only affects non-polygons and front-facing
polygons. Back-facing polygons use separate stencil state. See
glStencilOpSeparate
.
GL_STENCIL_FUNC
params returns one value, a symbolic constant indicating what
function is used to compare the stencil reference value with the stencil
buffer value. The initial value is GL_ALWAYS
. See
glStencilFunc
. If the GL version is 2.0 or greater, this stencil
state only affects non-polygons and front-facing polygons. Back-facing
polygons use separate stencil state. See glStencilFuncSeparate
.
GL_STENCIL_PASS_DEPTH_FAIL
params returns one value, a symbolic constant indicating what
action is taken when the stencil test passes, but the depth test fails.
The initial value is GL_KEEP
. See glStencilOp
. If the GL
version is 2.0 or greater, this stencil state only affects non-polygons
and front-facing polygons. Back-facing polygons use separate stencil
state. See glStencilOpSeparate
.
GL_STENCIL_PASS_DEPTH_PASS
params returns one value, a symbolic constant indicating what
action is taken when the stencil test passes and the depth test passes.
The initial value is GL_KEEP
. See glStencilOp
. If the GL
version is 2.0 or greater, this stencil state only affects non-polygons
and front-facing polygons. Back-facing polygons use separate stencil
state. See glStencilOpSeparate
.
GL_STENCIL_REF
params returns one value, the reference value that is compared
with the contents of the stencil buffer. The initial value is 0. See
glStencilFunc
. If the GL version is 2.0 or greater, this stencil
state only affects non-polygons and front-facing polygons. Back-facing
polygons use separate stencil state. See glStencilFuncSeparate
.
GL_STENCIL_TEST
params returns a single boolean value indicating whether stencil
testing of fragments is enabled. The initial value is GL_FALSE
.
See glStencilFunc
and glStencilOp
.
GL_STENCIL_VALUE_MASK
params returns one value, the mask that is used to mask both the
stencil reference value and the stencil buffer value before they are
compared. The initial value is all 1’s. See glStencilFunc
. If
the GL version is 2.0 or greater, this stencil state only affects
non-polygons and front-facing polygons. Back-facing polygons use
separate stencil state. See glStencilFuncSeparate
.
GL_STENCIL_WRITEMASK
params returns one value, the mask that controls writing of the
stencil bitplanes. The initial value is all 1’s. See
glStencilMask
. If the GL version is 2.0 or greater, this stencil
state only affects non-polygons and front-facing polygons. Back-facing
polygons use separate stencil state. See glStencilMaskSeparate
.
GL_STEREO
params returns a single boolean value indicating whether stereo buffers (left and right) are supported.
GL_SUBPIXEL_BITS
params returns one value, an estimate of the number of bits of subpixel resolution that are used to position rasterized geometry in window coordinates. The value must be at least 4.
GL_TEXTURE_1D
params returns a single boolean value indicating whether 1D
texture mapping is enabled. The initial value is GL_FALSE
. See
glTexImage1D
.
GL_TEXTURE_BINDING_1D
params returns a single value, the name of the texture currently
bound to the target GL_TEXTURE_1D
. The initial value is 0. See
glBindTexture
.
GL_TEXTURE_2D
params returns a single boolean value indicating whether 2D
texture mapping is enabled. The initial value is GL_FALSE
. See
glTexImage2D
.
GL_TEXTURE_BINDING_2D
params returns a single value, the name of the texture currently
bound to the target GL_TEXTURE_2D
. The initial value is 0. See
glBindTexture
.
GL_TEXTURE_3D
params returns a single boolean value indicating whether 3D
texture mapping is enabled. The initial value is GL_FALSE
. See
glTexImage3D
.
GL_TEXTURE_BINDING_3D
params returns a single value, the name of the texture currently
bound to the target GL_TEXTURE_3D
. The initial value is 0. See
glBindTexture
.
GL_TEXTURE_BINDING_CUBE_MAP
params returns a single value, the name of the texture currently
bound to the target GL_TEXTURE_CUBE_MAP
. The initial value is 0.
See glBindTexture
.
GL_TEXTURE_COMPRESSION_HINT
params returns a single value indicating the mode of the texture
compression hint. The initial value is GL_DONT_CARE
.
GL_TEXTURE_COORD_ARRAY
params returns a single boolean value indicating whether the
texture coordinate array is enabled. The initial value is
GL_FALSE
. See glTexCoordPointer
.
GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING
params returns a single value, the name of the buffer object
associated with the texture coordinate array. This buffer object would
have been bound to the target GL_ARRAY_BUFFER
at the time of the
most recent call to glTexCoordPointer
. If no buffer object was
bound to this target, 0 is returned. The initial value is 0. See
glBindBuffer
.
GL_TEXTURE_COORD_ARRAY_SIZE
params returns one value, the number of coordinates per element in
the texture coordinate array. The initial value is 4. See
glTexCoordPointer
.
GL_TEXTURE_COORD_ARRAY_STRIDE
params returns one value, the byte offset between consecutive
elements in the texture coordinate array. The initial value is 0. See
glTexCoordPointer
.
GL_TEXTURE_COORD_ARRAY_TYPE
params returns one value, the data type of the coordinates in the
texture coordinate array. The initial value is GL_FLOAT
. See
glTexCoordPointer
.
GL_TEXTURE_CUBE_MAP
params returns a single boolean value indicating whether
cube-mapped texture mapping is enabled. The initial value is
GL_FALSE
. See glTexImage2D
.
GL_TEXTURE_GEN_Q
params returns a single boolean value indicating whether automatic
generation of the q texture coordinate is enabled. The initial
value is GL_FALSE
. See glTexGen
.
GL_TEXTURE_GEN_R
params returns a single boolean value indicating whether automatic
generation of the r texture coordinate is enabled. The initial
value is GL_FALSE
. See glTexGen
.
GL_TEXTURE_GEN_S
params returns a single boolean value indicating whether automatic
generation of the S texture coordinate is enabled. The initial
value is GL_FALSE
. See glTexGen
.
GL_TEXTURE_GEN_T
params returns a single boolean value indicating whether automatic
generation of the T texture coordinate is enabled. The initial value is
GL_FALSE
. See glTexGen
.
GL_TEXTURE_MATRIX
params returns sixteen values: the texture matrix on the top of
the texture matrix stack. Initially this matrix is the identity matrix.
See glPushMatrix
.
GL_TEXTURE_STACK_DEPTH
params returns one value, the number of matrices on the texture
matrix stack. The initial value is 1. See glPushMatrix
.
GL_TRANSPOSE_COLOR_MATRIX
params returns 16 values, the elements of the color matrix in
row-major order. See glLoadTransposeMatrix
.
GL_TRANSPOSE_MODELVIEW_MATRIX
params returns 16 values, the elements of the modelview matrix in
row-major order. See glLoadTransposeMatrix
.
GL_TRANSPOSE_PROJECTION_MATRIX
params returns 16 values, the elements of the projection matrix in
row-major order. See glLoadTransposeMatrix
.
GL_TRANSPOSE_TEXTURE_MATRIX
params returns 16 values, the elements of the texture matrix in
row-major order. See glLoadTransposeMatrix
.
GL_UNPACK_ALIGNMENT
params returns one value, the byte alignment used for reading
pixel data from memory. The initial value is 4. See
glPixelStore
.
GL_UNPACK_IMAGE_HEIGHT
params returns one value, the image height used for reading pixel
data from memory. The initial is 0. See glPixelStore
.
GL_UNPACK_LSB_FIRST
params returns a single boolean value indicating whether
single-bit pixels being read from memory are read first from the least
significant bit of each unsigned byte. The initial value is
GL_FALSE
. See glPixelStore
.
GL_UNPACK_ROW_LENGTH
params returns one value, the row length used for reading pixel
data from memory. The initial value is 0. See glPixelStore
.
GL_UNPACK_SKIP_IMAGES
params returns one value, the number of pixel images skipped
before the first pixel is read from memory. The initial value is 0. See
glPixelStore
.
GL_UNPACK_SKIP_PIXELS
params returns one value, the number of pixel locations skipped
before the first pixel is read from memory. The initial value is 0. See
glPixelStore
.
GL_UNPACK_SKIP_ROWS
params returns one value, the number of rows of pixel locations
skipped before the first pixel is read from memory. The initial value
is 0. See glPixelStore
.
GL_UNPACK_SWAP_BYTES
params returns a single boolean value indicating whether the bytes
of two-byte and four-byte pixel indices and components are swapped after
being read from memory. The initial value is GL_FALSE
. See
glPixelStore
.
GL_VERTEX_ARRAY
params returns a single boolean value indicating whether the
vertex array is enabled. The initial value is GL_FALSE
. See
glVertexPointer
.
GL_VERTEX_ARRAY_BUFFER_BINDING
params returns a single value, the name of the buffer object
associated with the vertex array. This buffer object would have been
bound to the target GL_ARRAY_BUFFER
at the time of the most
recent call to glVertexPointer
. If no buffer object was bound to
this target, 0 is returned. The initial value is 0. See
glBindBuffer
.
GL_VERTEX_ARRAY_SIZE
params returns one value, the number of coordinates per vertex in
the vertex array. The initial value is 4. See glVertexPointer
.
GL_VERTEX_ARRAY_STRIDE
params returns one value, the byte offset between consecutive
vertices in the vertex array. The initial value is 0. See
glVertexPointer
.
GL_VERTEX_ARRAY_TYPE
params returns one value, the data type of each coordinate in the
vertex array. The initial value is GL_FLOAT
. See
glVertexPointer
.
GL_VERTEX_PROGRAM_POINT_SIZE
params returns a single boolean value indicating whether vertex
program point size mode is enabled. If enabled, and a vertex shader is
active, then the point size is taken from the shader built-in
gl_PointSize
. If disabled, and a vertex shader is active, then
the point size is taken from the point state as specified by
glPointSize
. The initial value is GL_FALSE
.
GL_VERTEX_PROGRAM_TWO_SIDE
params returns a single boolean value indicating whether vertex
program two-sided color mode is enabled. If enabled, and a vertex
shader is active, then the GL chooses the back color output for
back-facing polygons, and the front color output for non-polygons and
front-facing polygons. If disabled, and a vertex shader is active, then
the front color output is always selected. The initial value is
GL_FALSE
.
GL_VIEWPORT
params returns four values: the x and y window
coordinates of the viewport, followed by its width and height. Initially
the x and y window coordinates are both set to 0,
and the width and height are set to the width and height of the window
into which the GL will do its rendering. See glViewport
.
GL_ZOOM_X
params returns one value, the x pixel zoom factor. The
initial value is 1. See glPixelZoom
.
GL_ZOOM_Y
params returns one value, the y pixel zoom factor. The
initial value is 1. See glPixelZoom
.
Many of the boolean parameters can also be queried more easily using
glIsEnabled
.
GL_INVALID_ENUM
is generated if pname is not an accepted
value.
GL_INVALID_OPERATION
is generated if glGet
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Specify implementation-specific hints.
Specifies a symbolic constant indicating the behavior to be controlled.
GL_FOG_HINT
, GL_GENERATE_MIPMAP_HINT
,
GL_LINE_SMOOTH_HINT
, GL_PERSPECTIVE_CORRECTION_HINT
,
GL_POINT_SMOOTH_HINT
, GL_POLYGON_SMOOTH_HINT
,
GL_TEXTURE_COMPRESSION_HINT
, and
GL_FRAGMENT_SHADER_DERIVATIVE_HINT
are accepted.
Specifies a symbolic constant indicating the desired behavior.
GL_FASTEST
, GL_NICEST
, and GL_DONT_CARE
are
accepted.
Certain aspects of GL behavior, when there is room for interpretation,
can be controlled with hints. A hint is specified with two arguments.
target is a symbolic constant indicating the behavior to be
controlled, and mode is another symbolic constant indicating the
desired behavior. The initial value for each target is
GL_DONT_CARE
. mode can be one of the following:
GL_FASTEST
The most efficient option should be chosen.
GL_NICEST
The most correct, or highest quality, option should be chosen.
GL_DONT_CARE
No preference.
Though the implementation aspects that can be hinted are well defined, the interpretation of the hints depends on the implementation. The hint aspects that can be specified with target, along with suggested semantics, are as follows:
GL_FOG_HINT
Indicates the accuracy of fog calculation. If per-pixel fog calculation
is not efficiently supported by the GL implementation, hinting
GL_DONT_CARE
or GL_FASTEST
can result in per-vertex
calculation of fog effects.
GL_FRAGMENT_SHADER_DERIVATIVE_HINT
Indicates the accuracy of the derivative calculation for the GL shading
language fragment processing built-in functions: dFdx
,
dFdy
, and fwidth
.
GL_GENERATE_MIPMAP_HINT
Indicates the quality of filtering when generating mipmap images.
GL_LINE_SMOOTH_HINT
Indicates the sampling quality of antialiased lines. If a larger filter
function is applied, hinting GL_NICEST
can result in more pixel
fragments being generated during rasterization.
GL_PERSPECTIVE_CORRECTION_HINT
Indicates the quality of color, texture coordinate, and fog coordinate
interpolation. If perspective-corrected parameter interpolation is not
efficiently supported by the GL implementation, hinting
GL_DONT_CARE
or GL_FASTEST
can result in simple linear
interpolation of colors and/or texture coordinates.
GL_POINT_SMOOTH_HINT
Indicates the sampling quality of antialiased points. If a larger
filter function is applied, hinting GL_NICEST
can result in more
pixel fragments being generated during rasterization.
GL_POLYGON_SMOOTH_HINT
Indicates the sampling quality of antialiased polygons. Hinting
GL_NICEST
can result in more pixel fragments being generated
during rasterization, if a larger filter function is applied.
GL_TEXTURE_COMPRESSION_HINT
Indicates the quality and performance of the compressing texture images.
Hinting GL_FASTEST
indicates that texture images should be
compressed as quickly as possible, while GL_NICEST
indicates that
texture images should be compressed with as little image quality loss as
possible. GL_NICEST
should be selected if the texture is to be
retrieved by glGetCompressedTexImage
for reuse.
GL_INVALID_ENUM
is generated if either target or mode
is not an accepted value.
GL_INVALID_OPERATION
is generated if glHint
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Define histogram table.
The histogram whose parameters are to be set. Must be one of
GL_HISTOGRAM
or GL_PROXY_HISTOGRAM
.
The number of entries in the histogram table. Must be a power of 2.
The format of entries in the histogram table. Must be one of
GL_ALPHA
, GL_ALPHA4
, GL_ALPHA8
, GL_ALPHA12
,
GL_ALPHA16
, GL_LUMINANCE
, GL_LUMINANCE4
,
GL_LUMINANCE8
, GL_LUMINANCE12
, GL_LUMINANCE16
,
GL_LUMINANCE_ALPHA
, GL_LUMINANCE4_ALPHA4
,
GL_LUMINANCE6_ALPHA2
, GL_LUMINANCE8_ALPHA8
,
GL_LUMINANCE12_ALPHA4
, GL_LUMINANCE12_ALPHA12
,
GL_LUMINANCE16_ALPHA16
, GL_R3_G3_B2
, GL_RGB
,
GL_RGB4
, GL_RGB5
, GL_RGB8
, GL_RGB10
,
GL_RGB12
, GL_RGB16
, GL_RGBA
, GL_RGBA2
,
GL_RGBA4
, GL_RGB5_A1
, GL_RGBA8
, GL_RGB10_A2
,
GL_RGBA12
, or GL_RGBA16
.
If GL_TRUE
, pixels will be consumed by the histogramming process
and no drawing or texture loading will take place. If GL_FALSE
,
pixels will proceed to the minmax process after histogramming.
When GL_HISTOGRAM
is enabled, RGBA color components are converted
to histogram table indices by clamping to the range [0,1], multiplying
by the width of the histogram table, and rounding to the nearest
integer. The table entries selected by the RGBA indices are then
incremented. (If the internal format of the histogram table includes
luminance, then the index derived from the R color component determines
the luminance table entry to be incremented.) If a histogram table entry
is incremented beyond its maximum value, then its value becomes
undefined. (This is not an error.)
Histogramming is performed only for RGBA pixels (though these may be
specified originally as color indices and converted to RGBA by index
table lookup). Histogramming is enabled with glEnable
and
disabled with glDisable
.
When target is GL_HISTOGRAM
, glHistogram
redefines
the current histogram table to have width entries of the format
specified by internalformat. The entries are indexed 0 through
width-1, and all entries are initialized to zero. The values
in the previous histogram table, if any, are lost. If sink is
GL_TRUE
, then pixels are discarded after histogramming; no
further processing of the pixels takes place, and no drawing, texture
loading, or pixel readback will result.
When target is GL_PROXY_HISTOGRAM
, glHistogram
computes all state information as if the histogram table were to be
redefined, but does not actually define the new table. If the requested
histogram table is too large to be supported, then the state information
will be set to zero. This provides a way to determine if a histogram
table with the given parameters can be supported.
GL_INVALID_ENUM
is generated if target is not one of the
allowable values.
GL_INVALID_VALUE
is generated if width is less than zero or
is not a power of 2.
GL_INVALID_ENUM
is generated if internalformat is not one
of the allowable values.
GL_TABLE_TOO_LARGE
is generated if target is
GL_HISTOGRAM
and the histogram table specified is too large for
the implementation.
GL_INVALID_OPERATION
is generated if glHistogram
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Control the writing of individual bits in the color index buffers.
Specifies a bit mask to enable and disable the writing of individual bits in the color index buffers. Initially, the mask is all 1’s.
glIndexMask
controls the writing of individual bits in the color
index buffers. The least significant n bits of mask,
where n is the number of bits in a color index buffer, specify
a mask. Where a 1 (one) appears in the mask, it’s possible to write to
the corresponding bit in the color index buffer (or buffers). Where a 0
(zero) appears, the corresponding bit is write-protected.
This mask is used only in color index mode, and it affects only the
buffers currently selected for writing (see glDrawBuffer
).
Initially, all bits are enabled for writing.
GL_INVALID_OPERATION
is generated if glIndexMask
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Define an array of color indexes.
Specifies the data type of each color index in the array. Symbolic
constants GL_UNSIGNED_BYTE
, GL_SHORT
, GL_INT
,
GL_FLOAT
, and GL_DOUBLE
are accepted. The initial value
is GL_FLOAT
.
Specifies the byte offset between consecutive color indexes. If stride is 0, the color indexes are understood to be tightly packed in the array. The initial value is 0.
Specifies a pointer to the first index in the array. The initial value is 0.
glIndexPointer
specifies the location and data format of an array
of color indexes to use when rendering. type specifies the data
type of each color index and stride specifies the byte stride from
one color index to the next, allowing vertices and attributes to be
packed into a single array or stored in separate arrays.
If a non-zero named buffer object is bound to the GL_ARRAY_BUFFER
target (see glBindBuffer
) while a color index array is specified,
pointer is treated as a byte offset into the buffer object’s data
store. Also, the buffer object binding (GL_ARRAY_BUFFER_BINDING
)
is saved as color index vertex array client-side state
(GL_INDEX_ARRAY_BUFFER_BINDING
).
When a color index array is specified, type, stride, and pointer are saved as client-side state, in addition to the current vertex array buffer object binding.
To enable and disable the color index array, call
glEnableClientState
and glDisableClientState
with the
argument GL_INDEX_ARRAY
. If enabled, the color index array is
used when glDrawArrays
, glMultiDrawArrays
,
glDrawElements
, glMultiDrawElements
,
glDrawRangeElements
, or glArrayElement
is called.
GL_INVALID_ENUM
is generated if type is not an accepted
value.
GL_INVALID_VALUE
is generated if stride is negative.
Set the current color index.
Specifies the new value for the current color index.
glIndex
updates the current (single-valued) color index. It
takes one argument, the new value for the current color index.
The current index is stored as a floating-point value. Integer values are converted directly to floating-point values, with no special mapping. The initial value is 1.
Index values outside the representable range of the color index buffer are not clamped. However, before an index is dithered (if enabled) and written to the frame buffer, it is converted to fixed-point format. Any bits in the integer portion of the resulting fixed-point value that do not correspond to bits in the frame buffer are masked out.
Initialize the name stack.
The name stack is used during selection mode to allow sets of rendering
commands to be uniquely identified. It consists of an ordered set of
unsigned integers. glInitNames
causes the name stack to be
initialized to its default empty state.
The name stack is always empty while the render mode is not
GL_SELECT
. Calls to glInitNames
while the render mode is
not GL_SELECT
are ignored.
GL_INVALID_OPERATION
is generated if glInitNames
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Simultaneously specify and enable several interleaved arrays.
Specifies the type of array to enable. Symbolic constants
GL_V2F
, GL_V3F
, GL_C4UB_V2F
, GL_C4UB_V3F
,
GL_C3F_V3F
, GL_N3F_V3F
, GL_C4F_N3F_V3F
,
GL_T2F_V3F
, GL_T4F_V4F
, GL_T2F_C4UB_V3F
,
GL_T2F_C3F_V3F
, GL_T2F_N3F_V3F
, GL_T2F_C4F_N3F_V3F
,
and GL_T4F_C4F_N3F_V4F
are accepted.
Specifies the offset in bytes between each aggregate array element.
glInterleavedArrays
lets you specify and enable individual color,
normal, texture and vertex arrays whose elements are part of a larger
aggregate array element. For some implementations, this is more
efficient than specifying the arrays separately.
If stride is 0, the aggregate elements are stored consecutively. Otherwise, stride bytes occur between the beginning of one aggregate array element and the beginning of the next aggregate array element.
format serves as a “key” describing the extraction of individual arrays from the aggregate array. If format contains a T, then texture coordinates are extracted from the interleaved array. If C is present, color values are extracted. If N is present, normal coordinates are extracted. Vertex coordinates are always extracted.
The digits 2, 3, and 4 denote how many values are extracted. F indicates that values are extracted as floating-point values. Colors may also be extracted as 4 unsigned bytes if 4UB follows the C. If a color is extracted as 4 unsigned bytes, the vertex array element which follows is located at the first possible floating-point aligned address.
GL_INVALID_ENUM
is generated if format is not an accepted
value.
GL_INVALID_VALUE
is generated if stride is negative.
Determine if a name corresponds to a buffer object.
Specifies a value that may be the name of a buffer object.
glIsBuffer
returns GL_TRUE
if buffer is currently
the name of a buffer object. If buffer is zero, or is a non-zero
value that is not currently the name of a buffer object, or if an error
occurs, glIsBuffer
returns GL_FALSE
.
A name returned by glGenBuffers
, but not yet associated with a
buffer object by calling glBindBuffer
, is not the name of a
buffer object.
GL_INVALID_OPERATION
is generated if glIsBuffer
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Test whether a capability is enabled.
Specifies a symbolic constant indicating a GL capability.
glIsEnabled
returns GL_TRUE
if cap is an enabled
capability and returns GL_FALSE
otherwise. Initially all
capabilities except GL_DITHER
are disabled; GL_DITHER
is
initially enabled.
The following capabilities are accepted for cap:
See
GL_ALPHA_TEST
glAlphaFunc
GL_AUTO_NORMAL
glEvalCoord
GL_BLEND
glBlendFunc
, glLogicOp
GL_CLIP_PLANE
iglClipPlane
GL_COLOR_ARRAY
glColorPointer
GL_COLOR_LOGIC_OP
glLogicOp
GL_COLOR_MATERIAL
glColorMaterial
GL_COLOR_SUM
glSecondaryColor
GL_COLOR_TABLE
glColorTable
GL_CONVOLUTION_1D
glConvolutionFilter1D
GL_CONVOLUTION_2D
glConvolutionFilter2D
GL_CULL_FACE
glCullFace
GL_DEPTH_TEST
glDepthFunc
, glDepthRange
GL_DITHER
glEnable
GL_EDGE_FLAG_ARRAY
glEdgeFlagPointer
GL_FOG
glFog
GL_FOG_COORD_ARRAY
glFogCoordPointer
GL_HISTOGRAM
glHistogram
GL_INDEX_ARRAY
glIndexPointer
GL_INDEX_LOGIC_OP
glLogicOp
GL_LIGHT
iglLightModel
, glLight
GL_LIGHTING
glMaterial
, glLightModel
, glLight
GL_LINE_SMOOTH
glLineWidth
GL_LINE_STIPPLE
glLineStipple
GL_MAP1_COLOR_4
glMap1
GL_MAP1_INDEX
glMap1
GL_MAP1_NORMAL
glMap1
GL_MAP1_TEXTURE_COORD_1
glMap1
GL_MAP1_TEXTURE_COORD_2
glMap1
GL_MAP1_TEXTURE_COORD_3
glMap1
GL_MAP1_TEXTURE_COORD_4
glMap1
GL_MAP2_COLOR_4
glMap2
GL_MAP2_INDEX
glMap2
GL_MAP2_NORMAL
glMap2
GL_MAP2_TEXTURE_COORD_1
glMap2
GL_MAP2_TEXTURE_COORD_2
glMap2
GL_MAP2_TEXTURE_COORD_3
glMap2
GL_MAP2_TEXTURE_COORD_4
glMap2
GL_MAP2_VERTEX_3
glMap2
GL_MAP2_VERTEX_4
glMap2
GL_MINMAX
glMinmax
GL_MULTISAMPLE
glSampleCoverage
GL_NORMAL_ARRAY
glNormalPointer
GL_NORMALIZE
glNormal
GL_POINT_SMOOTH
glPointSize
GL_POINT_SPRITE
glEnable
GL_POLYGON_SMOOTH
glPolygonMode
GL_POLYGON_OFFSET_FILL
glPolygonOffset
GL_POLYGON_OFFSET_LINE
glPolygonOffset
GL_POLYGON_OFFSET_POINT
glPolygonOffset
GL_POLYGON_STIPPLE
glPolygonStipple
GL_POST_COLOR_MATRIX_COLOR_TABLE
glColorTable
GL_POST_CONVOLUTION_COLOR_TABLE
glColorTable
GL_RESCALE_NORMAL
glNormal
GL_SAMPLE_ALPHA_TO_COVERAGE
glSampleCoverage
GL_SAMPLE_ALPHA_TO_ONE
glSampleCoverage
GL_SAMPLE_COVERAGE
glSampleCoverage
GL_SCISSOR_TEST
glScissor
GL_SECONDARY_COLOR_ARRAY
glSecondaryColorPointer
GL_SEPARABLE_2D
glSeparableFilter2D
GL_STENCIL_TEST
glStencilFunc
, glStencilOp
GL_TEXTURE_1D
glTexImage1D
GL_TEXTURE_2D
glTexImage2D
GL_TEXTURE_3D
glTexImage3D
GL_TEXTURE_COORD_ARRAY
glTexCoordPointer
GL_TEXTURE_CUBE_MAP
glTexImage2D
GL_TEXTURE_GEN_Q
glTexGen
GL_TEXTURE_GEN_R
glTexGen
GL_TEXTURE_GEN_S
glTexGen
GL_TEXTURE_GEN_T
glTexGen
GL_VERTEX_ARRAY
glVertexPointer
GL_VERTEX_PROGRAM_POINT_SIZE
glEnable
GL_VERTEX_PROGRAM_TWO_SIDE
glEnable
GL_INVALID_ENUM
is generated if cap is not an accepted
value.
GL_INVALID_OPERATION
is generated if glIsEnabled
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Determine if a name corresponds to a display list.
Specifies a potential display list name.
glIsList
returns GL_TRUE
if list is the name of a
display list and returns GL_FALSE
if it is not, or if an error
occurs.
A name returned by glGenLists
, but not yet associated with a
display list by calling glNewList
, is not the name of a display
list.
GL_INVALID_OPERATION
is generated if glIsList
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Determines if a name corresponds to a program object.
Specifies a potential program object.
glIsProgram
returns GL_TRUE
if program is the name
of a program object previously created with glCreateProgram
and
not yet deleted with glDeleteProgram
. If program is zero
or a non-zero value that is not the name of a program object, or if an
error occurs, glIsProgram
returns GL_FALSE
.
GL_INVALID_OPERATION
is generated if glIsProgram
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Determine if a name corresponds to a query object.
Specifies a value that may be the name of a query object.
glIsQuery
returns GL_TRUE
if id is currently the
name of a query object. If id is zero, or is a non-zero value
that is not currently the name of a query object, or if an error occurs,
glIsQuery
returns GL_FALSE
.
A name returned by glGenQueries
, but not yet associated with a
query object by calling glBeginQuery
, is not the name of a query
object.
GL_INVALID_OPERATION
is generated if glIsQuery
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Determines if a name corresponds to a shader object.
Specifies a potential shader object.
glIsShader
returns GL_TRUE
if shader is the name of
a shader object previously created with glCreateShader
and not
yet deleted with glDeleteShader
. If shader is zero or a
non-zero value that is not the name of a shader object, or if an error
occurs, glIsShader
returns GL_FALSE
.
GL_INVALID_OPERATION
is generated if glIsShader
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Determine if a name corresponds to a texture.
Specifies a value that may be the name of a texture.
glIsTexture
returns GL_TRUE
if texture is currently
the name of a texture. If texture is zero, or is a non-zero value
that is not currently the name of a texture, or if an error occurs,
glIsTexture
returns GL_FALSE
.
A name returned by glGenTextures
, but not yet associated with a
texture by calling glBindTexture
, is not the name of a texture.
GL_INVALID_OPERATION
is generated if glIsTexture
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Set the lighting model parameters.
Specifies a single-valued lighting model parameter.
GL_LIGHT_MODEL_LOCAL_VIEWER
, GL_LIGHT_MODEL_COLOR_CONTROL
,
and GL_LIGHT_MODEL_TWO_SIDE
are accepted.
Specifies the value that param will be set to.
glLightModel
sets the lighting model parameter. pname
names a parameter and params gives the new value. There are three
lighting model parameters:
GL_LIGHT_MODEL_AMBIENT
params contains four integer or floating-point values that specify the ambient RGBA intensity of the entire scene. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The initial ambient scene intensity is (0.2, 0.2, 0.2, 1.0).
GL_LIGHT_MODEL_COLOR_CONTROL
params must be either GL_SEPARATE_SPECULAR_COLOR
or
GL_SINGLE_COLOR
. GL_SINGLE_COLOR
specifies that a single
color is generated from the lighting computation for a vertex.
GL_SEPARATE_SPECULAR_COLOR
specifies that the specular color
computation of lighting be stored separately from the remainder of the
lighting computation. The specular color is summed into the generated
fragment’s color after the application of texture mapping (if enabled).
The initial value is GL_SINGLE_COLOR
.
GL_LIGHT_MODEL_LOCAL_VIEWER
params is a single integer or floating-point value that specifies how specular reflection angles are computed. If params is 0 (or 0.0), specular reflection angles take the view direction to be parallel to and in the direction of the -z axis, regardless of the location of the vertex in eye coordinates. Otherwise, specular reflections are computed from the origin of the eye coordinate system. The initial value is 0.
GL_LIGHT_MODEL_TWO_SIDE
params is a single integer or floating-point value that specifies whether one- or two-sided lighting calculations are done for polygons. It has no effect on the lighting calculations for points, lines, or bitmaps. If params is 0 (or 0.0), one-sided lighting is specified, and only the front material parameters are used in the lighting equation. Otherwise, two-sided lighting is specified. In this case, vertices of back-facing polygons are lighted using the back material parameters and have their normals reversed before the lighting equation is evaluated. Vertices of front-facing polygons are always lighted using the front material parameters, with no change to their normals. The initial value is 0.
In RGBA mode, the lighted color of a vertex is the sum of the material emission intensity, the product of the material ambient reflectance and the lighting model full-scene ambient intensity, and the contribution of each enabled light source. Each light source contributes the sum of three terms: ambient, diffuse, and specular. The ambient light source contribution is the product of the material ambient reflectance and the light’s ambient intensity. The diffuse light source contribution is the product of the material diffuse reflectance, the light’s diffuse intensity, and the dot product of the vertex’s normal with the normalized vector from the vertex to the light source. The specular light source contribution is the product of the material specular reflectance, the light’s specular intensity, and the dot product of the normalized vertex-to-eye and vertex-to-light vectors, raised to the power of the shininess of the material. All three light source contributions are attenuated equally based on the distance from the vertex to the light source and on light source direction, spread exponent, and spread cutoff angle. All dot products are replaced with 0 if they evaluate to a negative value.
The alpha component of the resulting lighted color is set to the alpha value of the material diffuse reflectance.
In color index mode, the value of the lighted index of a vertex ranges
from the ambient to the specular values passed to glMaterial
using GL_COLOR_INDEXES
. Diffuse and specular coefficients,
computed with a (.30, .59, .11) weighting of the lights’ colors, the
shininess of the material, and the same reflection and attenuation
equations as in the RGBA case, determine how much above ambient the
resulting index is.
GL_INVALID_ENUM
is generated if pname is not an accepted
value.
GL_INVALID_ENUM
is generated if pname is
GL_LIGHT_MODEL_COLOR_CONTROL
and params is not one of
GL_SINGLE_COLOR
or GL_SEPARATE_SPECULAR_COLOR
.
GL_INVALID_OPERATION
is generated if glLightModel
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Set light source parameters.
Specifies a light. The number of lights depends on the implementation,
but at least eight lights are supported. They are identified by
symbolic names of the form GL_LIGHT
i, where i ranges
from 0 to the value of GL_MAX_LIGHTS
- 1.
Specifies a single-valued light source parameter for light.
GL_SPOT_EXPONENT
, GL_SPOT_CUTOFF
,
GL_CONSTANT_ATTENUATION
, GL_LINEAR_ATTENUATION
, and
GL_QUADRATIC_ATTENUATION
are accepted.
Specifies the value that parameter pname of light source light will be set to.
glLight
sets the values of individual light source parameters.
light names the light and is a symbolic name of the form
GL_LIGHT
i, where i ranges from 0 to the value of
GL_MAX_LIGHTS
- 1. pname specifies one of ten light source
parameters, again by symbolic name. params is either a single
value or a pointer to an array that contains the new values.
To enable and disable lighting calculation, call glEnable
and
glDisable
with argument GL_LIGHTING
. Lighting is
initially disabled. When it is enabled, light sources that are enabled
contribute to the lighting calculation. Light source i is
enabled and disabled using glEnable
and glDisable
with
argument GL_LIGHT
i.
The ten light parameters are as follows:
GL_AMBIENT
params contains four integer or floating-point values that specify the ambient RGBA intensity of the light. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The initial ambient light intensity is (0, 0, 0, 1).
GL_DIFFUSE
params contains four integer or floating-point values that specify
the diffuse RGBA intensity of the light. Integer values are mapped
linearly such that the most positive representable value maps to 1.0,
and the most negative representable value maps to -1.0.
Floating-point values are mapped directly. Neither integer nor
floating-point values are clamped. The initial value for
GL_LIGHT0
is (1, 1, 1, 1); for other lights, the initial value is
(0, 0, 0, 1).
GL_SPECULAR
params contains four integer or floating-point values that specify
the specular RGBA intensity of the light. Integer values are mapped
linearly such that the most positive representable value maps to 1.0,
and the most negative representable value maps to -1.0.
Floating-point values are mapped directly. Neither integer nor
floating-point values are clamped. The initial value for
GL_LIGHT0
is (1, 1, 1, 1); for other lights, the initial value is
(0, 0, 0, 1).
GL_POSITION
params contains four integer or floating-point values that specify the position of the light in homogeneous object coordinates. Both integer and floating-point values are mapped directly. Neither integer nor floating-point values are clamped.
The position is transformed by the modelview matrix when glLight
is called (just as if it were a point), and it is stored in eye
coordinates. If the w component of the position is 0, the
light is treated as a directional source. Diffuse and specular lighting
calculations take the light’s direction, but not its actual position,
into account, and attenuation is disabled. Otherwise, diffuse and
specular lighting calculations are based on the actual location of the
light in eye coordinates, and attenuation is enabled. The initial
position is (0, 0, 1, 0); thus, the initial light source is directional,
parallel to, and in the direction of the -z axis.
GL_SPOT_DIRECTION
params contains three integer or floating-point values that specify the direction of the light in homogeneous object coordinates. Both integer and floating-point values are mapped directly. Neither integer nor floating-point values are clamped.
The spot direction is transformed by the upper 3x3 of the modelview
matrix when glLight
is called, and it is stored in eye
coordinates. It is significant only when GL_SPOT_CUTOFF
is not
180, which it is initially. The initial direction is (0,0-1).
GL_SPOT_EXPONENT
params is a single integer or floating-point value that specifies the intensity distribution of the light. Integer and floating-point values are mapped directly. Only values in the range [0,128] are accepted.
Effective light intensity is attenuated by the cosine of the angle
between the direction of the light and the direction from the light to
the vertex being lighted, raised to the power of the spot exponent.
Thus, higher spot exponents result in a more focused light source,
regardless of the spot cutoff angle (see GL_SPOT_CUTOFF
, next
paragraph). The initial spot exponent is 0, resulting in uniform light
distribution.
GL_SPOT_CUTOFF
params is a single integer or floating-point value that specifies the maximum spread angle of a light source. Integer and floating-point values are mapped directly. Only values in the range [0,90] and the special value 180 are accepted. If the angle between the direction of the light and the direction from the light to the vertex being lighted is greater than the spot cutoff angle, the light is completely masked. Otherwise, its intensity is controlled by the spot exponent and the attenuation factors. The initial spot cutoff is 180, resulting in uniform light distribution.
GL_CONSTANT_ATTENUATION
GL_LINEAR_ATTENUATION
GL_QUADRATIC_ATTENUATION
params is a single integer or floating-point value that specifies one of the three light attenuation factors. Integer and floating-point values are mapped directly. Only nonnegative values are accepted. If the light is positional, rather than directional, its intensity is attenuated by the reciprocal of the sum of the constant factor, the linear factor times the distance between the light and the vertex being lighted, and the quadratic factor times the square of the same distance. The initial attenuation factors are (1, 0, 0), resulting in no attenuation.
GL_INVALID_ENUM
is generated if either light or pname
is not an accepted value.
GL_INVALID_VALUE
is generated if a spot exponent value is
specified outside the range [0,128], or if spot cutoff is specified
outside the range [0,90] (except for the special value 180), or if a
negative attenuation factor is specified.
GL_INVALID_OPERATION
is generated if glLight
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Specify the line stipple pattern.
Specifies a multiplier for each bit in the line stipple pattern. If factor is 3, for example, each bit in the pattern is used three times before the next bit in the pattern is used. factor is clamped to the range [1, 256] and defaults to 1.
Specifies a 16-bit integer whose bit pattern determines which fragments of a line will be drawn when the line is rasterized. Bit zero is used first; the default pattern is all 1’s.
Line stippling masks out certain fragments produced by rasterization; those fragments will not be drawn. The masking is achieved by using three parameters: the 16-bit line stipple pattern pattern, the repeat count factor, and an integer stipple counter s.
Counter s is reset to 0 whenever glBegin
is called and
before each line segment of a
glBegin
(GL_LINES
)/glEnd
sequence is generated. It
is incremented after each fragment of a unit width aliased line segment
is generated or after each i fragments of an i width
line segment are generated. The i fragments associated with
count s are masked out if
pattern bit (s/factor,)%16
is 0, otherwise these fragments are sent to the frame buffer. Bit zero of pattern is the least significant bit.
Antialiased lines are treated as a sequence of 1Ãwidth rectangles for purposes of stippling. Whether rectangle s is rasterized or not depends on the fragment rule described for aliased lines, counting rectangles rather than groups of fragments.
To enable and disable line stippling, call glEnable
and
glDisable
with argument GL_LINE_STIPPLE
. When enabled,
the line stipple pattern is applied as described above. When disabled,
it is as if the pattern were all 1’s. Initially, line stippling is
disabled.
GL_INVALID_OPERATION
is generated if glLineStipple
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Specify the width of rasterized lines.
Specifies the width of rasterized lines. The initial value is 1.
glLineWidth
specifies the rasterized width of both aliased and
antialiased lines. Using a line width other than 1 has different
effects, depending on whether line antialiasing is enabled. To enable
and disable line antialiasing, call glEnable
and glDisable
with argument GL_LINE_SMOOTH
. Line antialiasing is initially
disabled.
If line antialiasing is disabled, the actual width is determined by rounding the supplied width to the nearest integer. (If the rounding results in the value 0, it is as if the line width were 1.) If â£Îx,â£>=â£Îy,â£, i pixels are filled in each column that is rasterized, where i is the rounded value of width. Otherwise, i pixels are filled in each row that is rasterized.
If antialiasing is enabled, line rasterization produces a fragment for each pixel square that intersects the region lying within the rectangle having width equal to the current line width, length equal to the actual length of the line, and centered on the mathematical line segment. The coverage value for each fragment is the window coordinate area of the intersection of the rectangular region with the corresponding pixel square. This value is saved and used in the final rasterization step.
Not all widths can be supported when line antialiasing is enabled. If
an unsupported width is requested, the nearest supported width is used.
Only width 1 is guaranteed to be supported; others depend on the
implementation. Likewise, there is a range for aliased line widths as
well. To query the range of supported widths and the size difference
between supported widths within the range, call glGet
with
arguments GL_ALIASED_LINE_WIDTH_RANGE
,
GL_SMOOTH_LINE_WIDTH_RANGE
, and
GL_SMOOTH_LINE_WIDTH_GRANULARITY
.
GL_INVALID_VALUE
is generated if width is less than or
equal to 0.
GL_INVALID_OPERATION
is generated if glLineWidth
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Links a program object.
Specifies the handle of the program object to be linked.
glLinkProgram
links the program object specified by
program. If any shader objects of type GL_VERTEX_SHADER
are attached to program, they will be used to create an executable
that will run on the programmable vertex processor. If any shader
objects of type GL_FRAGMENT_SHADER
are attached to program,
they will be used to create an executable that will run on the
programmable fragment processor.
The status of the link operation will be stored as part of the program
object’s state. This value will be set to GL_TRUE
if the program
object was linked without errors and is ready for use, and
GL_FALSE
otherwise. It can be queried by calling
glGetProgram
with arguments program and
GL_LINK_STATUS
.
As a result of a successful link operation, all active user-defined
uniform variables belonging to program will be initialized to 0,
and each of the program object’s active uniform variables will be
assigned a location that can be queried by calling
glGetUniformLocation
. Also, any active user-defined attribute
variables that have not been bound to a generic vertex attribute index
will be bound to one at this time.
Linking of a program object can fail for a number of reasons as specified in the OpenGL Shading Language Specification. The following lists some of the conditions that will cause a link error.
main
function is missing for the vertex shader or the
fragment shader.
GL_MAX_VERTEX_ATTRIBS
.
When a program object has been successfully linked, the program object
can be made part of current state by calling glUseProgram
.
Whether or not the link operation was successful, the program object’s
information log will be overwritten. The information log can be
retrieved by calling glGetProgramInfoLog
.
glLinkProgram
will also install the generated executables as part
of the current rendering state if the link operation was successful and
the specified program object is already currently in use as a result of
a previous call to glUseProgram
. If the program object currently
in use is relinked unsuccessfully, its link status will be set to
GL_FALSE
, but the executables and associated state will remain
part of the current state until a subsequent call to glUseProgram
removes it from use. After it is removed from use, it cannot be made
part of current state until it has been successfully relinked.
If program contains shader objects of type GL_VERTEX_SHADER
but does not contain shader objects of type GL_FRAGMENT_SHADER
,
the vertex shader will be linked against the implicit interface for
fixed functionality fragment processing. Similarly, if program
contains shader objects of type GL_FRAGMENT_SHADER
but it does
not contain shader objects of type GL_VERTEX_SHADER
, the fragment
shader will be linked against the implicit interface for fixed
functionality vertex processing.
The program object’s information log is updated and the program is generated at the time of the link operation. After the link operation, applications are free to modify attached shader objects, compile attached shader objects, detach shader objects, delete shader objects, and attach additional shader objects. None of these operations affects the information log or the program that is part of the program object.
GL_INVALID_VALUE
is generated if program is not a value
generated by OpenGL.
GL_INVALID_OPERATION
is generated if program is not a
program object.
GL_INVALID_OPERATION
is generated if glLinkProgram
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Set the display-list base for .
Specifies an integer offset that will be added to glCallLists
offsets to generate display-list names. The initial value is 0.
glCallLists
specifies an array of offsets. Display-list names
are generated by adding base to each offset. Names that reference
valid display lists are executed; the others are ignored.
GL_INVALID_OPERATION
is generated if glListBase
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Replace the current matrix with the identity matrix.
glLoadIdentity
replaces the current matrix with the identity
matrix. It is semantically equivalent to calling glLoadMatrix
with the identity matrix
((1 0 0 0), (0 1 0 0), (0 0 1 0), (0 0 0 1),,)
but in some cases it is more efficient.
GL_INVALID_OPERATION
is generated if glLoadIdentity
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Replace the current matrix with the specified matrix.
Specifies a pointer to 16 consecutive values, which are used as the elements of a 4Ã4 column-major matrix.
glLoadMatrix
replaces the current matrix with the one whose
elements are specified by m. The current matrix is the projection
matrix, modelview matrix, or texture matrix, depending on the current
matrix mode (see glMatrixMode
).
The current matrix, M, defines a transformation of coordinates. For instance, assume M refers to the modelview matrix. If v=(vâ¡[0,],vâ¡[1,]vâ¡[2,]vâ¡[3,]) is the set of object coordinates of a vertex, and m points to an array of 16 single- or double-precision floating-point values m={mâ¡[0,],mâ¡[1,]...mâ¡[15,]}, then the modelview transformation Mâ¡(v,) does the following:
Mâ¡(v,)=((mâ¡[0,] mâ¡[4,] mâ¡[8,] mâ¡[12,]), (mâ¡[1,] mâ¡[5,] mâ¡[9,] mâ¡[13,]), (mâ¡[2,] mâ¡[6,] mâ¡[10,] mâ¡[14,]), (mâ¡[3,] mâ¡[7,] mâ¡[11,] mâ¡[15,]),)Ã((vâ¡[0,]), (vâ¡[1,]), (vâ¡[2,]), (vâ¡[3,]),)
Projection and texture transformations are similarly defined.
GL_INVALID_OPERATION
is generated if glLoadMatrix
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Load a name onto the name stack.
Specifies a name that will replace the top value on the name stack.
The name stack is used during selection mode to allow sets of rendering commands to be uniquely identified. It consists of an ordered set of unsigned integers and is initially empty.
glLoadName
causes name to replace the value on the top of
the name stack.
The name stack is always empty while the render mode is not
GL_SELECT
. Calls to glLoadName
while the render mode is
not GL_SELECT
are ignored.
GL_INVALID_OPERATION
is generated if glLoadName
is called
while the name stack is empty.
GL_INVALID_OPERATION
is generated if glLoadName
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Replace the current matrix with the specified row-major ordered matrix.
Specifies a pointer to 16 consecutive values, which are used as the elements of a 4Ã4 row-major matrix.
glLoadTransposeMatrix
replaces the current matrix with the one
whose elements are specified by m. The current matrix is the
projection matrix, modelview matrix, or texture matrix, depending on the
current matrix mode (see glMatrixMode
).
The current matrix, M, defines a transformation of coordinates. For instance, assume M refers to the modelview matrix. If v=(vâ¡[0,],vâ¡[1,]vâ¡[2,]vâ¡[3,]) is the set of object coordinates of a vertex, and m points to an array of 16 single- or double-precision floating-point values m={mâ¡[0,],mâ¡[1,]...mâ¡[15,]}, then the modelview transformation Mâ¡(v,) does the following:
Mâ¡(v,)=((mâ¡[0,] mâ¡[1,] mâ¡[2,] mâ¡[3,]), (mâ¡[4,] mâ¡[5,] mâ¡[6,] mâ¡[7,]), (mâ¡[8,] mâ¡[9,] mâ¡[10,] mâ¡[11,]), (mâ¡[12,] mâ¡[13,] mâ¡[14,] mâ¡[15,]),)Ã((vâ¡[0,]), (vâ¡[1,]), (vâ¡[2,]), (vâ¡[3,]),)
Projection and texture transformations are similarly defined.
Calling glLoadTransposeMatrix
with matrix M is
identical in operation to glLoadMatrix
with M^T,
where T represents the transpose.
GL_INVALID_OPERATION
is generated if glLoadTransposeMatrix
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Specify a logical pixel operation for color index rendering.
Specifies a symbolic constant that selects a logical operation. The
following symbols are accepted: GL_CLEAR
, GL_SET
,
GL_COPY
, GL_COPY_INVERTED
, GL_NOOP
,
GL_INVERT
, GL_AND
, GL_NAND
, GL_OR
,
GL_NOR
, GL_XOR
, GL_EQUIV
, GL_AND_REVERSE
,
GL_AND_INVERTED
, GL_OR_REVERSE
, and GL_OR_INVERTED
.
The initial value is GL_COPY
.
glLogicOp
specifies a logical operation that, when enabled, is
applied between the incoming color index or RGBA color and the color
index or RGBA color at the corresponding location in the frame buffer.
To enable or disable the logical operation, call glEnable
and
glDisable
using the symbolic constant GL_COLOR_LOGIC_OP
for RGBA mode or GL_INDEX_LOGIC_OP
for color index mode. The
initial value is disabled for both operations.
Resulting Operation
GL_CLEAR
0
GL_SET
1
GL_COPY
s
GL_COPY_INVERTED
~s
GL_NOOP
d
GL_INVERT
~d
GL_AND
s & d
GL_NAND
~(s & d)
GL_OR
s | d
GL_NOR
~(s | d)
GL_XOR
s ^ d
GL_EQUIV
~(s ^ d)
GL_AND_REVERSE
s & ~d
GL_AND_INVERTED
~s & d
GL_OR_REVERSE
s | ~d
GL_OR_INVERTED
~s | d
opcode is a symbolic constant chosen from the list above. In the explanation of the logical operations, s represents the incoming color index and d represents the index in the frame buffer. Standard C-language operators are used. As these bitwise operators suggest, the logical operation is applied independently to each bit pair of the source and destination indices or colors.
GL_INVALID_ENUM
is generated if opcode is not an accepted
value.
GL_INVALID_OPERATION
is generated if glLogicOp
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Define a one-dimensional evaluator.
Specifies the kind of values that are generated by the evaluator.
Symbolic constants GL_MAP1_VERTEX_3
, GL_MAP1_VERTEX_4
,
GL_MAP1_INDEX
, GL_MAP1_COLOR_4
, GL_MAP1_NORMAL
,
GL_MAP1_TEXTURE_COORD_1
, GL_MAP1_TEXTURE_COORD_2
,
GL_MAP1_TEXTURE_COORD_3
, and GL_MAP1_TEXTURE_COORD_4
are
accepted.
Specify a linear mapping of u, as presented to
glEvalCoord1
, to u^, the variable that is evaluated by
the equations specified by this command.
Specifies the number of floats or doubles between the beginning of one control point and the beginning of the next one in the data structure referenced in points. This allows control points to be embedded in arbitrary data structures. The only constraint is that the values for a particular control point must occupy contiguous memory locations.
Specifies the number of control points. Must be positive.
Specifies a pointer to the array of control points.
Evaluators provide a way to use polynomial or rational polynomial
mapping to produce vertices, normals, texture coordinates, and colors.
The values produced by an evaluator are sent to further stages of GL
processing just as if they had been presented using glVertex
,
glNormal
, glTexCoord
, and glColor
commands, except
that the generated values do not update the current normal, texture
coordinates, or color.
All polynomial or rational polynomial splines of any degree (up to the maximum degree supported by the GL implementation) can be described using evaluators. These include almost all splines used in computer graphics: B-splines, Bezier curves, Hermite splines, and so on.
Evaluators define curves based on Bernstein polynomials. Define pâ¡(u^,) as
pâ¡(u^,)=Σi=0nB_i,^nâ¡(u^,)â¢R_i
where R_i is a control point and B_i,^nâ¡(u^,) is the ith Bernstein polynomial of degree n (order = n+1):
B_i,^nâ¡(u^,)=((n), (i),,)â¢u^,^iâ¢(1-u^,)^n-i,,
Recall that
0^0==1 and ((n), (0),,)==1
glMap1
is used to define the basis and to specify what kind of
values are produced. Once defined, a map can be enabled and disabled by
calling glEnable
and glDisable
with the map name, one of
the nine predefined values for target described below.
glEvalCoord1
evaluates the one-dimensional maps that are enabled.
When glEvalCoord1
presents a value u, the Bernstein
functions are evaluated using u^, where
u^=u-u1,/u2-u1,
target is a symbolic constant that indicates what kind of control points are provided in points, and what output is generated when the map is evaluated. It can assume one of nine predefined values:
GL_MAP1_VERTEX_3
Each control point is three floating-point values representing
x, y, and z. Internal glVertex3
commands are generated when the map is evaluated.
GL_MAP1_VERTEX_4
Each control point is four floating-point values representing
x, y, z, and w. Internal
glVertex4
commands are generated when the map is evaluated.
GL_MAP1_INDEX
Each control point is a single floating-point value representing a color
index. Internal glIndex
commands are generated when the map is
evaluated but the current index is not updated with the value of these
glIndex
commands.
GL_MAP1_COLOR_4
Each control point is four floating-point values representing red,
green, blue, and alpha. Internal glColor4
commands are generated
when the map is evaluated but the current color is not updated with the
value of these glColor4
commands.
GL_MAP1_NORMAL
Each control point is three floating-point values representing the
x, y, and z components of a normal vector.
Internal glNormal
commands are generated when the map is
evaluated but the current normal is not updated with the value of these
glNormal
commands.
GL_MAP1_TEXTURE_COORD_1
Each control point is a single floating-point value representing the
s texture coordinate. Internal glTexCoord1
commands
are generated when the map is evaluated but the current texture
coordinates are not updated with the value of these glTexCoord
commands.
GL_MAP1_TEXTURE_COORD_2
Each control point is two floating-point values representing the
s and t texture coordinates. Internal
glTexCoord2
commands are generated when the map is evaluated but
the current texture coordinates are not updated with the value of these
glTexCoord
commands.
GL_MAP1_TEXTURE_COORD_3
Each control point is three floating-point values representing the
s, t, and r texture coordinates. Internal
glTexCoord3
commands are generated when the map is evaluated but
the current texture coordinates are not updated with the value of these
glTexCoord
commands.
GL_MAP1_TEXTURE_COORD_4
Each control point is four floating-point values representing the
s, t, r, and q texture
coordinates. Internal glTexCoord4
commands are generated when
the map is evaluated but the current texture coordinates are not updated
with the value of these glTexCoord
commands.
stride, order, and points define the array addressing for accessing the control points. points is the location of the first control point, which occupies one, two, three, or four contiguous memory locations, depending on which map is being defined. order is the number of control points in the array. stride specifies how many float or double locations to advance the internal memory pointer to reach the next control point.
GL_INVALID_ENUM
is generated if target is not an accepted
value.
GL_INVALID_VALUE
is generated if u1 is equal to u2.
GL_INVALID_VALUE
is generated if stride is less than the
number of values in a control point.
GL_INVALID_VALUE
is generated if order is less than 1 or
greater than the return value of GL_MAX_EVAL_ORDER
.
GL_INVALID_OPERATION
is generated if glMap1
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
GL_INVALID_OPERATION
is generated if glMap1
is called and
the value of GL_ACTIVE_TEXTURE
is not GL_TEXTURE0
.
Define a two-dimensional evaluator.
Specifies the kind of values that are generated by the evaluator.
Symbolic constants GL_MAP2_VERTEX_3
, GL_MAP2_VERTEX_4
,
GL_MAP2_INDEX
, GL_MAP2_COLOR_4
, GL_MAP2_NORMAL
,
GL_MAP2_TEXTURE_COORD_1
, GL_MAP2_TEXTURE_COORD_2
,
GL_MAP2_TEXTURE_COORD_3
, and GL_MAP2_TEXTURE_COORD_4
are
accepted.
Specify a linear mapping of u, as presented to
glEvalCoord2
, to u^, one of the two variables that are
evaluated by the equations specified by this command. Initially,
u1 is 0 and u2 is 1.
Specifies the number of floats or doubles between the beginning of control point R_ij and the beginning of control point R_(i+1,)â¢j,, where i and j are the u and v control point indices, respectively. This allows control points to be embedded in arbitrary data structures. The only constraint is that the values for a particular control point must occupy contiguous memory locations. The initial value of ustride is 0.
Specifies the dimension of the control point array in the u axis. Must be positive. The initial value is 1.
Specify a linear mapping of v, as presented to
glEvalCoord2
, to v^, one of the two variables that are
evaluated by the equations specified by this command. Initially,
v1 is 0 and v2 is 1.
Specifies the number of floats or doubles between the beginning of control point R_ij and the beginning of control point R_iâ¡(j+1,),, where i and j are the u and v control point indices, respectively. This allows control points to be embedded in arbitrary data structures. The only constraint is that the values for a particular control point must occupy contiguous memory locations. The initial value of vstride is 0.
Specifies the dimension of the control point array in the v axis. Must be positive. The initial value is 1.
Specifies a pointer to the array of control points.
Evaluators provide a way to use polynomial or rational polynomial
mapping to produce vertices, normals, texture coordinates, and colors.
The values produced by an evaluator are sent on to further stages of GL
processing just as if they had been presented using glVertex
,
glNormal
, glTexCoord
, and glColor
commands, except
that the generated values do not update the current normal, texture
coordinates, or color.
All polynomial or rational polynomial splines of any degree (up to the maximum degree supported by the GL implementation) can be described using evaluators. These include almost all surfaces used in computer graphics, including B-spline surfaces, NURBS surfaces, Bezier surfaces, and so on.
Evaluators define surfaces based on bivariate Bernstein polynomials. Define pâ¡(u^,v^) as
pâ¡(u^,v^)=Σi=0nΣj=0mB_i,^nâ¡(u^,)â¢B_j,^mâ¡(v^,)â¢R_ij
where R_ij is a control point, B_i,^nâ¡(u^,) is the ith Bernstein polynomial of degree n (uorder = n+1)
B_i,^nâ¡(u^,)=((n), (i),,)â¢u^,^iâ¢(1-u^,)^n-i,,
and B_j,^mâ¡(v^,) is the jth Bernstein polynomial of degree m (vorder = m+1)
B_j,^mâ¡(v^,)=((m), (j),,)â¢v^,^jâ¢(1-v^,)^m-j,,
Recall that 0^0==1 and ((n), (0),,)==1
glMap2
is used to define the basis and to specify what kind of
values are produced. Once defined, a map can be enabled and disabled by
calling glEnable
and glDisable
with the map name, one of
the nine predefined values for target, described below. When
glEvalCoord2
presents values u and v, the
bivariate Bernstein polynomials are evaluated using u^ and
v^, where
u^=u-u1,/u2-u1,
v^=v-v1,/v2-v1,
target is a symbolic constant that indicates what kind of control points are provided in points, and what output is generated when the map is evaluated. It can assume one of nine predefined values:
GL_MAP2_VERTEX_3
Each control point is three floating-point values representing
x, y, and z. Internal glVertex3
commands are generated when the map is evaluated.
GL_MAP2_VERTEX_4
Each control point is four floating-point values representing
x, y, z, and w. Internal
glVertex4
commands are generated when the map is evaluated.
GL_MAP2_INDEX
Each control point is a single floating-point value representing a color
index. Internal glIndex
commands are generated when the map is
evaluated but the current index is not updated with the value of these
glIndex
commands.
GL_MAP2_COLOR_4
Each control point is four floating-point values representing red,
green, blue, and alpha. Internal glColor4
commands are generated
when the map is evaluated but the current color is not updated with the
value of these glColor4
commands.
GL_MAP2_NORMAL
Each control point is three floating-point values representing the
x, y, and z components of a normal vector.
Internal glNormal
commands are generated when the map is
evaluated but the current normal is not updated with the value of these
glNormal
commands.
GL_MAP2_TEXTURE_COORD_1
Each control point is a single floating-point value representing the
s texture coordinate. Internal glTexCoord1
commands
are generated when the map is evaluated but the current texture
coordinates are not updated with the value of these glTexCoord
commands.
GL_MAP2_TEXTURE_COORD_2
Each control point is two floating-point values representing the
s and t texture coordinates. Internal
glTexCoord2
commands are generated when the map is evaluated but
the current texture coordinates are not updated with the value of these
glTexCoord
commands.
GL_MAP2_TEXTURE_COORD_3
Each control point is three floating-point values representing the
s, t, and r texture coordinates. Internal
glTexCoord3
commands are generated when the map is evaluated but
the current texture coordinates are not updated with the value of these
glTexCoord
commands.
GL_MAP2_TEXTURE_COORD_4
Each control point is four floating-point values representing the
s, t, r, and q texture
coordinates. Internal glTexCoord4
commands are generated when
the map is evaluated but the current texture coordinates are not updated
with the value of these glTexCoord
commands.
ustride, uorder, vstride, vorder, and points define the array addressing for accessing the control points. points is the location of the first control point, which occupies one, two, three, or four contiguous memory locations, depending on which map is being defined. There are uorderÃvorder control points in the array. ustride specifies how many float or double locations are skipped to advance the internal memory pointer from control point R_iâ¢j, to control point R_(i+1,)â¢j,. vstride specifies how many float or double locations are skipped to advance the internal memory pointer from control point R_iâ¢j, to control point R_iâ¡(j+1,),.
GL_INVALID_ENUM
is generated if target is not an accepted
value.
GL_INVALID_VALUE
is generated if u1 is equal to u2,
or if v1 is equal to v2.
GL_INVALID_VALUE
is generated if either ustride or
vstride is less than the number of values in a control point.
GL_INVALID_VALUE
is generated if either uorder or
vorder is less than 1 or greater than the return value of
GL_MAX_EVAL_ORDER
.
GL_INVALID_OPERATION
is generated if glMap2
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
GL_INVALID_OPERATION
is generated if glMap2
is called and
the value of GL_ACTIVE_TEXTURE
is not GL_TEXTURE0
.
Map a buffer object’s data store.
Specifies the target buffer object being mapped. The symbolic constant
must be GL_ARRAY_BUFFER
, GL_ELEMENT_ARRAY_BUFFER
,
GL_PIXEL_PACK_BUFFER
, or GL_PIXEL_UNPACK_BUFFER
.
Specifies the access policy, indicating whether it will be possible to
read from, write to, or both read from and write to the buffer object’s
mapped data store. The symbolic constant must be GL_READ_ONLY
,
GL_WRITE_ONLY
, or GL_READ_WRITE
.
glMapBuffer
maps to the client’s address space the entire data
store of the buffer object currently bound to target. The data
can then be directly read and/or written relative to the returned
pointer, depending on the specified access policy. If the GL is
unable to map the buffer object’s data store, glMapBuffer
generates an error and returns NULL
. This may occur for
system-specific reasons, such as low virtual memory availability.
If a mapped data store is accessed in a way inconsistent with the
specified access policy, no error is generated, but performance
may be negatively impacted and system errors, including program
termination, may result. Unlike the usage parameter of
glBufferData
, access is not a hint, and does in fact
constrain the usage of the mapped data store on some GL implementations.
In order to achieve the highest performance available, a buffer object’s
data store should be used in ways consistent with both its specified
usage and access parameters.
A mapped data store must be unmapped with glUnmapBuffer
before
its buffer object is used. Otherwise an error will be generated by any
GL command that attempts to dereference the buffer object’s data store.
When a data store is unmapped, the pointer to its data store becomes
invalid. glUnmapBuffer
returns GL_TRUE
unless the data
store contents have become corrupt during the time the data store was
mapped. This can occur for system-specific reasons that affect the
availability of graphics memory, such as screen mode changes. In such
situations, GL_FALSE
is returned and the data store contents are
undefined. An application must detect this rare condition and
reinitialize the data store.
A buffer object’s mapped data store is automatically unmapped when the
buffer object is deleted or its data store is recreated with
glBufferData
.
GL_INVALID_ENUM
is generated if target is not
GL_ARRAY_BUFFER
, GL_ELEMENT_ARRAY_BUFFER
,
GL_PIXEL_PACK_BUFFER
, or GL_PIXEL_UNPACK_BUFFER
.
GL_INVALID_ENUM
is generated if access is not
GL_READ_ONLY
, GL_WRITE_ONLY
, or GL_READ_WRITE
.
GL_OUT_OF_MEMORY
is generated when glMapBuffer
is executed
if the GL is unable to map the buffer object’s data store. This may
occur for a variety of system-specific reasons, such as the absence of
sufficient remaining virtual memory.
GL_INVALID_OPERATION
is generated if the reserved buffer object
name 0 is bound to target.
GL_INVALID_OPERATION
is generated if glMapBuffer
is
executed for a buffer object whose data store is already mapped.
GL_INVALID_OPERATION
is generated if glUnmapBuffer
is
executed for a buffer object whose data store is not currently mapped.
GL_INVALID_OPERATION
is generated if glMapBuffer
or
glUnmapBuffer
is executed between the execution of glBegin
and the corresponding execution of glEnd
.
Define a one- or two-dimensional mesh.
Specifies the number of partitions in the grid range interval [u1, u2]. Must be positive.
Specify the mappings for integer grid domain values i=0 and i=un.
Specifies the number of partitions in the grid range interval [v1,
v2] (glMapGrid2
only).
Specify the mappings for integer grid domain values j=0 and
j=vn (glMapGrid2
only).
glMapGrid
and glEvalMesh
are used together to efficiently
generate and evaluate a series of evenly-spaced map domain values.
glEvalMesh
steps through the integer domain of a one- or
two-dimensional grid, whose range is the domain of the evaluation maps
specified by glMap1
and glMap2
.
glMapGrid1
and glMapGrid2
specify the linear grid mappings
between the i (or i and j) integer grid
coordinates, to the u (or u and v)
floating-point evaluation map coordinates. See glMap1
and
glMap2
for details of how u and v coordinates
are evaluated.
glMapGrid1
specifies a single linear mapping such that integer
grid coordinate 0 maps exactly to u1, and integer grid coordinate
un maps exactly to u2. All other integer grid coordinates
i are mapped so that
u=iâ¡(u2-u1,)/un+u1
glMapGrid2
specifies two such linear mappings. One maps integer
grid coordinate i=0 exactly to u1, and integer grid
coordinate i=un exactly to u2. The other maps
integer grid coordinate j=0 exactly to v1, and integer
grid coordinate j=vn exactly to v2. Other integer
grid coordinates i and j are mapped such that
u=iâ¡(u2-u1,)/un+u1
v=jâ¡(v2-v1,)/vn+v1
The mappings specified by glMapGrid
are used identically by
glEvalMesh
and glEvalPoint
.
GL_INVALID_VALUE
is generated if either un or vn is
not positive.
GL_INVALID_OPERATION
is generated if glMapGrid
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Specify material parameters for the lighting model.
Specifies which face or faces are being updated. Must be one of
GL_FRONT
, GL_BACK
, or GL_FRONT_AND_BACK
.
Specifies the single-valued material parameter of the face or faces that
is being updated. Must be GL_SHININESS
.
Specifies the value that parameter GL_SHININESS
will be set to.
glMaterial
assigns values to material parameters. There are two
matched sets of material parameters. One, the front-facing set,
is used to shade points, lines, bitmaps, and all polygons (when
two-sided lighting is disabled), or just front-facing polygons (when
two-sided lighting is enabled). The other set, back-facing, is
used to shade back-facing polygons only when two-sided lighting is
enabled. Refer to the glLightModel
reference page for details
concerning one- and two-sided lighting calculations.
glMaterial
takes three arguments. The first, face,
specifies whether the GL_FRONT
materials, the GL_BACK
materials, or both GL_FRONT_AND_BACK
materials will be modified.
The second, pname, specifies which of several parameters in one or
both sets will be modified. The third, params, specifies what
value or values will be assigned to the specified parameter.
Material parameters are used in the lighting equation that is optionally
applied to each vertex. The equation is discussed in the
glLightModel
reference page. The parameters that can be
specified using glMaterial
, and their interpretations by the
lighting equation, are as follows:
GL_AMBIENT
params contains four integer or floating-point values that specify the ambient RGBA reflectance of the material. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The initial ambient reflectance for both front- and back-facing materials is (0.2, 0.2, 0.2, 1.0).
GL_DIFFUSE
params contains four integer or floating-point values that specify the diffuse RGBA reflectance of the material. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The initial diffuse reflectance for both front- and back-facing materials is (0.8, 0.8, 0.8, 1.0).
GL_SPECULAR
params contains four integer or floating-point values that specify the specular RGBA reflectance of the material. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The initial specular reflectance for both front- and back-facing materials is (0, 0, 0, 1).
GL_EMISSION
params contains four integer or floating-point values that specify the RGBA emitted light intensity of the material. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. The initial emission intensity for both front- and back-facing materials is (0, 0, 0, 1).
GL_SHININESS
params is a single integer or floating-point value that specifies the RGBA specular exponent of the material. Integer and floating-point values are mapped directly. Only values in the range [0,128] are accepted. The initial specular exponent for both front- and back-facing materials is 0.
GL_AMBIENT_AND_DIFFUSE
Equivalent to calling glMaterial
twice with the same parameter
values, once with GL_AMBIENT
and once with GL_DIFFUSE
.
GL_COLOR_INDEXES
params contains three integer or floating-point values specifying
the color indices for ambient, diffuse, and specular lighting. These
three values, and GL_SHININESS
, are the only material values used
by the color index mode lighting equation. Refer to the
glLightModel
reference page for a discussion of color index
lighting.
GL_INVALID_ENUM
is generated if either face or pname
is not an accepted value.
GL_INVALID_VALUE
is generated if a specular exponent outside the
range [0,128] is specified.
Specify which matrix is the current matrix.
Specifies which matrix stack is the target for subsequent matrix
operations. Three values are accepted: GL_MODELVIEW
,
GL_PROJECTION
, and GL_TEXTURE
. The initial value is
GL_MODELVIEW
. Additionally, if the ARB_imaging
extension
is supported, GL_COLOR
is also accepted.
glMatrixMode
sets the current matrix mode. mode can assume
one of four values:
GL_MODELVIEW
Applies subsequent matrix operations to the modelview matrix stack.
GL_PROJECTION
Applies subsequent matrix operations to the projection matrix stack.
GL_TEXTURE
Applies subsequent matrix operations to the texture matrix stack.
GL_COLOR
Applies subsequent matrix operations to the color matrix stack.
To find out which matrix stack is currently the target of all matrix
operations, call glGet
with argument GL_MATRIX_MODE
. The
initial value is GL_MODELVIEW
.
GL_INVALID_ENUM
is generated if mode is not an accepted
value.
GL_INVALID_OPERATION
is generated if glMatrixMode
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Define minmax table.
The minmax table whose parameters are to be set. Must be
GL_MINMAX
.
The format of entries in the minmax table. Must be one of
GL_ALPHA
, GL_ALPHA4
, GL_ALPHA8
, GL_ALPHA12
,
GL_ALPHA16
, GL_LUMINANCE
, GL_LUMINANCE4
,
GL_LUMINANCE8
, GL_LUMINANCE12
, GL_LUMINANCE16
,
GL_LUMINANCE_ALPHA
, GL_LUMINANCE4_ALPHA4
,
GL_LUMINANCE6_ALPHA2
, GL_LUMINANCE8_ALPHA8
,
GL_LUMINANCE12_ALPHA4
, GL_LUMINANCE12_ALPHA12
,
GL_LUMINANCE16_ALPHA16
, GL_R3_G3_B2
, GL_RGB
,
GL_RGB4
, GL_RGB5
, GL_RGB8
, GL_RGB10
,
GL_RGB12
, GL_RGB16
, GL_RGBA
, GL_RGBA2
,
GL_RGBA4
, GL_RGB5_A1
, GL_RGBA8
, GL_RGB10_A2
,
GL_RGBA12
, or GL_RGBA16
.
If GL_TRUE
, pixels will be consumed by the minmax process and no
drawing or texture loading will take place. If GL_FALSE
, pixels
will proceed to the final conversion process after minmax.
When GL_MINMAX
is enabled, the RGBA components of incoming pixels
are compared to the minimum and maximum values for each component, which
are stored in the two-element minmax table. (The first element stores
the minima, and the second element stores the maxima.) If a pixel
component is greater than the corresponding component in the maximum
element, then the maximum element is updated with the pixel component
value. If a pixel component is less than the corresponding component in
the minimum element, then the minimum element is updated with the pixel
component value. (In both cases, if the internal format of the minmax
table includes luminance, then the R color component of incoming pixels
is used for comparison.) The contents of the minmax table may be
retrieved at a later time by calling glGetMinmax
. The minmax
operation is enabled or disabled by calling glEnable
or
glDisable
, respectively, with an argument of GL_MINMAX
.
glMinmax
redefines the current minmax table to have entries of
the format specified by internalformat. The maximum element is
initialized with the smallest possible component values, and the minimum
element is initialized with the largest possible component values. The
values in the previous minmax table, if any, are lost. If sink is
GL_TRUE
, then pixels are discarded after minmax; no further
processing of the pixels takes place, and no drawing, texture loading,
or pixel readback will result.
GL_INVALID_ENUM
is generated if target is not one of the
allowable values.
GL_INVALID_ENUM
is generated if internalformat is not one
of the allowable values.
GL_INVALID_OPERATION
is generated if glMinmax
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Render multiple sets of primitives from array data.
Specifies what kind of primitives to render. Symbolic constants
GL_POINTS
, GL_LINE_STRIP
, GL_LINE_LOOP
,
GL_LINES
, GL_TRIANGLE_STRIP
, GL_TRIANGLE_FAN
,
GL_TRIANGLES
, GL_QUAD_STRIP
, GL_QUADS
, and
GL_POLYGON
are accepted.
Points to an array of starting indices in the enabled arrays.
Points to an array of the number of indices to be rendered.
Specifies the size of the first and count
glMultiDrawArrays
specifies multiple sets of geometric primitives
with very few subroutine calls. Instead of calling a GL procedure to
pass each individual vertex, normal, texture coordinate, edge flag, or
color, you can prespecify separate arrays of vertices, normals, and
colors and use them to construct a sequence of primitives with a single
call to glMultiDrawArrays
.
glMultiDrawArrays
behaves identically to glDrawArrays
except that primcount separate ranges of elements are specified
instead.
When glMultiDrawArrays
is called, it uses count sequential
elements from each enabled array to construct a sequence of geometric
primitives, beginning with element first. mode specifies
what kind of primitives are constructed, and how the array elements
construct those primitives. If GL_VERTEX_ARRAY
is not enabled,
no geometric primitives are generated.
Vertex attributes that are modified by glMultiDrawArrays
have an
unspecified value after glMultiDrawArrays
returns. For example,
if GL_COLOR_ARRAY
is enabled, the value of the current color is
undefined after glMultiDrawArrays
executes. Attributes that
aren’t modified remain well defined.
GL_INVALID_ENUM
is generated if mode is not an accepted
value.
GL_INVALID_VALUE
is generated if primcount is negative.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to an enabled array and the buffer object’s data store is
currently mapped.
GL_INVALID_OPERATION
is generated if glMultiDrawArrays
is
executed between the execution of glBegin
and the corresponding
glEnd
.
Render multiple sets of primitives by specifying indices of array data elements.
Specifies what kind of primitives to render. Symbolic constants
GL_POINTS
, GL_LINE_STRIP
, GL_LINE_LOOP
,
GL_LINES
, GL_TRIANGLE_STRIP
, GL_TRIANGLE_FAN
,
GL_TRIANGLES
, GL_QUAD_STRIP
, GL_QUADS
, and
GL_POLYGON
are accepted.
Points to an array of the elements counts.
Specifies the type of the values in indices. Must be one of
GL_UNSIGNED_BYTE
, GL_UNSIGNED_SHORT
, or
GL_UNSIGNED_INT
.
Specifies a pointer to the location where the indices are stored.
Specifies the size of the count array.
glMultiDrawElements
specifies multiple sets of geometric
primitives with very few subroutine calls. Instead of calling a GL
function to pass each individual vertex, normal, texture coordinate,
edge flag, or color, you can prespecify separate arrays of vertices,
normals, and so on, and use them to construct a sequence of primitives
with a single call to glMultiDrawElements
.
glMultiDrawElements
is identical in operation to
glDrawElements
except that primcount separate lists of
elements are specified.
Vertex attributes that are modified by glMultiDrawElements
have
an unspecified value after glMultiDrawElements
returns. For
example, if GL_COLOR_ARRAY
is enabled, the value of the current
color is undefined after glMultiDrawElements
executes. Attributes
that aren’t modified maintain their previous values.
GL_INVALID_ENUM
is generated if mode is not an accepted
value.
GL_INVALID_VALUE
is generated if primcount is negative.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to an enabled array or the element array and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if glMultiDrawElements
is executed between the execution of glBegin
and the
corresponding glEnd
.
Set the current texture coordinates.
Specifies the texture unit whose coordinates should be modified. The
number of texture units is implementation dependent, but must be at
least two. Symbolic constant must be one of
GL_TEXTURE
i, where i ranges from 0 to
GL_MAX_TEXTURE_COORDS
- 1, which is an implementation-dependent
value.
Specify s, t, r, and q texture coordinates for target texture unit. Not all parameters are present in all forms of the command.
glMultiTexCoord
specifies texture coordinates in one, two, three,
or four dimensions. glMultiTexCoord1
sets the current texture
coordinates to (s,001); a call to glMultiTexCoord2
sets
them to (s,t01). Similarly, glMultiTexCoord3
specifies the texture coordinates as (s,tr1), and
glMultiTexCoord4
defines all four components explicitly as
(s,trq).
The current texture coordinates are part of the data that is associated with each vertex and with the current raster position. Initially, the values for (s,trq) are (0,001).
Multiply the current matrix with the specified matrix.
Points to 16 consecutive values that are used as the elements of a 4Ã4 column-major matrix.
glMultMatrix
multiplies the current matrix with the one specified
using m, and replaces the current matrix with the product.
The current matrix is determined by the current matrix mode (see
glMatrixMode
). It is either the projection matrix, modelview
matrix, or the texture matrix.
GL_INVALID_OPERATION
is generated if glMultMatrix
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Multiply the current matrix with the specified row-major ordered matrix.
Points to 16 consecutive values that are used as the elements of a 4Ã4 row-major matrix.
glMultTransposeMatrix
multiplies the current matrix with the one
specified using m, and replaces the current matrix with the
product.
The current matrix is determined by the current matrix mode (see
glMatrixMode
). It is either the projection matrix, modelview
matrix, or the texture matrix.
GL_INVALID_OPERATION
is generated if glMultTransposeMatrix
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Create or replace a display list.
Specifies the display-list name.
Specifies the compilation mode, which can be GL_COMPILE
or
GL_COMPILE_AND_EXECUTE
.
Display lists are groups of GL commands that have been stored for
subsequent execution. Display lists are created with glNewList
.
All subsequent commands are placed in the display list, in the order
issued, until glEndList
is called.
glNewList
has two arguments. The first argument, list, is
a positive integer that becomes the unique name for the display list.
Names can be created and reserved with glGenLists
and tested for
uniqueness with glIsList
. The second argument, mode, is a
symbolic constant that can assume one of two values:
GL_COMPILE
Commands are merely compiled.
GL_COMPILE_AND_EXECUTE
Commands are executed as they are compiled into the display list.
Certain commands are not compiled into the display list but are executed
immediately, regardless of the display-list mode. These commands are
glAreTexturesResident
, glColorPointer
,
glDeleteLists
, glDeleteTextures
,
glDisableClientState
, glEdgeFlagPointer
,
glEnableClientState
, glFeedbackBuffer
, glFinish
,
glFlush
, glGenLists
, glGenTextures
,
glIndexPointer
, glInterleavedArrays
, glIsEnabled
,
glIsList
, glIsTexture
, glNormalPointer
,
glPopClientAttrib
, glPixelStore
,
glPushClientAttrib
, glReadPixels
, glRenderMode
,
glSelectBuffer
, glTexCoordPointer
, glVertexPointer
,
and all of the glGet
commands.
Similarly, glTexImage1D
, glTexImage2D
, and
glTexImage3D
are executed immediately and not compiled into the
display list when their first argument is GL_PROXY_TEXTURE_1D
,
GL_PROXY_TEXTURE_1D
, or GL_PROXY_TEXTURE_3D
, respectively.
When the ARB_imaging
extension is supported, glHistogram
executes immediately when its argument is GL_PROXY_HISTOGRAM
.
Similarly, glColorTable
executes immediately when its first
argument is GL_PROXY_COLOR_TABLE
,
GL_PROXY_POST_CONVOLUTION_COLOR_TABLE
, or
GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE
.
For OpenGL versions 1.3 and greater, or when the ARB_multitexture
extension is supported, glClientActiveTexture
is not compiled
into display lists, but executed immediately.
When glEndList
is encountered, the display-list definition is
completed by associating the list with the unique name list
(specified in the glNewList
command). If a display list with
name list already exists, it is replaced only when
glEndList
is called.
GL_INVALID_VALUE
is generated if list is 0.
GL_INVALID_ENUM
is generated if mode is not an accepted
value.
GL_INVALID_OPERATION
is generated if glEndList
is called
without a preceding glNewList
, or if glNewList
is called
while a display list is being defined.
GL_INVALID_OPERATION
is generated if glNewList
or
glEndList
is executed between the execution of glBegin
and
the corresponding execution of glEnd
.
GL_OUT_OF_MEMORY
is generated if there is insufficient memory to
compile the display list. If the GL version is 1.1 or greater, no
change is made to the previous contents of the display list, if any, and
no other change is made to the GL state. (It is as if no attempt had
been made to create the new display list.)
Define an array of normals.
Specifies the data type of each coordinate in the array. Symbolic
constants GL_BYTE
, GL_SHORT
, GL_INT
,
GL_FLOAT
, and GL_DOUBLE
are accepted. The initial value
is GL_FLOAT
.
Specifies the byte offset between consecutive normals. If stride is 0, the normals are understood to be tightly packed in the array. The initial value is 0.
Specifies a pointer to the first coordinate of the first normal in the array. The initial value is 0.
glNormalPointer
specifies the location and data format of an
array of normals to use when rendering. type specifies the data
type of each normal coordinate, and stride specifies the byte
stride from one normal to the next, allowing vertices and attributes to
be packed into a single array or stored in separate arrays.
(Single-array storage may be more efficient on some implementations; see
glInterleavedArrays
.)
If a non-zero named buffer object is bound to the GL_ARRAY_BUFFER
target (see glBindBuffer
) while a normal array is specified,
pointer is treated as a byte offset into the buffer object’s data
store. Also, the buffer object binding (GL_ARRAY_BUFFER_BINDING
)
is saved as normal vertex array client-side state
(GL_NORMAL_ARRAY_BUFFER_BINDING
).
When a normal array is specified, type, stride, and pointer are saved as client-side state, in addition to the current vertex array buffer object binding.
To enable and disable the normal array, call glEnableClientState
and glDisableClientState
with the argument
GL_NORMAL_ARRAY
. If enabled, the normal array is used when
glDrawArrays
, glMultiDrawArrays
, glDrawElements
,
glMultiDrawElements
, glDrawRangeElements
, or
glArrayElement
is called.
GL_INVALID_ENUM
is generated if type is not an accepted
value.
GL_INVALID_VALUE
is generated if stride is negative.
Set the current normal vector.
Specify the x, y, and z coordinates of the new current normal. The initial value of the current normal is the unit vector, (0, 0, 1).
The current normal is set to the given coordinates whenever
glNormal
is issued. Byte, short, or integer arguments are
converted to floating-point format with a linear mapping that maps the
most positive representable integer value to 1.0 and the most negative
representable integer value to -1.0.
Normals specified with glNormal
need not have unit length. If
GL_NORMALIZE
is enabled, then normals of any length specified
with glNormal
are normalized after transformation. If
GL_RESCALE_NORMAL
is enabled, normals are scaled by a scaling
factor derived from the modelview matrix. GL_RESCALE_NORMAL
requires that the originally specified normals were of unit length, and
that the modelview matrix contain only uniform scales for proper
results. To enable and disable normalization, call glEnable
and
glDisable
with either GL_NORMALIZE
or
GL_RESCALE_NORMAL
. Normalization is initially disabled.
Multiply the current matrix with an orthographic matrix.
Specify the coordinates for the left and right vertical clipping planes.
Specify the coordinates for the bottom and top horizontal clipping planes.
Specify the distances to the nearer and farther depth clipping planes. These values are negative if the plane is to be behind the viewer.
glOrtho
describes a transformation that produces a parallel
projection. The current matrix (see glMatrixMode
) is multiplied
by this matrix and the result replaces the current matrix, as if
glMultMatrix
were called with the following matrix as its
argument:
((2/right-left,, 0 0 t_x,), (0 2/top-bottom,, 0 t_y,), (0 0 -2/farVal-nearVal,, t_z,), (0 0 0 1),)
where t_x=-right+left,/right-left,,t_y=-top+bottom,/top-bottom,,t_z=-farVal+nearVal,/farVal-nearVal,,
Typically, the matrix mode is GL_PROJECTION
, and
(left,bottom-nearVal) and
(right,top-nearVal) specify the points on the near
clipping plane that are mapped to the lower left and upper right corners
of the window, respectively, assuming that the eye is located at (0, 0,
0). -farVal specifies the location of the far clipping plane.
Both nearVal and farVal can be either positive or negative.
Use glPushMatrix
and glPopMatrix
to save and restore the
current matrix stack.
GL_INVALID_VALUE
is generated if left = right, or
bottom = top, or near = far.
GL_INVALID_OPERATION
is generated if glOrtho
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Place a marker in the feedback buffer.
Specifies a marker value to be placed in the feedback buffer following a
GL_PASS_THROUGH_TOKEN
.
Feedback is a GL render mode. The mode is selected by calling
glRenderMode
with GL_FEEDBACK
. When the GL is in feedback
mode, no pixels are produced by rasterization. Instead, information
about primitives that would have been rasterized is fed back to the
application using the GL. See the glFeedbackBuffer
reference
page for a description of the feedback buffer and the values in it.
glPassThrough
inserts a user-defined marker in the feedback
buffer when it is executed in feedback mode. token is returned as
if it were a primitive; it is indicated with its own unique identifying
value: GL_PASS_THROUGH_TOKEN
. The order of glPassThrough
commands with respect to the specification of graphics primitives is
maintained.
GL_INVALID_OPERATION
is generated if glPassThrough
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Set up pixel transfer maps.
Specifies a symbolic map name. Must be one of the following:
GL_PIXEL_MAP_I_TO_I
, GL_PIXEL_MAP_S_TO_S
,
GL_PIXEL_MAP_I_TO_R
, GL_PIXEL_MAP_I_TO_G
,
GL_PIXEL_MAP_I_TO_B
, GL_PIXEL_MAP_I_TO_A
,
GL_PIXEL_MAP_R_TO_R
, GL_PIXEL_MAP_G_TO_G
,
GL_PIXEL_MAP_B_TO_B
, or GL_PIXEL_MAP_A_TO_A
.
Specifies the size of the map being defined.
Specifies an array of mapsize values.
glPixelMap
sets up translation tables, or maps, used by
glCopyPixels
, glCopyTexImage1D
, glCopyTexImage2D
,
glCopyTexSubImage1D
, glCopyTexSubImage2D
,
glCopyTexSubImage3D
, glDrawPixels
, glReadPixels
,
glTexImage1D
, glTexImage2D
, glTexImage3D
,
glTexSubImage1D
, glTexSubImage2D
, and
glTexSubImage3D
. Additionally, if the ARB_imaging
subset
is supported, the routines glColorTable
, glColorSubTable
,
glConvolutionFilter1D
, glConvolutionFilter2D
,
glHistogram
, glMinmax
, and glSeparableFilter2D
. Use
of these maps is described completely in the glPixelTransfer
reference page, and partly in the reference pages for the pixel and
texture image commands. Only the specification of the maps is described
in this reference page.
map is a symbolic map name, indicating one of ten maps to set. mapsize specifies the number of entries in the map, and values is a pointer to an array of mapsize map values.
If a non-zero named buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer
) while a
pixel transfer map is specified, values is treated as a byte
offset into the buffer object’s data store.
The ten maps are as follows:
GL_PIXEL_MAP_I_TO_I
Maps color indices to color indices.
GL_PIXEL_MAP_S_TO_S
Maps stencil indices to stencil indices.
GL_PIXEL_MAP_I_TO_R
Maps color indices to red components.
GL_PIXEL_MAP_I_TO_G
Maps color indices to green components.
GL_PIXEL_MAP_I_TO_B
Maps color indices to blue components.
GL_PIXEL_MAP_I_TO_A
Maps color indices to alpha components.
GL_PIXEL_MAP_R_TO_R
Maps red components to red components.
GL_PIXEL_MAP_G_TO_G
Maps green components to green components.
GL_PIXEL_MAP_B_TO_B
Maps blue components to blue components.
GL_PIXEL_MAP_A_TO_A
Maps alpha components to alpha components.
The entries in a map can be specified as single-precision floating-point
numbers, unsigned short integers, or unsigned int integers. Maps that
store color component values (all but GL_PIXEL_MAP_I_TO_I
and
GL_PIXEL_MAP_S_TO_S
) retain their values in floating-point
format, with unspecified mantissa and exponent sizes. Floating-point
values specified by glPixelMapfv
are converted directly to the
internal floating-point format of these maps, then clamped to the range
[0,1]. Unsigned integer values specified by glPixelMapusv
and
glPixelMapuiv
are converted linearly such that the largest
representable integer maps to 1.0, and 0 maps to 0.0.
Maps that store indices, GL_PIXEL_MAP_I_TO_I
and
GL_PIXEL_MAP_S_TO_S
, retain their values in fixed-point format,
with an unspecified number of bits to the right of the binary point.
Floating-point values specified by glPixelMapfv
are converted
directly to the internal fixed-point format of these maps. Unsigned
integer values specified by glPixelMapusv
and
glPixelMapuiv
specify integer values, with all 0’s to the right
of the binary point.
The following table shows the initial sizes and values for each of the
maps. Maps that are indexed by either color or stencil indices must
have mapsize = 2^n for some n or the results
are undefined. The maximum allowable size for each map depends on the
implementation and can be determined by calling glGet
with
argument GL_MAX_PIXEL_MAP_TABLE
. The single maximum applies to
all maps; it is at least 32.
Lookup Index, Lookup Value, Initial Size, Initial Value
GL_PIXEL_MAP_I_TO_I
color index , color index , 1 , 0
GL_PIXEL_MAP_S_TO_S
stencil index , stencil index , 1 , 0
GL_PIXEL_MAP_I_TO_R
color index , R , 1 , 0
GL_PIXEL_MAP_I_TO_G
color index , G , 1 , 0
GL_PIXEL_MAP_I_TO_B
color index , B , 1 , 0
GL_PIXEL_MAP_I_TO_A
color index , A , 1 , 0
GL_PIXEL_MAP_R_TO_R
R , R , 1 , 0
GL_PIXEL_MAP_G_TO_G
G , G , 1 , 0
GL_PIXEL_MAP_B_TO_B
B , B , 1 , 0
GL_PIXEL_MAP_A_TO_A
A , A , 1 , 0
GL_INVALID_ENUM
is generated if map is not an accepted
value.
GL_INVALID_VALUE
is generated if mapsize is less than one
or larger than GL_MAX_PIXEL_MAP_TABLE
.
GL_INVALID_VALUE
is generated if map is
GL_PIXEL_MAP_I_TO_I
, GL_PIXEL_MAP_S_TO_S
,
GL_PIXEL_MAP_I_TO_R
, GL_PIXEL_MAP_I_TO_G
,
GL_PIXEL_MAP_I_TO_B
, or GL_PIXEL_MAP_I_TO_A
, and
mapsize is not a power of two.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data
would be unpacked from the buffer object such that the memory reads
required would exceed the data store size.
GL_INVALID_OPERATION
is generated by glPixelMapfv
if a
non-zero buffer object name is bound to the
GL_PIXEL_UNPACK_BUFFER
target and values is not evenly
divisible into the number of bytes needed to store in memory a GLfloat
datum.
GL_INVALID_OPERATION
is generated by glPixelMapuiv
if a
non-zero buffer object name is bound to the
GL_PIXEL_UNPACK_BUFFER
target and values is not evenly
divisible into the number of bytes needed to store in memory a GLuint
datum.
GL_INVALID_OPERATION
is generated by glPixelMapusv
if a
non-zero buffer object name is bound to the
GL_PIXEL_UNPACK_BUFFER
target and values is not evenly
divisible into the number of bytes needed to store in memory a GLushort
datum.
GL_INVALID_OPERATION
is generated if glPixelMap
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Set pixel storage modes.
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
.
Specifies the value that pname is set to.
glPixelStore
sets pixel storage modes that affect the operation
of subsequent glDrawPixels
and glReadPixels
as well as the
unpacking of polygon stipple patterns (see glPolygonStipple
),
bitmaps (see glBitmap
), texture patterns (see
glTexImage1D
, glTexImage2D
, glTexImage3D
,
glTexSubImage1D
, glTexSubImage2D
, glTexSubImage3D
).
Additionally, if the ARB_imaging
extension is supported, pixel
storage modes affect convolution 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_0, b_1, b_2,
b_3, it is stored in memory as b_3, b_2,
b_1, b_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
format
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 significant to most significant; otherwise, the first bit in each byte is the most significant one. This parameter is significant 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={(nâ¢l), (a/s,â¢âsâ¢nâ¢l,/a,â)â¢(s>=a), (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=8â¢aâ¢ânâ¢l,/8â¢a,,â
components or indices.
The word component in this description refers to the nonindex
values red, green, blue, alpha, and depth. Storage format
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={(nâ¢lâ¢h), (a/s,â¢âsâ¢nâ¢lâ¢h,/a,â)â¢(s>=a), (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 format
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 simply by
incrementing the pointer passed to glReadPixels
. Setting
GL_PACK_SKIP_PIXELS
to i is equivalent to incrementing
the pointer by iâ¢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 jâ¢m components or indices,
where m is the number 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 kâ¢p, where p is the number of
components or indices per image, as computed 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-alignment), 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 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_0, b_1, b_2,
b_3, it is taken from memory as b_3, b_2,
b_1, b_0 if GL_UNPACK_SWAP_BYTES
is true.
GL_UNPACK_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
format
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 location
p in memory, then the location of the first pixel of the next
row is obtained by skipping
k={(nâ¢l), (a/s,â¢âsâ¢nâ¢l,/a,â)â¢(s>=a), (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 argument 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=8â¢aâ¢ânâ¢l,/8â¢a,,â
components or indices.
The word component in this description refers to the nonindex
values red, green, blue, alpha, and depth. Storage format
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 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={(nâ¢lâ¢h), (a/s,â¢âsâ¢nâ¢lâ¢h,/a,â)â¢(s>=a), (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 argument 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 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 format
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 iâ¢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 jâ¢k components or indices,
where k is the number of components or indices per row, as
just computed 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
.
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,â)
GL_PACK_IMAGE_HEIGHT
integer , 0 , [0,â)
GL_PACK_SKIP_ROWS
integer , 0 , [0,â)
GL_PACK_SKIP_PIXELS
integer , 0 , [0,â)
GL_PACK_SKIP_IMAGES
integer , 0 , [0,â)
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,â)
GL_UNPACK_IMAGE_HEIGHT
integer , 0 , [0,â)
GL_UNPACK_SKIP_ROWS
integer , 0 , [0,â)
GL_UNPACK_SKIP_PIXELS
integer , 0 , [0,â)
GL_UNPACK_SKIP_IMAGES
integer , 0 , [0,â)
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.
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
.
Set pixel transfer modes.
Specifies the symbolic name of the pixel transfer parameter to be set.
Must be one of the following: GL_MAP_COLOR
,
GL_MAP_STENCIL
, GL_INDEX_SHIFT
, GL_INDEX_OFFSET
,
GL_RED_SCALE
, GL_RED_BIAS
, GL_GREEN_SCALE
,
GL_GREEN_BIAS
, GL_BLUE_SCALE
, GL_BLUE_BIAS
,
GL_ALPHA_SCALE
, GL_ALPHA_BIAS
, GL_DEPTH_SCALE
, or
GL_DEPTH_BIAS
.
Additionally, if the ARB_imaging
extension is supported, the
following symbolic names are accepted:
GL_POST_COLOR_MATRIX_RED_SCALE
,
GL_POST_COLOR_MATRIX_GREEN_SCALE
,
GL_POST_COLOR_MATRIX_BLUE_SCALE
,
GL_POST_COLOR_MATRIX_ALPHA_SCALE
,
GL_POST_COLOR_MATRIX_RED_BIAS
,
GL_POST_COLOR_MATRIX_GREEN_BIAS
,
GL_POST_COLOR_MATRIX_BLUE_BIAS
,
GL_POST_COLOR_MATRIX_ALPHA_BIAS
,
GL_POST_CONVOLUTION_RED_SCALE
,
GL_POST_CONVOLUTION_GREEN_SCALE
,
GL_POST_CONVOLUTION_BLUE_SCALE
,
GL_POST_CONVOLUTION_ALPHA_SCALE
,
GL_POST_CONVOLUTION_RED_BIAS
,
GL_POST_CONVOLUTION_GREEN_BIAS
,
GL_POST_CONVOLUTION_BLUE_BIAS
, and
GL_POST_CONVOLUTION_ALPHA_BIAS
.
Specifies the value that pname is set to.
glPixelTransfer
sets pixel transfer modes that affect the
operation of subsequent glCopyPixels
, glCopyTexImage1D
,
glCopyTexImage2D
, glCopyTexSubImage1D
,
glCopyTexSubImage2D
, glCopyTexSubImage3D
,
glDrawPixels
, glReadPixels
, glTexImage1D
,
glTexImage2D
, glTexImage3D
, glTexSubImage1D
,
glTexSubImage2D
, and glTexSubImage3D
commands.
Additionally, if the ARB_imaging
subset is supported, the
routines glColorTable
, glColorSubTable
,
glConvolutionFilter1D
, glConvolutionFilter2D
,
glHistogram
, glMinmax
, and glSeparableFilter2D
are
also affected. The algorithms that are specified by pixel transfer
modes operate on pixels after they are read from the frame buffer
(glCopyPixels
glCopyTexImage1D
, glCopyTexImage2D
,
glCopyTexSubImage1D
, glCopyTexSubImage2D
,
glCopyTexSubImage3D
, and glReadPixels
), or unpacked from
client memory (glDrawPixels
, glTexImage1D
,
glTexImage2D
, glTexImage3D
, glTexSubImage1D
,
glTexSubImage2D
, and glTexSubImage3D
). Pixel transfer
operations happen in the same order, and in the same manner, regardless
of the command that resulted in the pixel operation. Pixel storage
modes (see glPixelStore
) control the unpacking of pixels being
read from client memory and the packing of pixels being written back
into client memory.
Pixel transfer operations handle four fundamental pixel types: color, color index, depth, and stencil. Color pixels consist of four floating-point values with unspecified mantissa and exponent sizes, scaled such that 0 represents zero intensity and 1 represents full intensity. Color indices comprise a single fixed-point value, with unspecified precision to the right of the binary point. Depth pixels comprise a single floating-point value, with unspecified mantissa and exponent sizes, scaled such that 0.0 represents the minimum depth buffer value, and 1.0 represents the maximum depth buffer value. Finally, stencil pixels comprise a single fixed-point value, with unspecified precision to the right of the binary point.
The pixel transfer operations performed on the four basic pixel types are as follows:
Each of the four color components is multiplied by a scale factor, then
added to a bias factor. That is, the red component is multiplied by
GL_RED_SCALE
, then added to GL_RED_BIAS
; the green
component is multiplied by GL_GREEN_SCALE
, then added to
GL_GREEN_BIAS
; the blue component is multiplied by
GL_BLUE_SCALE
, then added to GL_BLUE_BIAS
; and the alpha
component is multiplied by GL_ALPHA_SCALE
, then added to
GL_ALPHA_BIAS
. After all four color components are scaled and
biased, each is clamped to the range [0,1]. All color, scale, and
bias values are specified with glPixelTransfer
.
If GL_MAP_COLOR
is true, each color component is scaled by the
size of the corresponding color-to-color map, then replaced by the
contents of that map indexed by the scaled component. That is, the red
component is scaled by GL_PIXEL_MAP_R_TO_R_SIZE
, then replaced by
the contents of GL_PIXEL_MAP_R_TO_R
indexed by itself. The green
component is scaled by GL_PIXEL_MAP_G_TO_G_SIZE
, then replaced by
the contents of GL_PIXEL_MAP_G_TO_G
indexed by itself. The blue
component is scaled by GL_PIXEL_MAP_B_TO_B_SIZE
, then replaced by
the contents of GL_PIXEL_MAP_B_TO_B
indexed by itself. And the
alpha component is scaled by GL_PIXEL_MAP_A_TO_A_SIZE
, then
replaced by the contents of GL_PIXEL_MAP_A_TO_A
indexed by
itself. All components taken from the maps are then clamped to the
range [0,1]. GL_MAP_COLOR
is specified with
glPixelTransfer
. The contents of the various maps are specified
with glPixelMap
.
If the ARB_imaging
extension is supported, each of the four color
components may be scaled and biased after transformation by the color
matrix. That is, the red component is multiplied by
GL_POST_COLOR_MATRIX_RED_SCALE
, then added to
GL_POST_COLOR_MATRIX_RED_BIAS
; the green component is multiplied
by GL_POST_COLOR_MATRIX_GREEN_SCALE
, then added to
GL_POST_COLOR_MATRIX_GREEN_BIAS
; the blue component is multiplied
by GL_POST_COLOR_MATRIX_BLUE_SCALE
, then added to
GL_POST_COLOR_MATRIX_BLUE_BIAS
; and the alpha component is
multiplied by GL_POST_COLOR_MATRIX_ALPHA_SCALE
, then added to
GL_POST_COLOR_MATRIX_ALPHA_BIAS
. After all four color components
are scaled and biased, each is clamped to the range [0,1].
Similarly, if the ARB_imaging
extension is supported, each of the
four color components may be scaled and biased after processing by the
enabled convolution filter. That is, the red component is multiplied by
GL_POST_CONVOLUTION_RED_SCALE
, then added to
GL_POST_CONVOLUTION_RED_BIAS
; the green component is multiplied
by GL_POST_CONVOLUTION_GREEN_SCALE
, then added to
GL_POST_CONVOLUTION_GREEN_BIAS
; the blue component is multiplied
by GL_POST_CONVOLUTION_BLUE_SCALE
, then added to
GL_POST_CONVOLUTION_BLUE_BIAS
; and the alpha component is
multiplied by GL_POST_CONVOLUTION_ALPHA_SCALE
, then added to
GL_POST_CONVOLUTION_ALPHA_BIAS
. After all four color components
are scaled and biased, each is clamped to the range [0,1].
Each color index is shifted left by GL_INDEX_SHIFT
bits; any bits
beyond the number of fraction bits carried by the fixed-point index are
filled with zeros. If GL_INDEX_SHIFT
is negative, the shift is
to the right, again zero filled. Then GL_INDEX_OFFSET
is added
to the index. GL_INDEX_SHIFT
and GL_INDEX_OFFSET
are
specified with glPixelTransfer
.
From this point, operation diverges depending on the required format of
the resulting pixels. If the resulting pixels are to be written to a
color index buffer, or if they are being read back to client memory in
GL_COLOR_INDEX
format, the pixels continue to be treated as
indices. If GL_MAP_COLOR
is true, each index is masked by
2^n-1, where n is GL_PIXEL_MAP_I_TO_I_SIZE
,
then replaced by the contents of GL_PIXEL_MAP_I_TO_I
indexed by
the masked value. GL_MAP_COLOR
is specified with
glPixelTransfer
. The contents of the index map is specified with
glPixelMap
.
If the resulting pixels are to be written to an RGBA color buffer, or if
they are read back to client memory in a format other than
GL_COLOR_INDEX
, the pixels are converted from indices to colors
by referencing the four maps 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
. Before being dereferenced, the index is
masked by 2^n-1, where n is
GL_PIXEL_MAP_I_TO_R_SIZE
for the red map,
GL_PIXEL_MAP_I_TO_G_SIZE
for the green map,
GL_PIXEL_MAP_I_TO_B_SIZE
for the blue map, and
GL_PIXEL_MAP_I_TO_A_SIZE
for the alpha map. All components taken
from the maps are then clamped to the range [0,1]. The contents of
the four maps is specified with glPixelMap
.
Each depth value is multiplied by GL_DEPTH_SCALE
, added to
GL_DEPTH_BIAS
, then clamped to the range [0,1].
Each index is shifted GL_INDEX_SHIFT
bits just as a color index
is, then added to GL_INDEX_OFFSET
. If GL_MAP_STENCIL
is
true, each index is masked by 2^n-1, where n is
GL_PIXEL_MAP_S_TO_S_SIZE
, then replaced by the contents of
GL_PIXEL_MAP_S_TO_S
indexed by the masked value.
The following table gives the type, initial value, and range of valid
values for each of the pixel transfer parameters that are set with
glPixelTransfer
.
Type, Initial Value, Valid Range
GL_MAP_COLOR
boolean , false , true/false
GL_MAP_STENCIL
boolean , false , true/false
GL_INDEX_SHIFT
integer , 0 , (-â,â)
GL_INDEX_OFFSET
integer , 0 , (-â,â)
GL_RED_SCALE
float , 1 , (-â,â)
GL_GREEN_SCALE
float , 1 , (-â,â)
GL_BLUE_SCALE
float , 1 , (-â,â)
GL_ALPHA_SCALE
float , 1 , (-â,â)
GL_DEPTH_SCALE
float , 1 , (-â,â)
GL_RED_BIAS
float , 0 , (-â,â)
GL_GREEN_BIAS
float , 0 , (-â,â)
GL_BLUE_BIAS
float , 0 , (-â,â)
GL_ALPHA_BIAS
float , 0 , (-â,â)
GL_DEPTH_BIAS
float , 0 , (-â,â)
GL_POST_COLOR_MATRIX_RED_SCALE
float , 1 , (-â,â)
GL_POST_COLOR_MATRIX_GREEN_SCALE
float , 1 , (-â,â)
GL_POST_COLOR_MATRIX_BLUE_SCALE
float , 1 , (-â,â)
GL_POST_COLOR_MATRIX_ALPHA_SCALE
float , 1 , (-â,â)
GL_POST_COLOR_MATRIX_RED_BIAS
float , 0 , (-â,â)
GL_POST_COLOR_MATRIX_GREEN_BIAS
float , 0 , (-â,â)
GL_POST_COLOR_MATRIX_BLUE_BIAS
float , 0 , (-â,â)
GL_POST_COLOR_MATRIX_ALPHA_BIAS
float , 0 , (-â,â)
GL_POST_CONVOLUTION_RED_SCALE
float , 1 , (-â,â)
GL_POST_CONVOLUTION_GREEN_SCALE
float , 1 , (-â,â)
GL_POST_CONVOLUTION_BLUE_SCALE
float , 1 , (-â,â)
GL_POST_CONVOLUTION_ALPHA_SCALE
float , 1 , (-â,â)
GL_POST_CONVOLUTION_RED_BIAS
float , 0 , (-â,â)
GL_POST_CONVOLUTION_GREEN_BIAS
float , 0 , (-â,â)
GL_POST_CONVOLUTION_BLUE_BIAS
float , 0 , (-â,â)
GL_POST_CONVOLUTION_ALPHA_BIAS
float , 0 , (-â,â)
glPixelTransferf
can be used to set any pixel transfer parameter.
If the parameter type is boolean, 0 implies false and any other value
implies true. If pname is an integer parameter, param is
rounded to the nearest integer.
Likewise, glPixelTransferi
can be used to set any of the pixel
transfer parameters. Boolean parameters are set to false if param
is 0 and to true otherwise. param is converted to floating point
before being assigned to real-valued parameters.
GL_INVALID_ENUM
is generated if pname is not an accepted
value.
GL_INVALID_OPERATION
is generated if glPixelTransfer
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Specify the pixel zoom factors.
Specify the x and y zoom factors for pixel write operations.
glPixelZoom
specifies values for the x and y
zoom factors. During the execution of glDrawPixels
or
glCopyPixels
, if (xr, yr) is the current
raster position, and a given element is in the mth row and
nth column of the pixel rectangle, then pixels whose centers
are in the rectangle with corners at
(xr+n·xfactor, yr+m·yfactor)
(xr+(n+1,)·xfactor, yr+(m+1,)·yfactor)
are candidates for replacement. Any pixel whose center lies on the bottom or left edge of this rectangular region is also modified.
Pixel zoom factors are not limited to positive values. Negative zoom factors reflect the resulting image about the current raster position.
GL_INVALID_OPERATION
is generated if glPixelZoom
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Specify point parameters.
Specifies a single-valued point parameter. GL_POINT_SIZE_MIN
,
GL_POINT_SIZE_MAX
, GL_POINT_FADE_THRESHOLD_SIZE
, and
GL_POINT_SPRITE_COORD_ORIGIN
are accepted.
Specifies the value that pname will be set to.
The following values are accepted for pname:
GL_POINT_SIZE_MIN
params is a single floating-point value that specifies the minimum point size. The default value is 0.0.
GL_POINT_SIZE_MAX
params is a single floating-point value that specifies the maximum point size. The default value is 1.0.
GL_POINT_FADE_THRESHOLD_SIZE
params is a single floating-point value that specifies the threshold value to which point sizes are clamped if they exceed the specified value. The default value is 1.0.
GL_POINT_DISTANCE_ATTENUATION
params is an array of three floating-point values that specify the coefficients used for scaling the computed point size. The default values are (1,00).
GL_POINT_SPRITE_COORD_ORIGIN
params is a single enum specifying the point sprite texture
coordinate origin, either GL_LOWER_LEFT
or GL_UPPER_LEFT
.
The default value is GL_UPPER_LEFT
.
GL_INVALID_VALUE
is generated If the value specified for
GL_POINT_SIZE_MIN
, GL_POINT_SIZE_MAX
, or
GL_POINT_FADE_THRESHOLD_SIZE
is less than zero.
GL_INVALID_ENUM
is generated If the value specified for
GL_POINT_SPRITE_COORD_ORIGIN
is not GL_LOWER_LEFT
or
GL_UPPER_LEFT
.
If the value for GL_POINT_SIZE_MIN
is greater than
GL_POINT_SIZE_MAX
, the point size after clamping is undefined,
but no error is generated.
Specify the diameter of rasterized points.
Specifies the diameter of rasterized points. The initial value is 1.
glPointSize
specifies the rasterized diameter of both aliased and
antialiased points. Using a point size other than 1 has different
effects, depending on whether point antialiasing is enabled. To enable
and disable point antialiasing, call glEnable
and
glDisable
with argument GL_POINT_SMOOTH
. Point
antialiasing is initially disabled.
The specified point size is multiplied with a distance attenuation factor and clamped to the specified point size range, and further clamped to the implementation-dependent point size range to produce the derived point size using
pointSize=clampâ¢(sizeÃâ(1/a+bÃd+cÃd^2,,,),,)
where d is the eye-coordinate distance from the eye to the
vertex, and a, b, and c are the distance
attenuation coefficients (see glPointParameter
).
If multisampling is disabled, the computed point size is used as the point’s width.
If multisampling is enabled, the point may be faded by modifying the
point alpha value (see glSampleCoverage
) instead of allowing the
point width to go below a given threshold (see glPointParameter
).
In this case, the width is further modified in the following manner:
pointWidth={(pointSize), (threshold)â¢(pointSize>=threshold), (otherwise),
The point alpha value is modified by computing:
pointAlpha={(1), ((pointSize/threshold,)^2)â¢(pointSize>=threshold), (otherwise),
If point antialiasing is disabled, the actual size is determined by rounding the supplied size to the nearest integer. (If the rounding results in the value 0, it is as if the point size were 1.) If the rounded size is odd, then the center point (x, y) of the pixel fragment that represents the point is computed as
(âx_w,â+.5,ây_w,â+.5)
where w subscripts indicate window coordinates. All pixels that lie within the square grid of the rounded size centered at (x, y) make up the fragment. If the size is even, the center point is
(âx_w+.5,â,ây_w+.5,â)
and the rasterized fragment’s centers are the half-integer window coordinates within the square of the rounded size centered at (x,y). All pixel fragments produced in rasterizing a nonantialiased point are assigned the same associated data, that of the vertex corresponding to the point.
If antialiasing is enabled, then point rasterization produces a fragment for each pixel square that intersects the region lying within the circle having diameter equal to the current point size and centered at the point’s (x_w,y_w). The coverage value for each fragment is the window coordinate area of the intersection of the circular region with the corresponding pixel square. This value is saved and used in the final rasterization step. The data associated with each fragment is the data associated with the point being rasterized.
Not all sizes are supported when point antialiasing is enabled. If an
unsupported size is requested, the nearest supported size is used. Only
size 1 is guaranteed to be supported; others depend on the
implementation. To query the range of supported sizes and the size
difference between supported sizes within the range, call glGet
with arguments GL_SMOOTH_POINT_SIZE_RANGE
and
GL_SMOOTH_POINT_SIZE_GRANULARITY
. For aliased points, query the
supported ranges and granularity with glGet
with arguments
GL_ALIASED_POINT_SIZE_RANGE
.
GL_INVALID_VALUE
is generated if size is less than or equal
to 0.
GL_INVALID_OPERATION
is generated if glPointSize
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Select a polygon rasterization mode.
Specifies the polygons that mode applies to. Must be
GL_FRONT
for front-facing polygons, GL_BACK
for
back-facing polygons, or GL_FRONT_AND_BACK
for front- and
back-facing polygons.
Specifies how polygons will be rasterized. Accepted values are
GL_POINT
, GL_LINE
, and GL_FILL
. The initial value
is GL_FILL
for both front- and back-facing polygons.
glPolygonMode
controls the interpretation of polygons for
rasterization. face describes which polygons mode applies
to: front-facing polygons (GL_FRONT
), back-facing polygons
(GL_BACK
), or both (GL_FRONT_AND_BACK
). The polygon mode
affects only the final rasterization of polygons. In particular, a
polygon’s vertices are lit and the polygon is clipped and possibly
culled before these modes are applied.
Three modes are defined and can be specified in mode:
GL_POINT
Polygon vertices that are marked as the start of a boundary edge are
drawn as points. Point attributes such as GL_POINT_SIZE
and
GL_POINT_SMOOTH
control the rasterization of the points. Polygon
rasterization attributes other than GL_POLYGON_MODE
have no
effect.
GL_LINE
Boundary edges of the polygon are drawn as line segments. They are
treated as connected line segments for line stippling; the line stipple
counter and pattern are not reset between segments (see
glLineStipple
). Line attributes such as GL_LINE_WIDTH
and
GL_LINE_SMOOTH
control the rasterization of the lines. Polygon
rasterization attributes other than GL_POLYGON_MODE
have no
effect.
GL_FILL
The interior of the polygon is filled. Polygon attributes such as
GL_POLYGON_STIPPLE
and GL_POLYGON_SMOOTH
control the
rasterization of the polygon.
GL_INVALID_ENUM
is generated if either face or mode
is not an accepted value.
GL_INVALID_OPERATION
is generated if glPolygonMode
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Set the scale and units used to calculate depth values.
Specifies a scale factor that is used to create a variable depth offset for each polygon. The initial value is 0.
Is multiplied by an implementation-specific value to create a constant depth offset. The initial value is 0.
When GL_POLYGON_OFFSET_FILL
, GL_POLYGON_OFFSET_LINE
, or
GL_POLYGON_OFFSET_POINT
is enabled, each fragment’s depth
value will be offset after it is interpolated from the depth
values of the appropriate vertices. The value of the offset is
factorÃDZ+rÃunits, where DZ is a
measurement of the change in depth relative to the screen area of the
polygon, and r is the smallest value that is guaranteed to
produce a resolvable offset for a given implementation. The offset is
added before the depth test is performed and before the value is written
into the depth buffer.
glPolygonOffset
is useful for rendering hidden-line images, for
applying decals to surfaces, and for rendering solids with highlighted
edges.
GL_INVALID_OPERATION
is generated if glPolygonOffset
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Set the polygon stippling pattern.
Specifies a pointer to a 32Ã32 stipple pattern that will be unpacked
from memory in the same way that glDrawPixels
unpacks pixels.
Polygon stippling, like line stippling (see glLineStipple
), masks
out certain fragments produced by rasterization, creating a pattern.
Stippling is independent of polygon antialiasing.
pattern is a pointer to a 32Ã32 stipple pattern that is stored
in memory just like the pixel data supplied to a glDrawPixels
call with height and width both equal to 32, a pixel format of
GL_COLOR_INDEX
, and data type of GL_BITMAP
. That is, the
stipple pattern is represented as a 32Ã32 array of 1-bit color
indices packed in unsigned bytes. glPixelStore
parameters like
GL_UNPACK_SWAP_BYTES
and GL_UNPACK_LSB_FIRST
affect the
assembling of the bits into a stipple pattern. Pixel transfer
operations (shift, offset, pixel map) are not applied to the stipple
image, however.
If a non-zero named buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer
) while a
stipple pattern is specified, pattern is treated as a byte offset
into the buffer object’s data store.
To enable and disable polygon stippling, call glEnable
and
glDisable
with argument GL_POLYGON_STIPPLE
. Polygon
stippling is initially disabled. If it’s enabled, a rasterized polygon
fragment with window coordinates x_w and
y_w is sent to the next stage of the GL if and only if
the (x_w%32)th bit in the (y_w%32)th row
of the stipple pattern is 1 (one). When polygon stippling is disabled,
it is as if the stipple pattern consists of all 1’s.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data
would be unpacked from the buffer object such that the memory reads
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if glPolygonStipple
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Set texture residence priority.
Specifies the number of textures to be prioritized.
Specifies an array containing the names of the textures to be prioritized.
Specifies an array containing the texture priorities. A priority given in an element of priorities applies to the texture named by the corresponding element of textures.
glPrioritizeTextures
assigns the n texture priorities given
in priorities to the n textures named in textures.
The GL establishes a “working set” of textures that are resident in
texture memory. These textures may be bound to a texture target much
more efficiently than textures that are not resident. By specifying a
priority for each texture, glPrioritizeTextures
allows
applications to guide the GL implementation in determining which
textures should be resident.
The priorities given in priorities are clamped to the range [0,1] before they are assigned. 0 indicates the lowest priority; textures with priority 0 are least likely to be resident. 1 indicates the highest priority; textures with priority 1 are most likely to be resident. However, textures are not guaranteed to be resident until they are used.
glPrioritizeTextures
silently ignores attempts to prioritize
texture 0 or any texture name that does not correspond to an existing
texture.
glPrioritizeTextures
does not require that any of the textures
named by textures be bound to a texture target.
glTexParameter
may also be used to set a texture’s priority, but
only if the texture is currently bound. This is the only way to set the
priority of a default texture.
GL_INVALID_VALUE
is generated if n is negative.
GL_INVALID_OPERATION
is generated if glPrioritizeTextures
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Push and pop the server attribute stack.
Specifies a mask that indicates which attributes to save. Values for mask are listed below.
glPushAttrib
takes one argument, a mask that indicates which
groups of state variables to save on the attribute stack. Symbolic
constants are used to set bits in the mask. mask is typically
constructed by specifying the bitwise-or of several of these constants
together. The special mask GL_ALL_ATTRIB_BITS
can be used to
save all stackable states.
The symbolic mask constants and their associated GL state are as follows (the second column lists which attributes are saved):
GL_ACCUM_BUFFER_BIT
Accumulation buffer clear value
GL_COLOR_BUFFER_BIT
GL_ALPHA_TEST
enable bit
Alpha test function and reference value
GL_BLEND
enable bit
Blending source and destination functions
Constant blend color
Blending equation
GL_DITHER
enable bit
GL_DRAW_BUFFER
setting
GL_COLOR_LOGIC_OP
enable bit
GL_INDEX_LOGIC_OP
enable bit
Logic op function
Color mode and index mode clear values
Color mode and index mode writemasks
GL_CURRENT_BIT
Current RGBA color
Current color index
Current normal vector
Current texture coordinates
Current raster position
GL_CURRENT_RASTER_POSITION_VALID
flag
RGBA color associated with current raster position
Color index associated with current raster position
Texture coordinates associated with current raster position
GL_EDGE_FLAG
flag
GL_DEPTH_BUFFER_BIT
GL_DEPTH_TEST
enable bit
Depth buffer test function
Depth buffer clear value
GL_DEPTH_WRITEMASK
enable bit
GL_ENABLE_BIT
GL_ALPHA_TEST
flag
GL_AUTO_NORMAL
flag
GL_BLEND
flag
Enable bits for the user-definable clipping planes
GL_COLOR_MATERIAL
GL_CULL_FACE
flag
GL_DEPTH_TEST
flag
GL_DITHER
flag
GL_FOG
flag
GL_LIGHT
i where 0
<= i < GL_MAX_LIGHTS
GL_LIGHTING
flag
GL_LINE_SMOOTH
flag
GL_LINE_STIPPLE
flag
GL_COLOR_LOGIC_OP
flag
GL_INDEX_LOGIC_OP
flag
GL_MAP1_
x where x is a map type
GL_MAP2_
x where x is a map type
GL_MULTISAMPLE
flag
GL_NORMALIZE
flag
GL_POINT_SMOOTH
flag
GL_POLYGON_OFFSET_LINE
flag
GL_POLYGON_OFFSET_FILL
flag
GL_POLYGON_OFFSET_POINT
flag
GL_POLYGON_SMOOTH
flag
GL_POLYGON_STIPPLE
flag
GL_SAMPLE_ALPHA_TO_COVERAGE
flag
GL_SAMPLE_ALPHA_TO_ONE
flag
GL_SAMPLE_COVERAGE
flag
GL_SCISSOR_TEST
flag
GL_STENCIL_TEST
flag
GL_TEXTURE_1D
flag
GL_TEXTURE_2D
flag
GL_TEXTURE_3D
flag
Flags GL_TEXTURE_GEN_
x where x is S, T, R, or Q
GL_EVAL_BIT
GL_MAP1_
x enable bits, where x is a map type
GL_MAP2_
x enable bits, where x is a map type
1D grid endpoints and divisions
2D grid endpoints and divisions
GL_AUTO_NORMAL
enable bit
GL_FOG_BIT
GL_FOG
enable bit
Fog color
Fog density
Linear fog start
Linear fog end
Fog index
GL_FOG_MODE
value
GL_HINT_BIT
GL_PERSPECTIVE_CORRECTION_HINT
setting
GL_POINT_SMOOTH_HINT
setting
GL_LINE_SMOOTH_HINT
setting
GL_POLYGON_SMOOTH_HINT
setting
GL_FOG_HINT
setting
GL_GENERATE_MIPMAP_HINT
setting
GL_TEXTURE_COMPRESSION_HINT
setting
GL_LIGHTING_BIT
GL_COLOR_MATERIAL
enable bit
GL_COLOR_MATERIAL_FACE
value
Color material parameters that are tracking the current color
Ambient scene color
GL_LIGHT_MODEL_LOCAL_VIEWER
value
GL_LIGHT_MODEL_TWO_SIDE
setting
GL_LIGHTING
enable bit
Enable bit for each light
Ambient, diffuse, and specular intensity for each light
Direction, position, exponent, and cutoff angle for each light
Constant, linear, and quadratic attenuation factors for each light
Ambient, diffuse, specular, and emissive color for each material
Ambient, diffuse, and specular color indices for each material
Specular exponent for each material
GL_SHADE_MODEL
setting
GL_LINE_BIT
GL_LINE_SMOOTH
flag
GL_LINE_STIPPLE
enable bit
Line stipple pattern and repeat counter
Line width
GL_LIST_BIT
GL_LIST_BASE
setting
GL_MULTISAMPLE_BIT
GL_MULTISAMPLE
flag
GL_SAMPLE_ALPHA_TO_COVERAGE
flag
GL_SAMPLE_ALPHA_TO_ONE
flag
GL_SAMPLE_COVERAGE
flag
GL_SAMPLE_COVERAGE_VALUE
value
GL_SAMPLE_COVERAGE_INVERT
value
GL_PIXEL_MODE_BIT
GL_RED_BIAS
and GL_RED_SCALE
settings
GL_GREEN_BIAS
and GL_GREEN_SCALE
values
GL_BLUE_BIAS
and GL_BLUE_SCALE
GL_ALPHA_BIAS
and GL_ALPHA_SCALE
GL_DEPTH_BIAS
and GL_DEPTH_SCALE
GL_INDEX_OFFSET
and GL_INDEX_SHIFT
values
GL_MAP_COLOR
and GL_MAP_STENCIL
flags
GL_ZOOM_X
and GL_ZOOM_Y
factors
GL_READ_BUFFER
setting
GL_POINT_BIT
GL_POINT_SMOOTH
flag
Point size
GL_POLYGON_BIT
GL_CULL_FACE
enable bit
GL_CULL_FACE_MODE
value
GL_FRONT_FACE
indicator
GL_POLYGON_MODE
setting
GL_POLYGON_SMOOTH
flag
GL_POLYGON_STIPPLE
enable bit
GL_POLYGON_OFFSET_FILL
flag
GL_POLYGON_OFFSET_LINE
flag
GL_POLYGON_OFFSET_POINT
flag
GL_POLYGON_OFFSET_FACTOR
GL_POLYGON_OFFSET_UNITS
GL_POLYGON_STIPPLE_BIT
Polygon stipple image
GL_SCISSOR_BIT
GL_SCISSOR_TEST
flag
Scissor box
GL_STENCIL_BUFFER_BIT
GL_STENCIL_TEST
enable bit
Stencil function and reference value
Stencil value mask
Stencil fail, pass, and depth buffer pass actions
Stencil buffer clear value
Stencil buffer writemask
GL_TEXTURE_BIT
Enable bits for the four texture coordinates
Border color for each texture image
Minification function for each texture image
Magnification function for each texture image
Texture coordinates and wrap mode for each texture image
Color and mode for each texture environment
Enable bits GL_TEXTURE_GEN_
x, x is S, T, R, and Q
GL_TEXTURE_GEN_MODE
setting for S, T, R, and Q
glTexGen
plane equations for S, T, R, and Q
Current texture bindings (for example, GL_TEXTURE_BINDING_2D
)
GL_TRANSFORM_BIT
Coefficients of the six clipping planes
Enable bits for the user-definable clipping planes
GL_MATRIX_MODE
value
GL_NORMALIZE
flag
GL_RESCALE_NORMAL
flag
GL_VIEWPORT_BIT
Depth range (near and far)
Viewport origin and extent
glPopAttrib
restores the values of the state variables saved with
the last glPushAttrib
command. Those not saved are left
unchanged.
It is an error to push attributes onto a full stack or to pop attributes off an empty stack. In either case, the error flag is set and no other change is made to GL state.
Initially, the attribute stack is empty.
GL_STACK_OVERFLOW
is generated if glPushAttrib
is called
while the attribute stack is full.
GL_STACK_UNDERFLOW
is generated if glPopAttrib
is called
while the attribute stack is empty.
GL_INVALID_OPERATION
is generated if glPushAttrib
or
glPopAttrib
is executed between the execution of glBegin
and the corresponding execution of glEnd
.
Push and pop the client attribute stack.
Specifies a mask that indicates which attributes to save. Values for mask are listed below.
glPushClientAttrib
takes one argument, a mask that indicates
which groups of client-state variables to save on the client attribute
stack. Symbolic constants are used to set bits in the mask. mask
is typically constructed by specifying the bitwise-or of several of
these constants together. The special mask
GL_CLIENT_ALL_ATTRIB_BITS
can be used to save all stackable
client state.
The symbolic mask constants and their associated GL client state are as follows (the second column lists which attributes are saved):
GL_CLIENT_PIXEL_STORE_BIT
Pixel storage modes
GL_CLIENT_VERTEX_ARRAY_BIT
Vertex arrays (and enables)
glPopClientAttrib
restores the values of the client-state
variables saved with the last glPushClientAttrib
. Those not
saved are left unchanged.
It is an error to push attributes onto a full client attribute stack or to pop attributes off an empty stack. In either case, the error flag is set, and no other change is made to GL state.
Initially, the client attribute stack is empty.
GL_STACK_OVERFLOW
is generated if glPushClientAttrib
is
called while the attribute stack is full.
GL_STACK_UNDERFLOW
is generated if glPopClientAttrib
is
called while the attribute stack is empty.
Push and pop the current matrix stack.
There is a stack of matrices for each of the matrix modes. In
GL_MODELVIEW
mode, the stack depth is at least 32. In the other
modes, GL_COLOR
, GL_PROJECTION
, and GL_TEXTURE
, the
depth is at least 2. The current matrix in any mode is the matrix on
the top of the stack for that mode.
glPushMatrix
pushes the current matrix stack down by one,
duplicating the current matrix. That is, after a glPushMatrix
call, the matrix on top of the stack is identical to the one below it.
glPopMatrix
pops the current matrix stack, replacing the current
matrix with the one below it on the stack.
Initially, each of the stacks contains one matrix, an identity matrix.
It is an error to push a full matrix stack or to pop a matrix stack that contains only a single matrix. In either case, the error flag is set and no other change is made to GL state.
GL_STACK_OVERFLOW
is generated if glPushMatrix
is called
while the current matrix stack is full.
GL_STACK_UNDERFLOW
is generated if glPopMatrix
is called
while the current matrix stack contains only a single matrix.
GL_INVALID_OPERATION
is generated if glPushMatrix
or
glPopMatrix
is executed between the execution of glBegin
and the corresponding execution of glEnd
.
Push and pop the name stack.
Specifies a name that will be pushed onto the name stack.
The name stack is used during selection mode to allow sets of rendering commands to be uniquely identified. It consists of an ordered set of unsigned integers and is initially empty.
glPushName
causes name to be pushed onto the name stack.
glPopName
pops one name off the top of the stack.
The maximum name stack depth is implementation-dependent; call
GL_MAX_NAME_STACK_DEPTH
to find out the value for a particular
implementation. It is an error to push a name onto a full stack or to
pop a name off an empty stack. It is also an error to manipulate the
name stack between the execution of glBegin
and the corresponding
execution of glEnd
. In any of these cases, the error flag is set
and no other change is made to GL state.
The name stack is always empty while the render mode is not
GL_SELECT
. Calls to glPushName
or glPopName
while
the render mode is not GL_SELECT
are ignored.
GL_STACK_OVERFLOW
is generated if glPushName
is called
while the name stack is full.
GL_STACK_UNDERFLOW
is generated if glPopName
is called
while the name stack is empty.
GL_INVALID_OPERATION
is generated if glPushName
or
glPopName
is executed between a call to glBegin
and the
corresponding call to glEnd
.
Specify the raster position for pixel operations.
Specify the x, y, z, and w object coordinates (if present) for the raster position.
The GL maintains a 3D position in window coordinates. This position,
called the raster position, is used to position pixel and bitmap write
operations. It is maintained with subpixel accuracy. See
glBitmap
, glDrawPixels
, and glCopyPixels
.
The current raster position consists of three window coordinates
(x, y, z), a clip coordinate value
(w), an eye coordinate distance, a valid bit, and associated
color data and texture coordinates. The w coordinate is a
clip coordinate, because w is not projected to window
coordinates. glRasterPos4
specifies object coordinates
x, y, z, and w explicitly.
glRasterPos3
specifies object coordinate x,
y, and z explicitly, while w is implicitly
set to 1. glRasterPos2
uses the argument values for x
and y while implicitly setting z and w to
0 and 1.
The object coordinates presented by glRasterPos
are treated just
like those of a glVertex
command: They are transformed by the
current modelview and projection matrices and passed to the clipping
stage. If the vertex is not culled, then it is projected and scaled to
window coordinates, which become the new current raster position, and
the GL_CURRENT_RASTER_POSITION_VALID
flag is set. If the vertex
is culled, then the valid bit is cleared and the current raster
position and associated color and texture coordinates are undefined.
The current raster position also includes some associated color data and
texture coordinates. If lighting is enabled, then
GL_CURRENT_RASTER_COLOR
(in RGBA mode) or
GL_CURRENT_RASTER_INDEX
(in color index mode) is set to the color
produced by the lighting calculation (see glLight
,
glLightModel
, and glShadeModel
). If lighting is disabled,
current color (in RGBA mode, state variable GL_CURRENT_COLOR
) or
color index (in color index mode, state variable
GL_CURRENT_INDEX
) is used to update the current raster color.
GL_CURRENT_RASTER_SECONDARY_COLOR
(in RGBA mode) is likewise
updated.
Likewise, GL_CURRENT_RASTER_TEXTURE_COORDS
is updated as a
function of GL_CURRENT_TEXTURE_COORDS
, based on the texture
matrix and the texture generation functions (see glTexGen
).
Finally, the distance from the origin of the eye coordinate system to
the vertex as transformed by only the modelview matrix replaces
GL_CURRENT_RASTER_DISTANCE
.
Initially, the current raster position is (0, 0, 0, 1), the current
raster distance is 0, the valid bit is set, the associated RGBA color is
(1, 1, 1, 1), the associated color index is 1, and the associated
texture coordinates are (0, 0, 0, 1). In RGBA mode,
GL_CURRENT_RASTER_INDEX
is always 1; in color index mode, the
current raster RGBA color always maintains its initial value.
GL_INVALID_OPERATION
is generated if glRasterPos
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Select a color buffer source for pixels.
Specifies a color buffer. Accepted values are GL_FRONT_LEFT
,
GL_FRONT_RIGHT
, GL_BACK_LEFT
, GL_BACK_RIGHT
,
GL_FRONT
, GL_BACK
, GL_LEFT
, GL_RIGHT
, and
GL_AUX
i, where i is between 0 and the value of
GL_AUX_BUFFERS
minus 1.
glReadBuffer
specifies a color buffer as the source for
subsequent glReadPixels
, glCopyTexImage1D
,
glCopyTexImage2D
, glCopyTexSubImage1D
,
glCopyTexSubImage2D
, glCopyTexSubImage3D
, and
glCopyPixels
commands. mode accepts one of twelve or more
predefined values. (GL_AUX0
through GL_AUX3
are always
defined.) In a fully configured system, GL_FRONT
, GL_LEFT
,
and GL_FRONT_LEFT
all name the front left buffer,
GL_FRONT_RIGHT
and GL_RIGHT
name the front right buffer,
and GL_BACK_LEFT
and GL_BACK
name the back left buffer.
Nonstereo double-buffered configurations have only a front left and a
back left buffer. Single-buffered configurations have a front left and
a front right buffer if stereo, and only a front left buffer if
nonstereo. It is an error to specify a nonexistent buffer to
glReadBuffer
.
mode is initially GL_FRONT
in single-buffered
configurations and GL_BACK
in double-buffered configurations.
GL_INVALID_ENUM
is generated if mode is not one of the
twelve (or more) accepted values.
GL_INVALID_OPERATION
is generated if mode specifies a
buffer that does not exist.
GL_INVALID_OPERATION
is generated if glReadBuffer
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Read a block of pixels from the frame buffer.
Specify the window coordinates of the first pixel that is read from the frame buffer. This location is the lower left corner of a rectangular block of pixels.
Specify the dimensions of the pixel rectangle. width and height of one correspond to a single pixel.
Specifies the format of the pixel data. The following symbolic values
are accepted: GL_COLOR_INDEX
, GL_STENCIL_INDEX
,
GL_DEPTH_COMPONENT
, GL_RED
, GL_GREEN
,
GL_BLUE
, GL_ALPHA
, GL_RGB
, GL_BGR
,
GL_RGBA
, GL_BGRA
, GL_LUMINANCE
, and
GL_LUMINANCE_ALPHA
.
Specifies the data type of the pixel data. Must be one of
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
,
or GL_UNSIGNED_INT_2_10_10_10_REV
.
Returns the pixel data.
glReadPixels
returns pixel data from the frame buffer, starting
with the pixel whose lower left corner is at location (x,
y), into client memory starting at location data. Several
parameters control the processing of the pixel data before it is placed
into client memory. These parameters are set with three commands:
glPixelStore
, glPixelTransfer
, and glPixelMap
. This
reference page describes the effects on glReadPixels
of most, but
not all of the parameters specified by these three commands.
If a non-zero named buffer object is bound to the
GL_PIXEL_PACK_BUFFER
target (see glBindBuffer
) while a
block of pixels is requested, data is treated as a byte offset
into the buffer object’s data store rather than a pointer to client
memory.
When the ARB_imaging
extension is supported, the pixel data may
be processed by additional operations including color table lookup,
color matrix transformations, convolutions, histograms, and minimum and
maximum pixel value computations.
glReadPixels
returns values from each pixel with lower left
corner at (x+i,y+j) for
0<=i<width and 0<=j<height. This pixel
is said to be the ith pixel in the jth row. Pixels
are returned in row order from the lowest to the highest row, left to
right in each row.
format specifies the format for the returned pixel values; accepted values are:
GL_COLOR_INDEX
Color indices are read from the color buffer selected by
glReadBuffer
. Each index is converted to fixed point, shifted
left or right depending on the value and sign of GL_INDEX_SHIFT
,
and added to GL_INDEX_OFFSET
. If GL_MAP_COLOR
is
GL_TRUE
, indices are replaced by their mappings in the table
GL_PIXEL_MAP_I_TO_I
.
GL_STENCIL_INDEX
Stencil values are read from the stencil buffer. Each index is
converted to fixed point, shifted left or right depending on the value
and sign of GL_INDEX_SHIFT
, and added to GL_INDEX_OFFSET
.
If GL_MAP_STENCIL
is GL_TRUE
, indices are replaced by
their mappings in the table GL_PIXEL_MAP_S_TO_S
.
GL_DEPTH_COMPONENT
Depth values are read from the depth buffer. Each component is
converted to floating point such that the minimum depth value maps to 0
and the maximum value maps to 1. Each component is then multiplied by
GL_DEPTH_SCALE
, added to GL_DEPTH_BIAS
, and finally
clamped to the range [0,1].
GL_RED
GL_GREEN
GL_BLUE
GL_ALPHA
GL_RGB
GL_BGR
GL_RGBA
GL_BGRA
GL_LUMINANCE
GL_LUMINANCE_ALPHA
Processing differs depending on whether color buffers store color
indices or RGBA color components. If color indices are stored, they are
read from the color buffer selected by glReadBuffer
. Each index
is converted to fixed point, shifted left or right depending on the
value and sign of GL_INDEX_SHIFT
, and added to
GL_INDEX_OFFSET
. Indices are then replaced by the red, green,
blue, and alpha values obtained by indexing the tables
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
. Each table
must be of size 2^n, but n may be different for
different tables. Before an index is used to look up a value in a table
of size 2^n, it must be masked against 2^n-1.
If RGBA color components are stored in the color buffers, they are read
from the color buffer selected by glReadBuffer
. Each color
component is converted to floating point such that zero intensity maps
to 0.0 and full intensity maps to 1.0. Each component is then
multiplied by GL_c_SCALE
and added to GL_c_BIAS
, where
c is RED, GREEN, BLUE, or ALPHA. Finally, if GL_MAP_COLOR
is GL_TRUE
, each component is clamped to the range [0,1],
scaled to the size of its corresponding table, and is then replaced by
its mapping in the table GL_PIXEL_MAP_c_TO_c
, where c is R,
G, B, or A.
Unneeded data is then discarded. For example, GL_RED
discards
the green, blue, and alpha components, while GL_RGB
discards only
the alpha component. GL_LUMINANCE
computes a single-component
value as the sum of the red, green, and blue components, and
GL_LUMINANCE_ALPHA
does the same, while keeping alpha as a second
value. The final values are clamped to the range [0,1].
The shift, scale, bias, and lookup factors just described are all
specified by glPixelTransfer
. The lookup table contents
themselves are specified by glPixelMap
.
Finally, the indices or components are converted to the proper format,
as specified by type. If format is GL_COLOR_INDEX
or
GL_STENCIL_INDEX
and type is not GL_FLOAT
, each
index is masked with the mask value given in the following table. If
type is GL_FLOAT
, then each integer index is converted to
single-precision floating-point format.
If format is GL_RED
, GL_GREEN
, GL_BLUE
,
GL_ALPHA
, GL_RGB
, GL_BGR
, GL_RGBA
,
GL_BGRA
, GL_LUMINANCE
, or GL_LUMINANCE_ALPHA
and
type is not GL_FLOAT
, each component is multiplied by the
multiplier shown in the following table. If type is GL_FLOAT
,
then each component is passed as is (or converted to the client’s
single-precision floating-point format if it is different from the one
used by the GL).
Index Mask, Component Conversion
GL_UNSIGNED_BYTE
2^8-1, (2^8-1,)â¢c
GL_BYTE
2^7-1, (2^8-1,)â¢c-1,/2
GL_BITMAP
1, 1
GL_UNSIGNED_SHORT
2^16-1, (2^16-1,)â¢c
GL_SHORT
2^15-1, (2^16-1,)â¢c-1,/2
GL_UNSIGNED_INT
2^32-1, (2^32-1,)â¢c
GL_INT
2^31-1, (2^32-1,)â¢c-1,/2
GL_FLOAT
none , c
Return values are placed in memory as follows. If format is
GL_COLOR_INDEX
, GL_STENCIL_INDEX
,
GL_DEPTH_COMPONENT
, GL_RED
, GL_GREEN
,
GL_BLUE
, GL_ALPHA
, or GL_LUMINANCE
, a single value
is returned and the data for the ith pixel in the
jth row is placed in location
(j,)â¢width+i. GL_RGB
and GL_BGR
return three values, GL_RGBA
and GL_BGRA
return four
values, and GL_LUMINANCE_ALPHA
returns two values for each pixel,
with all values corresponding to a single pixel occupying contiguous
space in data. Storage parameters set by glPixelStore
,
such as GL_PACK_LSB_FIRST
and GL_PACK_SWAP_BYTES
, affect
the way that data is written into memory. See glPixelStore
for a
description.
GL_INVALID_ENUM
is generated if format or type is not
an accepted value.
GL_INVALID_ENUM
is generated if type is GL_BITMAP
and format is not GL_COLOR_INDEX
or
GL_STENCIL_INDEX
.
GL_INVALID_VALUE
is generated if either width or
height is negative.
GL_INVALID_OPERATION
is generated if format is
GL_COLOR_INDEX
and the color buffers store RGBA color components.
GL_INVALID_OPERATION
is generated if format is
GL_STENCIL_INDEX
and there is no stencil buffer.
GL_INVALID_OPERATION
is generated if format is
GL_DEPTH_COMPONENT
and there is no depth buffer.
GL_INVALID_OPERATION
is generated if type is one of
GL_UNSIGNED_BYTE_3_3_2
, GL_UNSIGNED_BYTE_2_3_3_REV
,
GL_UNSIGNED_SHORT_5_6_5
, or GL_UNSIGNED_SHORT_5_6_5_REV
and format is not GL_RGB
.
GL_INVALID_OPERATION
is generated if type 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
.
The formats GL_BGR
, and GL_BGRA
and types
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 available only if the GL
version is 1.2 or greater.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and the data
would be packed to the buffer object such that the memory writes
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_PACK_BUFFER
target and data
is not evenly divisible into the number of bytes needed to store in
memory a datum indicated by type.
GL_INVALID_OPERATION
is generated if glReadPixels
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Draw a rectangle.
Specify one vertex of a rectangle.
Specify the opposite vertex of the rectangle.
glRect
supports efficient specification of rectangles as two
corner points. Each rectangle command takes four arguments, organized
either as two consecutive pairs of (x,y) coordinates or
as two pointers to arrays, each containing an (x,y)
pair. The resulting rectangle is defined in the z=0 plane.
glRect
(x1, y1, x2, y2) is exactly
equivalent to the following sequence: Note that if the second vertex is
above and to the right of the first vertex, the rectangle is constructed
with a counterclockwise winding.
glBegin(GL_POLYGON
);
glVertex2(x1, y1);
glVertex2(x2, y1);
glVertex2(x2, y2);
glVertex2(x1, y2);
glEnd();
GL_INVALID_OPERATION
is generated if glRect
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Set rasterization mode.
Specifies the rasterization mode. Three values are accepted:
GL_RENDER
, GL_SELECT
, and GL_FEEDBACK
. The initial
value is GL_RENDER
.
glRenderMode
sets the rasterization mode. It takes one argument,
mode, which can assume one of three predefined values:
GL_RENDER
Render mode. Primitives are rasterized, producing pixel fragments, which are written into the frame buffer. This is the normal mode and also the default mode.
GL_SELECT
Selection mode. No pixel fragments are produced, and no change to the
frame buffer contents is made. Instead, a record of the names of
primitives that would have been drawn if the render mode had been
GL_RENDER
is returned in a select buffer, which must be created
(see glSelectBuffer
) before selection mode is entered.
GL_FEEDBACK
Feedback mode. No pixel fragments are produced, and no change to the
frame buffer contents is made. Instead, the coordinates and attributes
of vertices that would have been drawn if the render mode had been
GL_RENDER
is returned in a feedback buffer, which must be created
(see glFeedbackBuffer
) before feedback mode is entered.
The return value of glRenderMode
is determined by the render mode
at the time glRenderMode
is called, rather than by mode.
The values returned for the three render modes are as follows:
GL_RENDER
0.
GL_SELECT
The number of hit records transferred to the select buffer.
GL_FEEDBACK
The number of values (not vertices) transferred to the feedback buffer.
See the glSelectBuffer
and glFeedbackBuffer
reference
pages for more details concerning selection and feedback operation.
GL_INVALID_ENUM
is generated if mode is not one of the
three accepted values.
GL_INVALID_OPERATION
is generated if glSelectBuffer
is
called while the render mode is GL_SELECT
, or if
glRenderMode
is called with argument GL_SELECT
before
glSelectBuffer
is called at least once.
GL_INVALID_OPERATION
is generated if glFeedbackBuffer
is
called while the render mode is GL_FEEDBACK
, or if
glRenderMode
is called with argument GL_FEEDBACK
before
glFeedbackBuffer
is called at least once.
GL_INVALID_OPERATION
is generated if glRenderMode
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Reset histogram table entries to zero.
Must be GL_HISTOGRAM
.
glResetHistogram
resets all the elements of the current histogram
table to zero.
GL_INVALID_ENUM
is generated if target is not
GL_HISTOGRAM
.
GL_INVALID_OPERATION
is generated if glResetHistogram
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Reset minmax table entries to initial values.
Must be GL_MINMAX
.
glResetMinmax
resets the elements of the current minmax table to
their initial values: the “maximum” element receives the minimum
possible component values, and the “minimum” element receives the
maximum possible component values.
GL_INVALID_ENUM
is generated if target is not
GL_MINMAX
.
GL_INVALID_OPERATION
is generated if glResetMinmax
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Multiply the current matrix by a rotation matrix.
Specifies the angle of rotation, in degrees.
Specify the x, y, and z coordinates of a vector, respectively.
glRotate
produces a rotation of angle degrees around the
vector (x,yz). The current matrix (see
glMatrixMode
) is multiplied by a rotation matrix with the product
replacing the current matrix, as if glMultMatrix
were called with
the following matrix as its argument:
((x^2â¡(1-c,)+c xâ¢yâ¡(1-c,)-zâ¢s xâ¢zâ¡(1-c,)+yâ¢s 0), (yâ¢xâ¡(1-c,)+zâ¢s y^2â¡(1-c,)+c yâ¢zâ¡(1-c,)-xâ¢s 0), (xâ¢zâ¡(1-c,)-yâ¢s yâ¢zâ¡(1-c,)+xâ¢s z^2â¡(1-c,)+c 0), (0 0 0 1),)
Where c=cosâ¡(angle,), s=sinâ¡(angle,), and â¥(x,yz),â¥=1 (if not, the GL will normalize this vector).
If the matrix mode is either GL_MODELVIEW
or
GL_PROJECTION
, all objects drawn after glRotate
is called
are rotated. Use glPushMatrix
and glPopMatrix
to save and
restore the unrotated coordinate system.
GL_INVALID_OPERATION
is generated if glRotate
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Specify multisample coverage parameters.
Specify a single floating-point sample coverage value. The value is clamped to the range [0,1]. The initial value is 1.0.
Specify a single boolean value representing if the coverage masks should
be inverted. GL_TRUE
and GL_FALSE
are accepted. The
initial value is GL_FALSE
.
Multisampling samples a pixel multiple times at various implementation-dependent subpixel locations to generate antialiasing effects. Multisampling transparently antialiases points, lines, polygons, bitmaps, and images if it is enabled.
value is used in constructing a temporary mask used in determining which samples will be used in resolving the final fragment color. This mask is bitwise-anded with the coverage mask generated from the multisampling computation. If the invert flag is set, the temporary mask is inverted (all bits flipped) and then the bitwise-and is computed.
If an implementation does not have any multisample buffers available, or multisampling is disabled, rasterization occurs with only a single sample computing a pixel’s final RGB color.
Provided an implementation supports multisample buffers, and multisampling is enabled, then a pixel’s final color is generated by combining several samples per pixel. Each sample contains color, depth, and stencil information, allowing those operations to be performed on each sample.
GL_INVALID_OPERATION
is generated if glSampleCoverage
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Multiply the current matrix by a general scaling matrix.
Specify scale factors along the x, y, and z axes, respectively.
glScale
produces a nonuniform scaling along the x, y,
and z axes. The three parameters indicate the desired scale
factor along each of the three axes.
The current matrix (see glMatrixMode
) is multiplied by this scale
matrix, and the product replaces the current matrix as if
glMultMatrix
were called with the following matrix as its
argument:
((x 0 0 0), (0 y 0 0), (0 0 z 0), (0 0 0 1),)
If the matrix mode is either GL_MODELVIEW
or
GL_PROJECTION
, all objects drawn after glScale
is called
are scaled.
Use glPushMatrix
and glPopMatrix
to save and restore the
unscaled coordinate system.
GL_INVALID_OPERATION
is generated if glScale
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Define the scissor box.
Specify the lower left corner of the scissor box. Initially (0, 0).
Specify the width and height of the scissor box. When a GL context is first attached to a window, width and height are set to the dimensions of that window.
glScissor
defines a rectangle, called the scissor box, in window
coordinates. The first two arguments, x and y, specify the
lower left corner of the box. width and height specify the
width and height of the box.
To enable and disable the scissor test, call glEnable
and
glDisable
with argument GL_SCISSOR_TEST
. The test is
initially disabled. While the test is enabled, only pixels that lie
within the scissor box can be modified by drawing commands. Window
coordinates have integer values at the shared corners of frame buffer
pixels. glScissor(0,0,1,1)
allows modification of only the lower
left pixel in the window, and glScissor(0,0,0,0)
doesn’t allow
modification of any pixels in the window.
When the scissor test is disabled, it is as though the scissor box includes the entire window.
GL_INVALID_VALUE
is generated if either width or
height is negative.
GL_INVALID_OPERATION
is generated if glScissor
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Define an array of secondary colors.
Specifies the number of components per color. Must be 3.
Specifies the data type of each color component in the array. Symbolic
constants GL_BYTE
, GL_UNSIGNED_BYTE
, GL_SHORT
,
GL_UNSIGNED_SHORT
, GL_INT
, GL_UNSIGNED_INT
,
GL_FLOAT
, or GL_DOUBLE
are accepted. The initial value is
GL_FLOAT
.
Specifies the byte offset between consecutive colors. If stride is 0, the colors are understood to be tightly packed in the array. The initial value is 0.
Specifies a pointer to the first component of the first color element in the array. The initial value is 0.
glSecondaryColorPointer
specifies the location and data format of
an array of color components to use when rendering. size
specifies the number of components per color, and must be 3. type
specifies the data type of each color component, and stride
specifies the byte stride from one color to the next, allowing vertices
and attributes to be packed into a single array or stored in separate
arrays.
If a non-zero named buffer object is bound to the GL_ARRAY_BUFFER
target (see glBindBuffer
) while a secondary color array is
specified, pointer is treated as a byte offset into the buffer
object’s data store. Also, the buffer object binding
(GL_ARRAY_BUFFER_BINDING
) is saved as secondary color vertex
array client-side state
(GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING
).
When a secondary color array is specified, size, type, stride, and pointer are saved as client-side state, in addition to the current vertex array buffer object binding.
To enable and disable the secondary color array, call
glEnableClientState
and glDisableClientState
with the
argument GL_SECONDARY_COLOR_ARRAY
. If enabled, the secondary
color array is used when glArrayElement
, glDrawArrays
,
glMultiDrawArrays
, glDrawElements
,
glMultiDrawElements
, or glDrawRangeElements
is called.
GL_INVALID_VALUE
is generated if size is not 3.
GL_INVALID_ENUM
is generated if type is not an accepted
value.
GL_INVALID_VALUE
is generated if stride is negative.
Set the current secondary color.
Specify new red, green, and blue values for the current secondary color.
The GL stores both a primary four-valued RGBA color and a secondary four-valued RGBA color (where alpha is always set to 0.0) that is associated with every vertex.
The secondary color is interpolated and applied to each fragment during
rasterization when GL_COLOR_SUM
is enabled. When lighting is
enabled, and GL_SEPARATE_SPECULAR_COLOR
is specified, the value
of the secondary color is assigned the value computed from the specular
term of the lighting computation. Both the primary and secondary
current colors are applied to each fragment, regardless of the state of
GL_COLOR_SUM
, under such conditions. When
GL_SEPARATE_SPECULAR_COLOR
is specified, the value returned from
querying the current secondary color is undefined.
glSecondaryColor3b
, glSecondaryColor3s
, and
glSecondaryColor3i
take three signed byte, short, or long
integers as arguments. When v is appended to the name, the
color commands can take a pointer to an array of such values.
Color values are stored in floating-point format, with unspecified mantissa and exponent sizes. Unsigned integer color components, when specified, are linearly mapped to floating-point values such that the largest representable value maps to 1.0 (full intensity), and 0 maps to 0.0 (zero intensity). Signed integer color components, when specified, are linearly mapped to floating-point values such that the most positive representable 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). Floating-point values are mapped directly.
Neither floating-point nor signed integer values are clamped to the range [0,1] before the current color is updated. However, color components are clamped to this range before they are interpolated or written into a color buffer.
Establish a buffer for selection mode values.
Specifies the size of buffer.
Returns the selection data.
glSelectBuffer
has two arguments: buffer is a pointer to an
array of unsigned integers, and size indicates the size of the
array. buffer returns values from the name stack (see
glInitNames
, glLoadName
, glPushName
) when the
rendering mode is GL_SELECT
(see glRenderMode
).
glSelectBuffer
must be issued before selection mode is enabled,
and it must not be issued while the rendering mode is GL_SELECT
.
A programmer can use selection to determine which primitives are drawn into some region of a window. The region is defined by the current modelview and perspective matrices.
In selection mode, no pixel fragments are produced from rasterization.
Instead, if a primitive or a raster position intersects the clipping
volume defined by the viewing frustum and the user-defined clipping
planes, this primitive causes a selection hit. (With polygons, no hit
occurs if the polygon is culled.) When a change is made to the name
stack, or when glRenderMode
is called, a hit record is copied to
buffer if any hits have occurred since the last such event (name
stack change or glRenderMode
call). The hit record consists of
the number of names in the name stack at the time of the event, followed
by the minimum and maximum depth values of all vertices that hit since
the previous event, followed by the name stack contents, bottom name
first.
Depth values (which are in the range [0,1]) are multiplied by 2^32-1, before being placed in the hit record.
An internal index into buffer is reset to 0 whenever selection mode is entered. Each time a hit record is copied into buffer, the index is incremented to point to the cell just past the end of the block of names\(emthat is, to the next available cell If the hit record is larger than the number of remaining locations in buffer, as much data as can fit is copied, and the overflow flag is set. If the name stack is empty when a hit record is copied, that record consists of 0 followed by the minimum and maximum depth values.
To exit selection mode, call glRenderMode
with an argument other
than GL_SELECT
. Whenever glRenderMode
is called while the
render mode is GL_SELECT
, it returns the number of hit records
copied to buffer, resets the overflow flag and the selection
buffer pointer, and initializes the name stack to be empty. If the
overflow bit was set when glRenderMode
was called, a negative hit
record count is returned.
GL_INVALID_VALUE
is generated if size is negative.
GL_INVALID_OPERATION
is generated if glSelectBuffer
is
called while the render mode is GL_SELECT
, or if
glRenderMode
is called with argument GL_SELECT
before
glSelectBuffer
is called at least once.
GL_INVALID_OPERATION
is generated if glSelectBuffer
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Define a separable two-dimensional convolution filter.
Must be GL_SEPARABLE_2D
.
The internal format of the convolution filter kernel. The allowable
values are GL_ALPHA
, GL_ALPHA4
, GL_ALPHA8
,
GL_ALPHA12
, GL_ALPHA16
, GL_LUMINANCE
,
GL_LUMINANCE4
, GL_LUMINANCE8
, GL_LUMINANCE12
,
GL_LUMINANCE16
, GL_LUMINANCE_ALPHA
,
GL_LUMINANCE4_ALPHA4
, GL_LUMINANCE6_ALPHA2
,
GL_LUMINANCE8_ALPHA8
, GL_LUMINANCE12_ALPHA4
,
GL_LUMINANCE12_ALPHA12
, GL_LUMINANCE16_ALPHA16
,
GL_INTENSITY
, GL_INTENSITY4
, GL_INTENSITY8
,
GL_INTENSITY12
, GL_INTENSITY16
, GL_R3_G3_B2
,
GL_RGB
, GL_RGB4
, GL_RGB5
, GL_RGB8
,
GL_RGB10
, GL_RGB12
, GL_RGB16
, GL_RGBA
,
GL_RGBA2
, GL_RGBA4
, GL_RGB5_A1
, GL_RGBA8
,
GL_RGB10_A2
, GL_RGBA12
, or GL_RGBA16
.
The number of elements in the pixel array referenced by row. (This is the width of the separable filter kernel.)
The number of elements in the pixel array referenced by column. (This is the height of the separable filter kernel.)
The format of the pixel data in row and column. The
allowable values are GL_RED
, GL_GREEN
, GL_BLUE
,
GL_ALPHA
, GL_RGB
, GL_BGR
, GL_RGBA
,
GL_BGRA
, GL_INTENSITY
, GL_LUMINANCE
, and
GL_LUMINANCE_ALPHA
.
The type of the pixel data in row and column. 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.
Pointer to a one-dimensional array of pixel data that is processed to build the row filter kernel.
Pointer to a one-dimensional array of pixel data that is processed to build the column filter kernel.
glSeparableFilter2D
builds a two-dimensional separable
convolution filter kernel from two arrays of pixels.
The pixel arrays specified by (width, format, type,
row) and (height, format, type, column)
are processed just as if they had been passed to glDrawPixels
,
but processing stops after the final expansion to RGBA is completed.
If a non-zero named buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer
) while a
convolution filter is specified, row and column are treated
as byte offsets into the buffer object’s data store.
Next, the R, G, B, and A components of all pixels in both arrays are
scaled by the four separable 2D GL_CONVOLUTION_FILTER_SCALE
parameters and biased by the four separable 2D
GL_CONVOLUTION_FILTER_BIAS
parameters. (The scale and bias
parameters are set by glConvolutionParameter
using the
GL_SEPARABLE_2D
target and the names
GL_CONVOLUTION_FILTER_SCALE
and
GL_CONVOLUTION_FILTER_BIAS
. The parameters themselves are
vectors of four values that are applied to red, green, blue, and alpha,
in that order.) The R, G, B, and A values are not clamped to [0,1] at
any time during this process.
Each pixel is then converted to the internal format specified by internalformat. This conversion simply maps the component values of the pixel (R, G, B, and A) to the values included in the internal format (red, green, blue, alpha, luminance, and intensity). The mapping is as follows:
Red, Green, Blue, Alpha, Luminance, Intensity
GL_LUMINANCE
, , , , R ,
GL_LUMINANCE_ALPHA
, , , A , R ,
GL_INTENSITY
, , , , , R
GL_RGB
R , G , B , , ,
GL_RGBA
R , G , B , A , ,
The red, green, blue, alpha, luminance, and/or intensity components of the resulting pixels are stored in floating-point rather than integer format. They form two one-dimensional filter kernel images. The row image is indexed by coordinate i starting at zero and increasing from left to right. Each location in the row image is derived from element i of row. The column image is indexed by coordinate j starting at zero and increasing from bottom to top. Each location in the column image is derived from element j of column.
Note that after a convolution is performed, the resulting color
components are also scaled by their corresponding
GL_POST_CONVOLUTION_c_SCALE
parameters and biased by their
corresponding GL_POST_CONVOLUTION_c_BIAS
parameters (where
c takes on the values RED, GREEN, BLUE,
and ALPHA). These parameters are set by
glPixelTransfer
.
GL_INVALID_ENUM
is generated if target is not
GL_SEPARABLE_2D
.
GL_INVALID_ENUM
is generated if internalformat is not one
of the allowable values.
GL_INVALID_ENUM
is generated if format is not one of the
allowable values.
GL_INVALID_ENUM
is generated if type is not one of the
allowable values.
GL_INVALID_VALUE
is generated if width is less than zero or
greater than the maximum supported value. This value may be queried
with glGetConvolutionParameter
using target
GL_SEPARABLE_2D
and name GL_MAX_CONVOLUTION_WIDTH
.
GL_INVALID_VALUE
is generated if height is less than zero
or greater than the maximum supported value. This value may be queried
with glGetConvolutionParameter
using target
GL_SEPARABLE_2D
and name GL_MAX_CONVOLUTION_HEIGHT
.
GL_INVALID_OPERATION
is generated if height is one of
GL_UNSIGNED_BYTE_3_3_2
, GL_UNSIGNED_BYTE_2_3_3_REV
,
GL_UNSIGNED_SHORT_5_6_5
, or GL_UNSIGNED_SHORT_5_6_5_REV
and format is not GL_RGB
.
GL_INVALID_OPERATION
is generated if height 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
.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data
would be unpacked from the buffer object such that the memory reads
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and row
or column is not evenly divisible into the number of bytes needed
to store in memory a datum indicated by type.
GL_INVALID_OPERATION
is generated if glSeparableFilter2D
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Select flat or smooth shading.
Specifies a symbolic value representing a shading technique. Accepted
values are GL_FLAT
and GL_SMOOTH
. The initial value is
GL_SMOOTH
.
GL primitives can have either flat or smooth shading. Smooth shading, the default, causes the computed colors of vertices to be interpolated as the primitive is rasterized, typically assigning different colors to each resulting pixel fragment. Flat shading selects the computed color of just one vertex and assigns it to all the pixel fragments generated by rasterizing a single primitive. In either case, the computed color of a vertex is the result of lighting if lighting is enabled, or it is the current color at the time the vertex was specified if lighting is disabled.
Flat and smooth shading are indistinguishable for points. Starting when
glBegin
is issued and counting vertices and primitives from 1,
the GL gives each flat-shaded line segment i the computed
color of vertex i+1, its second vertex. Counting similarly
from 1, the GL gives each flat-shaded polygon the computed color of the
vertex listed in the following table. This is the last vertex to
specify the polygon in all cases except single polygons, where the first
vertex specifies the flat-shaded color.
Vertex
1
i+2
i+2
3â¢i
2â¢i+2
4â¢i
Flat and smooth shading are specified by glShadeModel
with
mode set to GL_FLAT
and GL_SMOOTH
, respectively.
GL_INVALID_ENUM
is generated if mode is any value other
than GL_FLAT
or GL_SMOOTH
.
GL_INVALID_OPERATION
is generated if glShadeModel
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Replaces the source code in a shader object.
Specifies the handle of the shader object whose source code is to be replaced.
Specifies the number of elements in the string and length arrays.
Specifies an array of pointers to strings containing the source code to be loaded into the shader.
Specifies an array of string lengths.
glShaderSource
sets the source code in shader to the source
code in the array of strings specified by string. Any source code
previously stored in the shader object is completely replaced. The
number of strings in the array is specified by count. If
length is NULL
, each string is assumed to be null
terminated. If length is a value other than NULL
, it
points to an array containing a string length for each of the
corresponding elements of string. Each element in the
length array may contain the length of the corresponding string
(the null character is not counted as part of the string length) or a
value less than 0 to indicate that the string is null terminated. The
source code strings are not scanned or parsed at this time; they are
simply copied into the specified shader object.
GL_INVALID_VALUE
is generated if shader is not a value
generated by OpenGL.
GL_INVALID_OPERATION
is generated if shader is not a shader
object.
GL_INVALID_VALUE
is generated if count is less than 0.
GL_INVALID_OPERATION
is generated if glShaderSource
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Set front and/or back function and reference value for stencil testing.
Specifies whether front and/or back stencil state is updated. Three
symbolic constants are valid: GL_FRONT
, GL_BACK
, and
GL_FRONT_AND_BACK
.
Specifies the test function. Eight symbolic constants are valid:
GL_NEVER
, GL_LESS
, GL_LEQUAL
, GL_GREATER
,
GL_GEQUAL
, GL_EQUAL
, GL_NOTEQUAL
, and
GL_ALWAYS
. The initial value is GL_ALWAYS
.
Specifies the reference value for the stencil test. ref is clamped to the range [0,2^n-1], where n is the number of bitplanes in the stencil buffer. The initial value is 0.
Specifies a mask that is ANDed with both the reference value and the stored stencil value when the test is done. The initial value is all 1’s.
Stenciling, like depth-buffering, enables and disables drawing on a per-pixel basis. You draw into the stencil planes using GL drawing primitives, then render geometry and images, using the stencil planes to mask out portions of the screen. Stenciling is typically used in multipass rendering algorithms to achieve special effects, such as decals, outlining, and constructive solid geometry rendering.
The stencil test conditionally eliminates a pixel based on the outcome
of a comparison between the reference value and the value in the stencil
buffer. To enable and disable the test, call glEnable
and
glDisable
with argument GL_STENCIL_TEST
. To specify
actions based on the outcome of the stencil test, call
glStencilOp
or glStencilOpSeparate
.
There can be two separate sets of func, ref, and mask
parameters; one affects back-facing polygons, and the other affects
front-facing polygons as well as other non-polygon primitives.
glStencilFunc
sets both front and back stencil state to the same
values, as if glStencilFuncSeparate
were called with face
set to GL_FRONT_AND_BACK
.
func is a symbolic constant that determines the stencil comparison function. It accepts one of eight values, shown in the following list. ref is an integer reference value that is used in the stencil comparison. It is clamped to the range [0,2^n-1], where n is the number of bitplanes in the stencil buffer. mask is bitwise ANDed with both the reference value and the stored stencil value, with the ANDed values participating in the comparison.
If stencil represents the value stored in the corresponding
stencil buffer location, the following list shows the effect of each
comparison function that can be specified by func. Only if the
comparison succeeds is the pixel passed through to the next stage in the
rasterization process (see glStencilOp
). All tests treat
stencil values as unsigned integers in the range
[0,2^n-1], where n is the number of bitplanes in the
stencil buffer.
The following values are accepted by func:
GL_NEVER
Always fails.
GL_LESS
Passes if ( ref & mask ) < ( stencil & mask ).
GL_LEQUAL
Passes if ( ref & mask ) <= ( stencil & mask ).
GL_GREATER
Passes if ( ref & mask ) > ( stencil & mask ).
GL_GEQUAL
Passes if ( ref & mask ) >= ( stencil & mask ).
GL_EQUAL
Passes if ( ref & mask ) = ( stencil & mask ).
GL_NOTEQUAL
Passes if ( ref & mask ) != ( stencil & mask ).
GL_ALWAYS
Always passes.
GL_INVALID_ENUM
is generated if func is not one of the
eight accepted values.
GL_INVALID_OPERATION
is generated if glStencilFuncSeparate
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Set front and back function and reference value for stencil testing.
Specifies the test function. Eight symbolic constants are valid:
GL_NEVER
, GL_LESS
, GL_LEQUAL
, GL_GREATER
,
GL_GEQUAL
, GL_EQUAL
, GL_NOTEQUAL
, and
GL_ALWAYS
. The initial value is GL_ALWAYS
.
Specifies the reference value for the stencil test. ref is clamped to the range [0,2^n-1], where n is the number of bitplanes in the stencil buffer. The initial value is 0.
Specifies a mask that is ANDed with both the reference value and the stored stencil value when the test is done. The initial value is all 1’s.
Stenciling, like depth-buffering, enables and disables drawing on a per-pixel basis. Stencil planes are first drawn into using GL drawing primitives, then geometry and images are rendered using the stencil planes to mask out portions of the screen. Stenciling is typically used in multipass rendering algorithms to achieve special effects, such as decals, outlining, and constructive solid geometry rendering.
The stencil test conditionally eliminates a pixel based on the outcome
of a comparison between the reference value and the value in the stencil
buffer. To enable and disable the test, call glEnable
and
glDisable
with argument GL_STENCIL_TEST
. To specify
actions based on the outcome of the stencil test, call
glStencilOp
or glStencilOpSeparate
.
There can be two separate sets of func, ref, and mask
parameters; one affects back-facing polygons, and the other affects
front-facing polygons as well as other non-polygon primitives.
glStencilFunc
sets both front and back stencil state to the same
values. Use glStencilFuncSeparate
to set front and back stencil
state to different values.
func is a symbolic constant that determines the stencil comparison function. It accepts one of eight values, shown in the following list. ref is an integer reference value that is used in the stencil comparison. It is clamped to the range [0,2^n-1], where n is the number of bitplanes in the stencil buffer. mask is bitwise ANDed with both the reference value and the stored stencil value, with the ANDed values participating in the comparison.
If stencil represents the value stored in the corresponding
stencil buffer location, the following list shows the effect of each
comparison function that can be specified by func. Only if the
comparison succeeds is the pixel passed through to the next stage in the
rasterization process (see glStencilOp
). All tests treat
stencil values as unsigned integers in the range
[0,2^n-1], where n is the number of bitplanes in the
stencil buffer.
The following values are accepted by func:
GL_NEVER
Always fails.
GL_LESS
Passes if ( ref & mask ) < ( stencil & mask ).
GL_LEQUAL
Passes if ( ref & mask ) <= ( stencil & mask ).
GL_GREATER
Passes if ( ref & mask ) > ( stencil & mask ).
GL_GEQUAL
Passes if ( ref & mask ) >= ( stencil & mask ).
GL_EQUAL
Passes if ( ref & mask ) = ( stencil & mask ).
GL_NOTEQUAL
Passes if ( ref & mask ) != ( stencil & mask ).
GL_ALWAYS
Always passes.
GL_INVALID_ENUM
is generated if func is not one of the
eight accepted values.
GL_INVALID_OPERATION
is generated if glStencilFunc
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Control the front and/or back writing of individual bits in the stencil planes.
Specifies whether the front and/or back stencil writemask is updated.
Three symbolic constants are valid: GL_FRONT
, GL_BACK
, and
GL_FRONT_AND_BACK
.
Specifies a bit mask to enable and disable writing of individual bits in the stencil planes. Initially, the mask is all 1’s.
glStencilMaskSeparate
controls the writing of individual bits in
the stencil planes. The least significant n bits of
mask, where n is the number of bits in the stencil
buffer, specify a mask. Where a 1 appears in the mask, it’s possible to
write to the corresponding bit in the stencil buffer. Where a 0
appears, the corresponding bit is write-protected. Initially, all bits
are enabled for writing.
There can be two separate mask writemasks; one affects back-facing
polygons, and the other affects front-facing polygons as well as other
non-polygon primitives. glStencilMask
sets both front and back
stencil writemasks to the same values, as if
glStencilMaskSeparate
were called with face set to
GL_FRONT_AND_BACK
.
GL_INVALID_OPERATION
is generated if glStencilMaskSeparate
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Control the front and back writing of individual bits in the stencil planes.
Specifies a bit mask to enable and disable writing of individual bits in the stencil planes. Initially, the mask is all 1’s.
glStencilMask
controls the writing of individual bits in the
stencil planes. The least significant n bits of mask,
where n is the number of bits in the stencil buffer, specify a
mask. Where a 1 appears in the mask, it’s possible to write to the
corresponding bit in the stencil buffer. Where a 0 appears, the
corresponding bit is write-protected. Initially, all bits are enabled
for writing.
There can be two separate mask writemasks; one affects back-facing
polygons, and the other affects front-facing polygons as well as other
non-polygon primitives. glStencilMask
sets both front and back
stencil writemasks to the same values. Use glStencilMaskSeparate
to set front and back stencil writemasks to different values.
GL_INVALID_OPERATION
is generated if glStencilMask
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Set front and/or back stencil test actions.
Specifies whether front and/or back stencil state is updated. Three
symbolic constants are valid: GL_FRONT
, GL_BACK
, and
GL_FRONT_AND_BACK
.
Specifies the action to take when the stencil test fails. Eight
symbolic constants are accepted: GL_KEEP
, GL_ZERO
,
GL_REPLACE
, GL_INCR
, GL_INCR_WRAP
, GL_DECR
,
GL_DECR_WRAP
, and GL_INVERT
. The initial value is
GL_KEEP
.
Specifies the stencil action when the stencil test passes, but the depth
test fails. dpfail accepts the same symbolic constants as
sfail. The initial value is GL_KEEP
.
Specifies the stencil action when both the stencil test and the depth
test pass, or when the stencil test passes and either there is no depth
buffer or depth testing is not enabled. dppass accepts the same
symbolic constants as sfail. The initial value is GL_KEEP
.
Stenciling, like depth-buffering, enables and disables drawing on a per-pixel basis. You draw into the stencil planes using GL drawing primitives, then render geometry and images, using the stencil planes to mask out portions of the screen. Stenciling is typically used in multipass rendering algorithms to achieve special effects, such as decals, outlining, and constructive solid geometry rendering.
The stencil test conditionally eliminates a pixel based on the outcome
of a comparison between the value in the stencil buffer and a reference
value. To enable and disable the test, call glEnable
and
glDisable
with argument GL_STENCIL_TEST
; to control it,
call glStencilFunc
or glStencilFuncSeparate
.
There can be two separate sets of sfail, dpfail, and
dppass parameters; one affects back-facing polygons, and the other
affects front-facing polygons as well as other non-polygon primitives.
glStencilOp
sets both front and back stencil state to the same
values, as if glStencilOpSeparate
were called with face set
to GL_FRONT_AND_BACK
.
glStencilOpSeparate
takes three arguments that indicate what
happens to the stored stencil value while stenciling is enabled. If the
stencil test fails, no change is made to the pixel’s color or depth
buffers, and sfail specifies what happens to the stencil buffer
contents. The following eight actions are possible.
GL_KEEP
Keeps the current value.
GL_ZERO
Sets the stencil buffer value to 0.
GL_REPLACE
Sets the stencil buffer value to ref, as specified by
glStencilFunc
.
GL_INCR
Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
GL_INCR_WRAP
Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing the maximum representable unsigned value.
GL_DECR
Decrements the current stencil buffer value. Clamps to 0.
GL_DECR_WRAP
Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable unsigned value when decrementing a stencil buffer value of zero.
GL_INVERT
Bitwise inverts the current stencil buffer value.
Stencil buffer values are treated as unsigned integers. When
incremented and decremented, values are clamped to 0 and
2^n-1, where n is the value returned by querying
GL_STENCIL_BITS
.
The other two arguments to glStencilOpSeparate
specify stencil
buffer actions that depend on whether subsequent depth buffer tests
succeed (dppass) or fail (dpfail) (see glDepthFunc
).
The actions are specified using the same eight symbolic constants as
sfail. Note that dpfail is ignored when there is no depth
buffer, or when the depth buffer is not enabled. In these cases,
sfail and dppass specify stencil action when the stencil
test fails and passes, respectively.
GL_INVALID_ENUM
is generated if face is any value other
than GL_FRONT
, GL_BACK
, or GL_FRONT_AND_BACK
.
GL_INVALID_ENUM
is generated if sfail, dpfail, or
dppass is any value other than the eight defined constant values.
GL_INVALID_OPERATION
is generated if glStencilOpSeparate
is executed between the execution of glBegin
and the
corresponding execution of glEnd
.
Set front and back stencil test actions.
Specifies the action to take when the stencil test fails. Eight
symbolic constants are accepted: GL_KEEP
, GL_ZERO
,
GL_REPLACE
, GL_INCR
, GL_INCR_WRAP
, GL_DECR
,
GL_DECR_WRAP
, and GL_INVERT
. The initial value is
GL_KEEP
.
Specifies the stencil action when the stencil test passes, but the depth
test fails. dpfail accepts the same symbolic constants as
sfail. The initial value is GL_KEEP
.
Specifies the stencil action when both the stencil test and the depth
test pass, or when the stencil test passes and either there is no depth
buffer or depth testing is not enabled. dppass accepts the same
symbolic constants as sfail. The initial value is GL_KEEP
.
Stenciling, like depth-buffering, enables and disables drawing on a per-pixel basis. You draw into the stencil planes using GL drawing primitives, then render geometry and images, using the stencil planes to mask out portions of the screen. Stenciling is typically used in multipass rendering algorithms to achieve special effects, such as decals, outlining, and constructive solid geometry rendering.
The stencil test conditionally eliminates a pixel based on the outcome
of a comparison between the value in the stencil buffer and a reference
value. To enable and disable the test, call glEnable
and
glDisable
with argument GL_STENCIL_TEST
; to control it,
call glStencilFunc
or glStencilFuncSeparate
.
There can be two separate sets of sfail, dpfail, and
dppass parameters; one affects back-facing polygons, and the other
affects front-facing polygons as well as other non-polygon primitives.
glStencilOp
sets both front and back stencil state to the same
values. Use glStencilOpSeparate
to set front and back stencil
state to different values.
glStencilOp
takes three arguments that indicate what happens to
the stored stencil value while stenciling is enabled. If the stencil
test fails, no change is made to the pixel’s color or depth buffers, and
sfail specifies what happens to the stencil buffer contents. The
following eight actions are possible.
GL_KEEP
Keeps the current value.
GL_ZERO
Sets the stencil buffer value to 0.
GL_REPLACE
Sets the stencil buffer value to ref, as specified by
glStencilFunc
.
GL_INCR
Increments the current stencil buffer value. Clamps to the maximum representable unsigned value.
GL_INCR_WRAP
Increments the current stencil buffer value. Wraps stencil buffer value to zero when incrementing the maximum representable unsigned value.
GL_DECR
Decrements the current stencil buffer value. Clamps to 0.
GL_DECR_WRAP
Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable unsigned value when decrementing a stencil buffer value of zero.
GL_INVERT
Bitwise inverts the current stencil buffer value.
Stencil buffer values are treated as unsigned integers. When
incremented and decremented, values are clamped to 0 and
2^n-1, where n is the value returned by querying
GL_STENCIL_BITS
.
The other two arguments to glStencilOp
specify stencil buffer
actions that depend on whether subsequent depth buffer tests succeed
(dppass) or fail (dpfail) (see glDepthFunc
). The
actions are specified using the same eight symbolic constants as
sfail. Note that dpfail is ignored when there is no depth
buffer, or when the depth buffer is not enabled. In these cases,
sfail and dppass specify stencil action when the stencil
test fails and passes, respectively.
GL_INVALID_ENUM
is generated if sfail, dpfail, or
dppass is any value other than the eight defined constant values.
GL_INVALID_OPERATION
is generated if glStencilOp
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Define an array of texture coordinates.
Specifies the number of coordinates per array element. Must be 1, 2, 3, or 4. The initial value is 4.
Specifies the data type of each texture coordinate. Symbolic constants
GL_SHORT
, GL_INT
, GL_FLOAT
, or GL_DOUBLE
are
accepted. The initial value is GL_FLOAT
.
Specifies the byte offset between consecutive texture coordinate sets. If stride is 0, the array elements are understood to be tightly packed. The initial value is 0.
Specifies a pointer to the first coordinate of the first texture coordinate set in the array. The initial value is 0.
glTexCoordPointer
specifies the location and data format of an
array of texture coordinates to use when rendering. size
specifies the number of coordinates per texture coordinate set, and must
be 1, 2, 3, or 4. type specifies the data type of each texture
coordinate, and stride specifies the byte stride from one texture
coordinate set to the next, allowing vertices and attributes to be
packed into a single array or stored in separate arrays. (Single-array
storage may be more efficient on some implementations; see
glInterleavedArrays
.)
If a non-zero named buffer object is bound to the GL_ARRAY_BUFFER
target (see glBindBuffer
) while a texture coordinate array is
specified, pointer is treated as a byte offset into the buffer
object’s data store. Also, the buffer object binding
(GL_ARRAY_BUFFER_BINDING
) is saved as texture coordinate vertex
array client-side state (GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING
).
When a texture coordinate array is specified, size, type, stride, and pointer are saved as client-side state, in addition to the current vertex array buffer object binding.
To enable and disable a texture coordinate array, call
glEnableClientState
and glDisableClientState
with the
argument GL_TEXTURE_COORD_ARRAY
. If enabled, the texture
coordinate array is used when glArrayElement
,
glDrawArrays
, glMultiDrawArrays
, glDrawElements
,
glMultiDrawElements
, or glDrawRangeElements
is called.
GL_INVALID_VALUE
is generated if size is not 1, 2, 3, or 4.
GL_INVALID_ENUM
is generated if type is not an accepted
value.
GL_INVALID_VALUE
is generated if stride is negative.
Set the current texture coordinates.
Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.
glTexCoord
specifies texture coordinates in one, two, three, or
four dimensions. glTexCoord1
sets the current texture
coordinates to (s,001); a call to glTexCoord2
sets them
to (s,t01). Similarly, glTexCoord3
specifies the
texture coordinates as (s,tr1), and
glTexCoord4
defines all four components explicitly as
(s,trq).
The current texture coordinates are part of the data that is associated with each vertex and with the current raster position. Initially, the values for s, t, r, and q are (0, 0, 0, 1).
Set texture environment parameters.
Specifies a texture environment. May be GL_TEXTURE_ENV
,
GL_TEXTURE_FILTER_CONTROL
or GL_POINT_SPRITE
.
Specifies the symbolic name of a single-valued texture environment
parameter. May be either GL_TEXTURE_ENV_MODE
,
GL_TEXTURE_LOD_BIAS
, GL_COMBINE_RGB
,
GL_COMBINE_ALPHA
, GL_SRC0_RGB
, GL_SRC1_RGB
,
GL_SRC2_RGB
, GL_SRC0_ALPHA
, GL_SRC1_ALPHA
,
GL_SRC2_ALPHA
, GL_OPERAND0_RGB
, GL_OPERAND1_RGB
,
GL_OPERAND2_RGB
, GL_OPERAND0_ALPHA
,
GL_OPERAND1_ALPHA
, GL_OPERAND2_ALPHA
, GL_RGB_SCALE
,
GL_ALPHA_SCALE
, or GL_COORD_REPLACE
.
Specifies a single symbolic constant, one of GL_ADD
,
GL_ADD_SIGNED
, GL_INTERPOLATE
, GL_MODULATE
,
GL_DECAL
, GL_BLEND
, GL_REPLACE
, GL_SUBTRACT
,
GL_COMBINE
, GL_TEXTURE
, GL_CONSTANT
,
GL_PRIMARY_COLOR
, GL_PREVIOUS
, GL_SRC_COLOR
,
GL_ONE_MINUS_SRC_COLOR
, GL_SRC_ALPHA
,
GL_ONE_MINUS_SRC_ALPHA
, a single boolean value for the point
sprite texture coordinate replacement, a single floating-point value for
the texture level-of-detail bias, or 1.0, 2.0, or 4.0 when specifying
the GL_RGB_SCALE
or GL_ALPHA_SCALE
.
A texture environment specifies how texture values are interpreted when
a fragment is textured. When target is
GL_TEXTURE_FILTER_CONTROL
, pname must be
GL_TEXTURE_LOD_BIAS
. When target is GL_TEXTURE_ENV
,
pname can be GL_TEXTURE_ENV_MODE
,
GL_TEXTURE_ENV_COLOR
, GL_COMBINE_RGB
,
GL_COMBINE_ALPHA
, GL_RGB_SCALE
, GL_ALPHA_SCALE
,
GL_SRC0_RGB
, GL_SRC1_RGB
, GL_SRC2_RGB
,
GL_SRC0_ALPHA
, GL_SRC1_ALPHA
, or GL_SRC2_ALPHA
.
If pname is GL_TEXTURE_ENV_MODE
, then params is (or
points to) the symbolic name of a texture function. Six texture
functions may be specified: GL_ADD
, GL_MODULATE
,
GL_DECAL
, GL_BLEND
, GL_REPLACE
, or
GL_COMBINE
.
The following table shows the correspondence of filtered texture values R_t, G_t, B_t, A_t, L_t, I_t to texture source components. C_s and A_s are used by the texture functions described below.
C
_s, A
_s
GL_ALPHA
(0, 0, 0) , A_t
GL_LUMINANCE
( L_t, L_t, L_t ) , 1
GL_LUMINANCE_ALPHA
( L_t, L_t, L_t ) , A_t
GL_INTENSITY
( I_t, I_t, I_t ) , I_t
GL_RGB
( R_t, G_t, B_t ) , 1
GL_RGBA
( R_t, G_t, B_t ) , A_t
A texture function acts on the fragment to be textured using the texture
image value that applies to the fragment (see glTexParameter
) and
produces an RGBA color for that fragment. The following table shows how
the RGBA color is produced for each of the first five texture functions
that can be chosen. C is a triple of color values (RGB) and
A is the associated alpha value. RGBA values extracted from a
texture image are in the range [0,1]. The subscript p refers
to the color computed from the previous texture stage (or the incoming
fragment if processing texture stage 0), the subscript s to
the texture source color, the subscript c to the texture
environment color, and the subscript v indicates a value
produced by the texture function.
Value
, GL_REPLACE
Function , GL_MODULATE
Function ,
GL_DECAL
Function , GL_BLEND
Function , GL_ADD
Function
GL_ALPHA
C_v=, C_p, C_p, undefined , C_p, C_p
A_v=, A_s, A_pâ¢A_s, , A_v=A_pâ¢A_s, A_pâ¢A_s
GL_LUMINANCE
C_v=, C_s, C_pâ¢C_s, undefined , C_pâ¢(1-C_s,)+C_câ¢C_s, C_p+C_s
A_v=, A_p, A_p, , A_p, A_p
GL_LUMINANCE_ALPHA
C_v=, C_s, C_pâ¢C_s, undefined , C_pâ¢(1-C_s,)+C_câ¢C_s, C_p+C_s
A_v=, A_s, A_pâ¢A_s, , A_pâ¢A_s, A_pâ¢A_s
GL_INTENSITY
C_v=, C_s, C_pâ¢C_s, undefined , C_pâ¢(1-C_s,)+C_câ¢C_s, C_p+C_s
A_v=, A_s, A_pâ¢A_s, , A_pâ¢(1-A_s,)+A_câ¢A_s, A_p+A_s
GL_RGB
C_v=, C_s, C_pâ¢C_s, C_s, C_pâ¢(1-C_s,)+C_câ¢C_s, C_p+C_s
A_v=, A_p, A_p, A_p, A_p, A_p
GL_RGBA
C_v=, C_s, C_pâ¢C_s, C_pâ¢(1-A_s,)+C_sâ¢A_s, C_pâ¢(1-C_s,)+C_câ¢C_s, C_p+C_s
A_v=, A_s, A_pâ¢A_s, A_p, A_pâ¢A_s, A_pâ¢A_s
If pname is GL_TEXTURE_ENV_MODE
, and params is
GL_COMBINE
, the form of the texture function depends on the
values of GL_COMBINE_RGB
and GL_COMBINE_ALPHA
.
The following describes how the texture sources, as specified by
GL_SRC0_RGB
, GL_SRC1_RGB
, GL_SRC2_RGB
,
GL_SRC0_ALPHA
, GL_SRC1_ALPHA
, and GL_SRC2_ALPHA
,
are combined to produce a final texture color. In the following tables,
GL_SRC0_c
is represented by Arg0, GL_SRC1_c
is
represented by Arg1, and GL_SRC2_c
is represented by
Arg2.
GL_COMBINE_RGB
accepts any of GL_REPLACE
,
GL_MODULATE
, GL_ADD
, GL_ADD_SIGNED
,
GL_INTERPOLATE
, GL_SUBTRACT
, GL_DOT3_RGB
, or
GL_DOT3_RGBA
.
GL_COMBINE_RGB
Texture Function
GL_REPLACE
Arg0
GL_MODULATE
Arg0ÃArg1
GL_ADD
Arg0+Arg1
GL_ADD_SIGNED
Arg0+Arg1-0.5
GL_INTERPOLATE
Arg0ÃArg2+Arg1Ã(1-Arg2,)
GL_SUBTRACT
Arg0-Arg1
GL_DOT3_RGB
or GL_DOT3_RGBA
4Ã(((Arg0_r,-0.5,)Ã(Arg1_r,-0.5,),)+((Arg0_g,-0.5,)Ã(Arg1_g,-0.5,),)+((Arg0_b,-0.5,)Ã(Arg1_b,-0.5,),),)
The scalar results for GL_DOT3_RGB
and GL_DOT3_RGBA
are
placed into each of the 3 (RGB) or 4 (RGBA) components on output.
Likewise, GL_COMBINE_ALPHA
accepts any of GL_REPLACE
,
GL_MODULATE
, GL_ADD
, GL_ADD_SIGNED
,
GL_INTERPOLATE
, or GL_SUBTRACT
. The following table
describes how alpha values are combined:
GL_COMBINE_ALPHA
Texture Function
GL_REPLACE
Arg0
GL_MODULATE
Arg0ÃArg1
GL_ADD
Arg0+Arg1
GL_ADD_SIGNED
Arg0+Arg1-0.5
GL_INTERPOLATE
Arg0ÃArg2+Arg1Ã(1-Arg2,)
GL_SUBTRACT
Arg0-Arg1
In the following tables, the value C_s represents the color sampled from the currently bound texture, C_c represents the constant texture-environment color, C_f represents the primary color of the incoming fragment, and C_p represents the color computed from the previous texture stage or C_f if processing texture stage 0. Likewise, A_s, A_c, A_f, and A_p represent the respective alpha values.
The following table describes the values assigned to Arg0, Arg1, and Arg2 based upon the RGB sources and operands:
GL_SRCn_RGB
GL_OPERANDn_RGB
, Argument Value
GL_TEXTURE
GL_SRC_COLOR
, C_s,
GL_ONE_MINUS_SRC_COLOR
, 1-C_s,
GL_SRC_ALPHA
, A_s,
GL_ONE_MINUS_SRC_ALPHA
, 1-A_s,
GL_TEXTUREn
GL_SRC_COLOR
, C_s,
GL_ONE_MINUS_SRC_COLOR
, 1-C_s,
GL_SRC_ALPHA
, A_s,
GL_ONE_MINUS_SRC_ALPHA
, 1-A_s,
GL_CONSTANT
GL_SRC_COLOR
, C_c,
GL_ONE_MINUS_SRC_COLOR
, 1-C_c,
GL_SRC_ALPHA
, A_c,
GL_ONE_MINUS_SRC_ALPHA
, 1-A_c,
GL_PRIMARY_COLOR
GL_SRC_COLOR
, C_f,
GL_ONE_MINUS_SRC_COLOR
, 1-C_f,
GL_SRC_ALPHA
, A_f,
GL_ONE_MINUS_SRC_ALPHA
, 1-A_f,
GL_PREVIOUS
GL_SRC_COLOR
, C_p,
GL_ONE_MINUS_SRC_COLOR
, 1-C_p,
GL_SRC_ALPHA
, A_p,
GL_ONE_MINUS_SRC_ALPHA
, 1-A_p,
For GL_TEXTUREn
sources, C_s and
A_s represent the color and alpha, respectively,
produced from texture stage n.
The follow table describes the values assigned to Arg0, Arg1, and Arg2 based upon the alpha sources and operands:
GL_SRCn_ALPHA
GL_OPERANDn_ALPHA
, Argument Value
GL_TEXTURE
GL_SRC_ALPHA
, A_s,
GL_ONE_MINUS_SRC_ALPHA
, 1-A_s,
GL_TEXTUREn
GL_SRC_ALPHA
, A_s,
GL_ONE_MINUS_SRC_ALPHA
, 1-A_s,
GL_CONSTANT
GL_SRC_ALPHA
, A_c,
GL_ONE_MINUS_SRC_ALPHA
, 1-A_c,
GL_PRIMARY_COLOR
GL_SRC_ALPHA
, A_f,
GL_ONE_MINUS_SRC_ALPHA
, 1-A_f,
GL_PREVIOUS
GL_SRC_ALPHA
, A_p,
GL_ONE_MINUS_SRC_ALPHA
, 1-A_p,
The RGB and alpha results of the texture function are multipled by the
values of GL_RGB_SCALE
and GL_ALPHA_SCALE
, respectively,
and clamped to the range [0,1].
If pname is GL_TEXTURE_ENV_COLOR
, params is a pointer
to an array that holds an RGBA color consisting of four values. Integer
color components are interpreted linearly such that the most positive
integer maps to 1.0, and the most negative integer maps to -1.0. The
values are clamped to the range [0,1] when they are specified.
C_c takes these four values.
If pname is GL_TEXTURE_LOD_BIAS
, the value specified is
added to the texture level-of-detail parameter, that selects which
mipmap, or mipmaps depending upon the selected
GL_TEXTURE_MIN_FILTER
, will be sampled.
GL_TEXTURE_ENV_MODE
defaults to GL_MODULATE
and
GL_TEXTURE_ENV_COLOR
defaults to (0, 0, 0, 0).
If target is GL_POINT_SPRITE
and pname is
GL_COORD_REPLACE
, the boolean value specified is used to either
enable or disable point sprite texture coordinate replacement. The
default value is GL_FALSE
.
GL_INVALID_ENUM
is generated when target or pname is
not one of the accepted defined values, or when params should have
a defined constant value (based on the value of pname) and does
not.
GL_INVALID_VALUE
is generated if the params value for
GL_RGB_SCALE
or GL_ALPHA_SCALE
are not one of 1.0, 2.0, or
4.0.
GL_INVALID_OPERATION
is generated if glTexEnv
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Control the generation of texture coordinates.
Specifies a texture coordinate. Must be one of GL_S
,
GL_T
, GL_R
, or GL_Q
.
Specifies the symbolic name of the texture-coordinate generation
function. Must be GL_TEXTURE_GEN_MODE
.
Specifies a single-valued texture generation parameter, one of
GL_OBJECT_LINEAR
, GL_EYE_LINEAR
, GL_SPHERE_MAP
,
GL_NORMAL_MAP
, or GL_REFLECTION_MAP
.
glTexGen
selects a texture-coordinate generation function or
supplies coefficients for one of the functions. coord names one
of the (s, t, r, q) texture coordinates; it must
be one of the symbols GL_S
, GL_T
, GL_R
, or
GL_Q
. pname must be one of three symbolic constants:
GL_TEXTURE_GEN_MODE
, GL_OBJECT_PLANE
, or
GL_EYE_PLANE
. If pname is GL_TEXTURE_GEN_MODE
, then
params chooses a mode, one of GL_OBJECT_LINEAR
,
GL_EYE_LINEAR
, GL_SPHERE_MAP
, GL_NORMAL_MAP
, or
GL_REFLECTION_MAP
. If pname is either
GL_OBJECT_PLANE
or GL_EYE_PLANE
, params contains
coefficients for the corresponding texture generation function.
If the texture generation function is GL_OBJECT_LINEAR
, the
function
g=p_1Ãx_o+p_2Ãy_o+p_3Ãz_o+p_4Ãw_o
is used, where g is the value computed for the coordinate
named in coord, p_1, p_2, p_3, and
p_4 are the four values supplied in params, and
x_o, y_o, z_o, and
w_o are the object coordinates of the vertex. This
function can be used, for example, to texture-map terrain using sea
level as a reference plane (defined by p_1, p_2,
p_3, and p_4). The altitude of a terrain vertex is
computed by the GL_OBJECT_LINEAR
coordinate generation function
as its distance from sea level; that altitude can then be used to index
the texture image to map white snow onto peaks and green grass onto
foothills.
If the texture generation function is GL_EYE_LINEAR
, the function
g=p_1,^â³Ãx_e+p_2,^â³Ãy_e+p_3,^â³Ãz_e+p_4,^â³Ãw_e
is used, where
(p_1,^â³â¢p_2,^â³â¢p_3,^â³â¢p_4,^â³,)=(p_1â¢p_2â¢p_3â¢p_4,)â¢M^-1
and x_e, y_e, z_e, and
w_e are the eye coordinates of the vertex,
p_1, p_2, p_3, and p_4 are the
values supplied in params, and M is the modelview matrix
when glTexGen
is invoked. If M is poorly conditioned
or singular, texture coordinates generated by the resulting function may
be inaccurate or undefined.
Note that the values in params define a reference plane in eye coordinates. The modelview matrix that is applied to them may not be the same one in effect when the polygon vertices are transformed. This function establishes a field of texture coordinates that can produce dynamic contour lines on moving objects.
If the texture generation function is GL_SPHERE_MAP
and
coord is either GL_S
or GL_T
, s and
t texture coordinates are generated as follows. Let u
be the unit vector pointing from the origin to the polygon vertex (in
eye coordinates). Let n sup prime be the current normal, after
transformation to eye coordinates. Let
f=(f_xâ¢f_yâ¢f_z,)^T be the reflection vector such that
f=u-2â¢n^â³â¢n^â³,^Tâ¢u
Finally, let m=2â¢â(f_x,^2+f_y,^2+(f_z+1,)^2,). Then the values assigned to the s and t texture coordinates are
s=f_x/m+1/2
t=f_y/m+1/2
To enable or disable a texture-coordinate generation function, call
glEnable
or glDisable
with one of the symbolic
texture-coordinate names (GL_TEXTURE_GEN_S
,
GL_TEXTURE_GEN_T
, GL_TEXTURE_GEN_R
, or
GL_TEXTURE_GEN_Q
) as the argument. When enabled, the specified
texture coordinate is computed according to the generating function
associated with that coordinate. When disabled, subsequent vertices
take the specified texture coordinate from the current set of texture
coordinates. Initially, all texture generation functions are set to
GL_EYE_LINEAR
and are disabled. Both s plane equations
are (1, 0, 0, 0), both t plane equations are (0, 1, 0, 0), and
all r and q plane equations are (0, 0, 0, 0).
When the ARB_multitexture
extension is supported, glTexGen
sets the texture generation parameters for the currently active texture
unit, selected with glActiveTexture
.
GL_INVALID_ENUM
is generated when coord or pname is
not an accepted defined value, or when pname is
GL_TEXTURE_GEN_MODE
and params is not an accepted defined
value.
GL_INVALID_ENUM
is generated when pname is
GL_TEXTURE_GEN_MODE
, params is GL_SPHERE_MAP
, and
coord is either GL_R
or GL_Q
.
GL_INVALID_OPERATION
is generated if glTexGen
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Specify a one-dimensional texture image.
Specifies the target texture. Must be GL_TEXTURE_1D
or
GL_PROXY_TEXTURE_1D
.
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
Specifies the number of color components in the texture. Must be 1, 2,
3, or 4, or one of the following symbolic constants: GL_ALPHA
,
GL_ALPHA4
, GL_ALPHA8
, GL_ALPHA12
,
GL_ALPHA16
, GL_COMPRESSED_ALPHA
,
GL_COMPRESSED_LUMINANCE
, GL_COMPRESSED_LUMINANCE_ALPHA
,
GL_COMPRESSED_INTENSITY
, GL_COMPRESSED_RGB
,
GL_COMPRESSED_RGBA
, GL_DEPTH_COMPONENT
,
GL_DEPTH_COMPONENT16
, GL_DEPTH_COMPONENT24
,
GL_DEPTH_COMPONENT32
, GL_LUMINANCE
, GL_LUMINANCE4
,
GL_LUMINANCE8
, GL_LUMINANCE12
, GL_LUMINANCE16
,
GL_LUMINANCE_ALPHA
, GL_LUMINANCE4_ALPHA4
,
GL_LUMINANCE6_ALPHA2
, GL_LUMINANCE8_ALPHA8
,
GL_LUMINANCE12_ALPHA4
, GL_LUMINANCE12_ALPHA12
,
GL_LUMINANCE16_ALPHA16
, GL_INTENSITY
,
GL_INTENSITY4
, GL_INTENSITY8
, GL_INTENSITY12
,
GL_INTENSITY16
, GL_R3_G3_B2
, GL_RGB
,
GL_RGB4
, GL_RGB5
, GL_RGB8
, GL_RGB10
,
GL_RGB12
, GL_RGB16
, GL_RGBA
, GL_RGBA2
,
GL_RGBA4
, GL_RGB5_A1
, GL_RGBA8
, GL_RGB10_A2
,
GL_RGBA12
, GL_RGBA16
, GL_SLUMINANCE
,
GL_SLUMINANCE8
, GL_SLUMINANCE_ALPHA
,
GL_SLUMINANCE8_ALPHA8
, GL_SRGB
, GL_SRGB8
,
GL_SRGB_ALPHA
, or GL_SRGB8_ALPHA8
.
Specifies the width of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2^n+2â¡(border,) for some integer n. All implementations support texture images that are at least 64 texels wide. The height of the 1D texture image is 1.
Specifies the width of the border. Must be either 0 or 1.
Specifies the format of the pixel data. The following symbolic values
are accepted: GL_COLOR_INDEX
, GL_RED
, GL_GREEN
,
GL_BLUE
, GL_ALPHA
, GL_RGB
, GL_BGR
,
GL_RGBA
, GL_BGRA
, GL_LUMINANCE
, and
GL_LUMINANCE_ALPHA
.
Specifies the data type of the pixel data. The following symbolic
values are accepted: 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
.
Specifies a pointer to the image data in memory.
Texturing maps a portion of a specified texture image onto each
graphical primitive for which texturing is enabled. To enable and
disable one-dimensional texturing, call glEnable
and
glDisable
with argument GL_TEXTURE_1D
.
Texture images are defined with glTexImage1D
. The arguments
describe the parameters of the texture image, such as width, width of
the border, level-of-detail number (see glTexParameter
), and the
internal resolution and format used to store the image. The last three
arguments describe how the image is represented in memory; they are
identical to the pixel formats used for glDrawPixels
.
If target is GL_PROXY_TEXTURE_1D
, no data is read from
data, but all of the texture image state is recalculated, checked
for consistency, and checked against the implementation’s capabilities.
If the implementation cannot handle a texture of the requested texture
size, it sets all of the image state to 0, but does not generate an
error (see glGetError
). To query for an entire mipmap array, use
an image array level greater than or equal to 1.
If target is GL_TEXTURE_1D
, data is read from data as
a sequence of signed or unsigned bytes, shorts, or longs, or
single-precision floating-point values, depending on type. These
values are grouped into sets of one, two, three, or four values,
depending on format, to form elements. If type is
GL_BITMAP
, the data is considered as a string of unsigned bytes
(and format must be GL_COLOR_INDEX
). Each data byte is
treated as eight 1-bit elements, with bit ordering determined by
GL_UNPACK_LSB_FIRST
(see glPixelStore
).
If a non-zero named buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer
) while a
texture image is specified, data is treated as a byte offset into
the buffer object’s data store.
The first element corresponds to the left end of the texture array. Subsequent elements progress left-to-right through the remaining texels in the texture array. The final element corresponds to the right end of the texture array.
format determines the composition of each element in data. It can assume one of these symbolic values:
GL_COLOR_INDEX
Each element is a single value, a color index. The GL converts it to
fixed point (with an unspecified number of zero bits to the right of the
binary point), shifted left or right depending on the value and sign of
GL_INDEX_SHIFT
, and added to GL_INDEX_OFFSET
(see
glPixelTransfer
). The resulting index is converted to a set of
color components using 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, and clamped to the range [0,1].
GL_RED
Each element is a single red component. The GL converts it to floating
point and assembles it into an RGBA element by attaching 0 for green and
blue, and 1 for alpha. Each component is then multiplied by the signed
scale factor GL_c_SCALE
, added to the signed bias
GL_c_BIAS
, and clamped to the range [0,1] (see
glPixelTransfer
).
GL_GREEN
Each element is a single green component. The GL converts it to
floating point and assembles it into an RGBA element by attaching 0 for
red and blue, and 1 for alpha. Each component is then multiplied by the
signed scale factor GL_c_SCALE
, added to the signed bias
GL_c_BIAS
, and clamped to the range [0,1] (see
glPixelTransfer
).
GL_BLUE
Each element is a single blue component. The GL converts it to floating
point and assembles it into an RGBA element by attaching 0 for red and
green, and 1 for alpha. Each component is then multiplied by the signed
scale factor GL_c_SCALE
, added to the signed bias
GL_c_BIAS
, and clamped to the range [0,1] (see
glPixelTransfer
).
GL_ALPHA
Each element is a single alpha component. The GL converts it to
floating point and assembles it into an RGBA element by attaching 0 for
red, green, and blue. Each component is then multiplied by the signed
scale factor GL_c_SCALE
, added to the signed bias
GL_c_BIAS
, and clamped to the range [0,1] (see
glPixelTransfer
).
GL_INTENSITY
Each element is a single intensity value. The GL converts it to
floating point, then assembles it into an RGBA element by replicating
the intensity value three times for red, green, blue, and alpha. Each
component is then multiplied by the signed scale factor
GL_c_SCALE
, added to the signed bias GL_c_BIAS
, and
clamped to the range [0,1] (see glPixelTransfer
).
GL_RGB
GL_BGR
Each element is an RGB triple. The GL converts it to floating point and
assembles it into an RGBA element by attaching 1 for alpha. Each
component is then multiplied by the signed scale factor
GL_c_SCALE
, added to the signed bias GL_c_BIAS
, and
clamped to the range [0,1] (see glPixelTransfer
).
GL_RGBA
GL_BGRA
Each element contains all four components. Each component is multiplied
by the signed scale factor GL_c_SCALE
, added to the signed bias
GL_c_BIAS
, and clamped to the range [0,1] (see
glPixelTransfer
).
GL_LUMINANCE
Each element is a single luminance value. The GL converts it to
floating point, then assembles it into an RGBA element by replicating
the luminance value three times for red, green, and blue and attaching 1
for alpha. Each component is then multiplied by the signed scale factor
GL_c_SCALE
, added to the signed bias GL_c_BIAS
, and
clamped to the range [0,1] (see glPixelTransfer
).
GL_LUMINANCE_ALPHA
Each element is a luminance/alpha pair. The GL converts it to floating
point, then assembles it into an RGBA element by replicating the
luminance value three times for red, green, and blue. Each component is
then multiplied by the signed scale factor GL_c_SCALE
, added to
the signed bias GL_c_BIAS
, and clamped to the range [0,1] (see
glPixelTransfer
).
GL_DEPTH_COMPONENT
Each element is a single depth value. The GL converts it to floating
point, multiplies by the signed scale factor GL_DEPTH_SCALE
, adds
the signed bias GL_DEPTH_BIAS
, and clamps to the range [0,1] (see
glPixelTransfer
).
Refer to the glDrawPixels
reference page for a description of the
acceptable values for the type parameter.
If an application wants to store the texture at a certain resolution or
in a certain format, it can request the resolution and format with
internalFormat. The GL will choose an internal representation
that closely approximates that requested by internalFormat, but it
may not match exactly. (The representations specified by
GL_LUMINANCE
, GL_LUMINANCE_ALPHA
, GL_RGB
, and
GL_RGBA
must match exactly. The numeric values 1, 2, 3, and 4
may also be used to specify the above representations.)
If the internalFormat parameter is one of the generic compressed
formats, GL_COMPRESSED_ALPHA
, GL_COMPRESSED_INTENSITY
,
GL_COMPRESSED_LUMINANCE
, GL_COMPRESSED_LUMINANCE_ALPHA
,
GL_COMPRESSED_RGB
, or GL_COMPRESSED_RGBA
, the GL will
replace the internal format with the symbolic constant for a specific
internal format and compress the texture before storage. If no
corresponding internal format is available, or the GL can not compress
that image for any reason, the internal format is instead replaced with
a corresponding base internal format.
If the internalFormat parameter is GL_SRGB
,
GL_SRGB8
, GL_SRGB_ALPHA
, GL_SRGB8_ALPHA8
,
GL_SLUMINANCE
, GL_SLUMINANCE8
, GL_SLUMINANCE_ALPHA
,
or GL_SLUMINANCE8_ALPHA8
, the texture is treated as if the red,
green, blue, or luminance components are encoded in the sRGB color
space. Any alpha component is left unchanged. The conversion from the
sRGB encoded component c_s to a linear component
c_l is:
c_l={(c_s/12.92 if c_sâ¤0.04045),
((c
_s
+0.055/1.055)^2.4 if c_s>0.04045)
Assume c_s is the sRGB component in the range [0,1].
Use the GL_PROXY_TEXTURE_1D
target to try out a resolution and
format. The implementation will update and recompute its best match for
the requested storage resolution and format. To then query this state,
call glGetTexLevelParameter
. If the texture cannot be
accommodated, texture state is set to 0.
A one-component texture image uses only the red component of the RGBA color from data. A two-component image uses the R and A values. A three-component image uses the R, G, and B values. A four-component image uses all of the RGBA components.
Depth textures can be treated as LUMINANCE, INTENSITY or ALPHA textures
during texture filtering and application.  Image-based shadowing can be
 enabled by comparing texture r coordinates to depth texture values to
generate a boolean result. See glTexParameter
for details on
texture comparison.
GL_INVALID_ENUM
is generated if target is not
GL_TEXTURE_1D
or GL_PROXY_TEXTURE_1D
.
GL_INVALID_ENUM
is generated if format is not an accepted
format constant. Format constants other than GL_STENCIL_INDEX
are accepted.
GL_INVALID_ENUM
is generated if type is not a type
constant.
GL_INVALID_ENUM
is generated if type is GL_BITMAP
and format is not GL_COLOR_INDEX
.
GL_INVALID_VALUE
is generated if level is less than 0.
GL_INVALID_VALUE
may be generated if level is greater than
log_2â¡(max,), where max is the returned value of
GL_MAX_TEXTURE_SIZE
.
GL_INVALID_VALUE
is generated if internalFormat is not 1,
2, 3, 4, or one of the accepted resolution and format symbolic
constants.
GL_INVALID_VALUE
is generated if width is less than 0 or
greater than 2 + GL_MAX_TEXTURE_SIZE
.
GL_INVALID_VALUE
is generated if non-power-of-two textures are
not supported and the width cannot be represented as
2^n+2â¡(border,) for some integer value of n.
GL_INVALID_VALUE
is generated if border is not 0 or 1.
GL_INVALID_OPERATION
is generated if type is one of
GL_UNSIGNED_BYTE_3_3_2
, GL_UNSIGNED_BYTE_2_3_3_REV
,
GL_UNSIGNED_SHORT_5_6_5
, or GL_UNSIGNED_SHORT_5_6_5_REV
and format is not GL_RGB
.
GL_INVALID_OPERATION
is generated if type 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
.
GL_INVALID_OPERATION
is generated if format is
GL_DEPTH_COMPONENT
and internalFormat is not
GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT16
,
GL_DEPTH_COMPONENT24
, or GL_DEPTH_COMPONENT32
.
GL_INVALID_OPERATION
is generated if internalFormat is
GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT16
,
GL_DEPTH_COMPONENT24
, or GL_DEPTH_COMPONENT32
, and
format is not GL_DEPTH_COMPONENT
.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data
would be unpacked from the buffer object such that the memory reads
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and data
is not evenly divisible into the number of bytes needed to store in
memory a datum indicated by type.
GL_INVALID_OPERATION
is generated if glTexImage1D
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Specify a two-dimensional texture image.
Specifies the target texture. Must be GL_TEXTURE_2D
,
GL_PROXY_TEXTURE_2D
, GL_TEXTURE_CUBE_MAP_POSITIVE_X
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
, or
GL_PROXY_TEXTURE_CUBE_MAP
.
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
Specifies the number of color components in the texture. Must be 1, 2,
3, or 4, or one of the following symbolic constants: GL_ALPHA
,
GL_ALPHA4
, GL_ALPHA8
, GL_ALPHA12
,
GL_ALPHA16
, GL_COMPRESSED_ALPHA
,
GL_COMPRESSED_LUMINANCE
, GL_COMPRESSED_LUMINANCE_ALPHA
,
GL_COMPRESSED_INTENSITY
, GL_COMPRESSED_RGB
,
GL_COMPRESSED_RGBA
, GL_DEPTH_COMPONENT
,
GL_DEPTH_COMPONENT16
, GL_DEPTH_COMPONENT24
,
GL_DEPTH_COMPONENT32
, GL_LUMINANCE
, GL_LUMINANCE4
,
GL_LUMINANCE8
, GL_LUMINANCE12
, GL_LUMINANCE16
,
GL_LUMINANCE_ALPHA
, GL_LUMINANCE4_ALPHA4
,
GL_LUMINANCE6_ALPHA2
, GL_LUMINANCE8_ALPHA8
,
GL_LUMINANCE12_ALPHA4
, GL_LUMINANCE12_ALPHA12
,
GL_LUMINANCE16_ALPHA16
, GL_INTENSITY
,
GL_INTENSITY4
, GL_INTENSITY8
, GL_INTENSITY12
,
GL_INTENSITY16
, GL_R3_G3_B2
, GL_RGB
,
GL_RGB4
, GL_RGB5
, GL_RGB8
, GL_RGB10
,
GL_RGB12
, GL_RGB16
, GL_RGBA
, GL_RGBA2
,
GL_RGBA4
, GL_RGB5_A1
, GL_RGBA8
, GL_RGB10_A2
,
GL_RGBA12
, GL_RGBA16
, GL_SLUMINANCE
,
GL_SLUMINANCE8
, GL_SLUMINANCE_ALPHA
,
GL_SLUMINANCE8_ALPHA8
, GL_SRGB
, GL_SRGB8
,
GL_SRGB_ALPHA
, or GL_SRGB8_ALPHA8
.
Specifies the width of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2^n+2â¡(border,) for some integer n. All implementations support texture images that are at least 64 texels wide.
Specifies the height of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2^m+2â¡(border,) for some integer m. All implementations support texture images that are at least 64 texels high.
Specifies the width of the border. Must be either 0 or 1.
Specifies the format of the pixel data. The following symbolic values
are accepted: GL_COLOR_INDEX
, GL_RED
, GL_GREEN
,
GL_BLUE
, GL_ALPHA
, GL_RGB
, GL_BGR
,
GL_RGBA
, GL_BGRA
, GL_LUMINANCE
, and
GL_LUMINANCE_ALPHA
.
Specifies the data type of the pixel data. The following symbolic
values are accepted: 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
.
Specifies a pointer to the image data in memory.
Texturing maps a portion of a specified texture image onto each
graphical primitive for which texturing is enabled. To enable and
disable two-dimensional texturing, call glEnable
and
glDisable
with argument GL_TEXTURE_2D
. To enable and
disable texturing using cube-mapped texture, call glEnable
and
glDisable
with argument GL_TEXTURE_CUBE_MAP
.
To define texture images, call glTexImage2D
. The arguments
describe the parameters of the texture image, such as height, width,
width of the border, level-of-detail number (see glTexParameter
),
and number of color components provided. The last three arguments
describe how the image is represented in memory; they are identical to
the pixel formats used for glDrawPixels
.
If target is GL_PROXY_TEXTURE_2D
or
GL_PROXY_TEXTURE_CUBE_MAP
, no data is read from data, but
all of the texture image state is recalculated, checked for consistency,
and checked against the implementation’s capabilities. If the
implementation cannot handle a texture of the requested texture size, it
sets all of the image state to 0, but does not generate an error (see
glGetError
). To query for an entire mipmap array, use an image
array level greater than or equal to 1.
If target is GL_TEXTURE_2D
, or one of the
GL_TEXTURE_CUBE_MAP
targets, data is read from data as a
sequence of signed or unsigned bytes, shorts, or longs, or
single-precision floating-point values, depending on type. These
values are grouped into sets of one, two, three, or four values,
depending on format, to form elements. If type is
GL_BITMAP
, the data is considered as a string of unsigned bytes
(and format must be GL_COLOR_INDEX
). Each data byte is
treated as eight 1-bit elements, with bit ordering determined by
GL_UNPACK_LSB_FIRST
(see glPixelStore
).
If a non-zero named buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer
) while a
texture image is specified, data is treated as a byte offset into
the buffer object’s data store.
The first element corresponds to the lower left corner of the texture image. Subsequent elements progress left-to-right through the remaining texels in the lowest row of the texture image, and then in successively higher rows of the texture image. The final element corresponds to the upper right corner of the texture image.
format determines the composition of each element in data. It can assume one of these symbolic values:
GL_COLOR_INDEX
Each element is a single value, a color index. The GL converts it to
fixed point (with an unspecified number of zero bits to the right of the
binary point), shifted left or right depending on the value and sign of
GL_INDEX_SHIFT
, and added to GL_INDEX_OFFSET
(see
glPixelTransfer
). The resulting index is converted to a set of
color components using 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, and clamped to the range [0,1].
GL_RED
Each element is a single red component. The GL converts it to floating
point and assembles it into an RGBA element by attaching 0 for green and
blue, and 1 for alpha. Each component is then multiplied by the signed
scale factor GL_c_SCALE
, added to the signed bias
GL_c_BIAS
, and clamped to the range [0,1] (see
glPixelTransfer
).
GL_GREEN
Each element is a single green component. The GL converts it to
floating point and assembles it into an RGBA element by attaching 0 for
red and blue, and 1 for alpha. Each component is then multiplied by the
signed scale factor GL_c_SCALE
, added to the signed bias
GL_c_BIAS
, and clamped to the range [0,1] (see
glPixelTransfer
).
GL_BLUE
Each element is a single blue component. The GL converts it to floating
point and assembles it into an RGBA element by attaching 0 for red and
green, and 1 for alpha. Each component is then multiplied by the signed
scale factor GL_c_SCALE
, added to the signed bias
GL_c_BIAS
, and clamped to the range [0,1] (see
glPixelTransfer
).
GL_ALPHA
Each element is a single alpha component. The GL converts it to
floating point and assembles it into an RGBA element by attaching 0 for
red, green, and blue. Each component is then multiplied by the signed
scale factor GL_c_SCALE
, added to the signed bias
GL_c_BIAS
, and clamped to the range [0,1] (see
glPixelTransfer
).
GL_INTENSITY
Each element is a single intensity value. The GL converts it to
floating point, then assembles it into an RGBA element by replicating
the intensity value three times for red, green, blue, and alpha. Each
component is then multiplied by the signed scale factor
GL_c_SCALE
, added to the signed bias GL_c_BIAS
, and
clamped to the range [0,1] (see glPixelTransfer
).
GL_RGB
GL_BGR
Each element is an RGB triple. The GL converts it to floating point and
assembles it into an RGBA element by attaching 1 for alpha. Each
component is then multiplied by the signed scale factor
GL_c_SCALE
, added to the signed bias GL_c_BIAS
, and
clamped to the range [0,1] (see glPixelTransfer
).
GL_RGBA
GL_BGRA
Each element contains all four components. Each component is multiplied
by the signed scale factor GL_c_SCALE
, added to the signed bias
GL_c_BIAS
, and clamped to the range [0,1] (see
glPixelTransfer
).
GL_LUMINANCE
Each element is a single luminance value. The GL converts it to
floating point, then assembles it into an RGBA element by replicating
the luminance value three times for red, green, and blue and attaching 1
for alpha. Each component is then multiplied by the signed scale factor
GL_c_SCALE
, added to the signed bias GL_c_BIAS
, and
clamped to the range [0,1] (see glPixelTransfer
).
GL_LUMINANCE_ALPHA
Each element is a luminance/alpha pair. The GL converts it to floating
point, then assembles it into an RGBA element by replicating the
luminance value three times for red, green, and blue. Each component is
then multiplied by the signed scale factor GL_c_SCALE
, added to
the signed bias GL_c_BIAS
, and clamped to the range [0,1] (see
glPixelTransfer
).
GL_DEPTH_COMPONENT
Each element is a single depth value. The GL converts it to floating
point, multiplies by the signed scale factor GL_DEPTH_SCALE
, adds
the signed bias GL_DEPTH_BIAS
, and clamps to the range [0,1] (see
glPixelTransfer
).
Refer to the glDrawPixels
reference page for a description of the
acceptable values for the type parameter.
If an application wants to store the texture at a certain resolution or
in a certain format, it can request the resolution and format with
internalFormat. The GL will choose an internal representation
that closely approximates that requested by internalFormat, but it
may not match exactly. (The representations specified by
GL_LUMINANCE
, GL_LUMINANCE_ALPHA
, GL_RGB
, and
GL_RGBA
must match exactly. The numeric values 1, 2, 3, and 4
may also be used to specify the above representations.)
If the internalFormat parameter is one of the generic compressed
formats, GL_COMPRESSED_ALPHA
, GL_COMPRESSED_INTENSITY
,
GL_COMPRESSED_LUMINANCE
, GL_COMPRESSED_LUMINANCE_ALPHA
,
GL_COMPRESSED_RGB
, or GL_COMPRESSED_RGBA
, the GL will
replace the internal format with the symbolic constant for a specific
internal format and compress the texture before storage. If no
corresponding internal format is available, or the GL can not compress
that image for any reason, the internal format is instead replaced with
a corresponding base internal format.
If the internalFormat parameter is GL_SRGB
,
GL_SRGB8
, GL_SRGB_ALPHA
, GL_SRGB8_ALPHA8
,
GL_SLUMINANCE
, GL_SLUMINANCE8
, GL_SLUMINANCE_ALPHA
,
or GL_SLUMINANCE8_ALPHA8
, the texture is treated as if the red,
green, blue, or luminance components are encoded in the sRGB color
space. Any alpha component is left unchanged. The conversion from the
sRGB encoded component c_s to a linear component
c_l is:
c_l={(c_s/12.92 if c_sâ¤0.04045),
((c
_s
+0.055/1.055)^2.4 if c_s>0.04045)
Assume c_s is the sRGB component in the range [0,1].
Use the GL_PROXY_TEXTURE_2D
or GL_PROXY_TEXTURE_CUBE_MAP
target to try out a resolution and format. The implementation will
update and recompute its best match for the requested storage resolution
and format. To then query this state, call
glGetTexLevelParameter
. If the texture cannot be accommodated,
texture state is set to 0.
A one-component texture image uses only the red component of the RGBA color extracted from data. A two-component image uses the R and A values. A three-component image uses the R, G, and B values. A four-component image uses all of the RGBA components.
Depth textures can be treated as LUMINANCE, INTENSITY or ALPHA textures
during texture filtering and application.  Image-based shadowing can be
 enabled by comparing texture r coordinates to depth texture values to
generate a boolean result. See glTexParameter
for details on
texture comparison.
GL_INVALID_ENUM
is generated if target is not
GL_TEXTURE_2D
, GL_PROXY_TEXTURE_2D
,
GL_PROXY_TEXTURE_CUBE_MAP
, GL_TEXTURE_CUBE_MAP_POSITIVE_X
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z
, or
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
.
GL_INVALID_ENUM
is generated if target is one of the six
cube map 2D image targets and the width and height parameters are not
equal.
GL_INVALID_ENUM
is generated if type is not a type
constant.
GL_INVALID_ENUM
is generated if type is GL_BITMAP
and format is not GL_COLOR_INDEX
.
GL_INVALID_VALUE
is generated if width or height is
less than 0 or greater than 2 + GL_MAX_TEXTURE_SIZE
.
GL_INVALID_VALUE
is generated if level is less than 0.
GL_INVALID_VALUE
may be generated if level is greater than
log_2â¡(max,), where max is the returned value of
GL_MAX_TEXTURE_SIZE
.
GL_INVALID_VALUE
is generated if internalFormat is not 1,
2, 3, 4, or one of the accepted resolution and format symbolic
constants.
GL_INVALID_VALUE
is generated if width or height is
less than 0 or greater than 2 + GL_MAX_TEXTURE_SIZE
.
GL_INVALID_VALUE
is generated if non-power-of-two textures are
not supported and the width or height cannot be represented
as 2^k+2â¡(border,) for some integer value of k.
GL_INVALID_VALUE
is generated if border is not 0 or 1.
GL_INVALID_OPERATION
is generated if type is one of
GL_UNSIGNED_BYTE_3_3_2
, GL_UNSIGNED_BYTE_2_3_3_REV
,
GL_UNSIGNED_SHORT_5_6_5
, or GL_UNSIGNED_SHORT_5_6_5_REV
and format is not GL_RGB
.
GL_INVALID_OPERATION
is generated if type 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
.
GL_INVALID_OPERATION
is generated if target is not
GL_TEXTURE_2D
or GL_PROXY_TEXTURE_2D
and
internalFormat is GL_DEPTH_COMPONENT
,
GL_DEPTH_COMPONENT16
, GL_DEPTH_COMPONENT24
, or
GL_DEPTH_COMPONENT32
.
GL_INVALID_OPERATION
is generated if format is
GL_DEPTH_COMPONENT
and internalFormat is not
GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT16
,
GL_DEPTH_COMPONENT24
, or GL_DEPTH_COMPONENT32
.
GL_INVALID_OPERATION
is generated if internalFormat is
GL_DEPTH_COMPONENT
, GL_DEPTH_COMPONENT16
,
GL_DEPTH_COMPONENT24
, or GL_DEPTH_COMPONENT32
, and
format is not GL_DEPTH_COMPONENT
.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data
would be unpacked from the buffer object such that the memory reads
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and data
is not evenly divisible into the number of bytes needed to store in
memory a datum indicated by type.
GL_INVALID_OPERATION
is generated if glTexImage2D
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Specify a three-dimensional texture image.
Specifies the target texture. Must be GL_TEXTURE_3D
or
GL_PROXY_TEXTURE_3D
.
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the n^th mipmap reduction image.
Specifies the number of color components in the texture. Must be 1, 2,
3, or 4, or one of the following symbolic constants: GL_ALPHA
,
GL_ALPHA4
, GL_ALPHA8
, GL_ALPHA12
,
GL_ALPHA16
, GL_COMPRESSED_ALPHA
,
GL_COMPRESSED_LUMINANCE
, GL_COMPRESSED_LUMINANCE_ALPHA
,
GL_COMPRESSED_INTENSITY
, GL_COMPRESSED_RGB
,
GL_COMPRESSED_RGBA
, GL_LUMINANCE
, GL_LUMINANCE4
,
GL_LUMINANCE8
, GL_LUMINANCE12
, GL_LUMINANCE16
,
GL_LUMINANCE_ALPHA
, GL_LUMINANCE4_ALPHA4
,
GL_LUMINANCE6_ALPHA2
, GL_LUMINANCE8_ALPHA8
,
GL_LUMINANCE12_ALPHA4
, GL_LUMINANCE12_ALPHA12
,
GL_LUMINANCE16_ALPHA16
, GL_INTENSITY
,
GL_INTENSITY4
, GL_INTENSITY8
, GL_INTENSITY12
,
GL_INTENSITY16
, GL_R3_G3_B2
, GL_RGB
,
GL_RGB4
, GL_RGB5
, GL_RGB8
, GL_RGB10
,
GL_RGB12
, GL_RGB16
, GL_RGBA
, GL_RGBA2
,
GL_RGBA4
, GL_RGB5_A1
, GL_RGBA8
, GL_RGB10_A2
,
GL_RGBA12
, GL_RGBA16
, GL_SLUMINANCE
,
GL_SLUMINANCE8
, GL_SLUMINANCE_ALPHA
,
GL_SLUMINANCE8_ALPHA8
, GL_SRGB
, GL_SRGB8
,
GL_SRGB_ALPHA
, or GL_SRGB8_ALPHA8
.
Specifies the width of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2^n+2â¡(border,) for some integer n. All implementations support 3D texture images that are at least 16 texels wide.
Specifies the height of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2^m+2â¡(border,) for some integer m. All implementations support 3D texture images that are at least 16 texels high.
Specifies the depth of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2^k+2â¡(border,) for some integer k. All implementations support 3D texture images that are at least 16 texels deep.
Specifies the width of the border. Must be either 0 or 1.
Specifies the format of the pixel data. The following symbolic values
are accepted: GL_COLOR_INDEX
, GL_RED
, GL_GREEN
,
GL_BLUE
, GL_ALPHA
, GL_RGB
, GL_BGR
,
GL_RGBA
, GL_BGRA
, GL_LUMINANCE
, and
GL_LUMINANCE_ALPHA
.
Specifies the data type of the pixel data. The following symbolic
values are accepted: 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
.
Specifies a pointer to the image data in memory.
Texturing maps a portion of a specified texture image onto each
graphical primitive for which texturing is enabled. To enable and
disable three-dimensional texturing, call glEnable
and
glDisable
with argument GL_TEXTURE_3D
.
To define texture images, call glTexImage3D
. The arguments
describe the parameters of the texture image, such as height, width,
depth, width of the border, level-of-detail number (see
glTexParameter
), and number of color components provided. The
last three arguments describe how the image is represented in memory;
they are identical to the pixel formats used for glDrawPixels
.
If target is GL_PROXY_TEXTURE_3D
, no data is read from
data, but all of the texture image state is recalculated, checked
for consistency, and checked against the implementation’s capabilities.
If the implementation cannot handle a texture of the requested texture
size, it sets all of the image state to 0, but does not generate an
error (see glGetError
). To query for an entire mipmap array, use
an image array level greater than or equal to 1.
If target is GL_TEXTURE_3D
, data is read from data as
a sequence of signed or unsigned bytes, shorts, or longs, or
single-precision floating-point values, depending on type. These
values are grouped into sets of one, two, three, or four values,
depending on format, to form elements. If type is
GL_BITMAP
, the data is considered as a string of unsigned bytes
(and format must be GL_COLOR_INDEX
). Each data byte is
treated as eight 1-bit elements, with bit ordering determined by
GL_UNPACK_LSB_FIRST
(see glPixelStore
).
If a non-zero named buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer
) while a
texture image is specified, data is treated as a byte offset into
the buffer object’s data store.
The first element corresponds to the lower left corner of the texture image. Subsequent elements progress left-to-right through the remaining texels in the lowest row of the texture image, and then in successively higher rows of the texture image. The final element corresponds to the upper right corner of the texture image.
format determines the composition of each element in data. It can assume one of these symbolic values:
GL_COLOR_INDEX
Each element is a single value, a color index. The GL converts it to
fixed point (with an unspecified number of zero bits to the right of the
binary point), shifted left or right depending on the value and sign of
GL_INDEX_SHIFT
, and added to GL_INDEX_OFFSET
(see
glPixelTransfer
). The resulting index is converted to a set of
color components using 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, and clamped to the range [0,1].
GL_RED
Each element is a single red component. The GL converts it to floating
point and assembles it into an RGBA element by attaching 0 for green and
blue, and 1 for alpha. Each component is then multiplied by the signed
scale factor GL_c_SCALE
, added to the signed bias
GL_c_BIAS
, and clamped to the range [0,1] (see
glPixelTransfer
).
GL_GREEN
Each element is a single green component. The GL converts it to
floating point and assembles it into an RGBA element by attaching 0 for
red and blue, and 1 for alpha. Each component is then multiplied by the
signed scale factor GL_c_SCALE
, added to the signed bias
GL_c_BIAS
, and clamped to the range [0,1] (see
glPixelTransfer
).
GL_BLUE
Each element is a single blue component. The GL converts it to floating
point and assembles it into an RGBA element by attaching 0 for red and
green, and 1 for alpha. Each component is then multiplied by the signed
scale factor GL_c_SCALE
, added to the signed bias
GL_c_BIAS
, and clamped to the range [0,1] (see
glPixelTransfer
).
GL_ALPHA
Each element is a single alpha component. The GL converts it to
floating point and assembles it into an RGBA element by attaching 0 for
red, green, and blue. Each component is then multiplied by the signed
scale factor GL_c_SCALE
, added to the signed bias
GL_c_BIAS
, and clamped to the range [0,1] (see
glPixelTransfer
).
GL_INTENSITY
Each element is a single intensity value. The GL converts it to
floating point, then assembles it into an RGBA element by replicating
the intensity value three times for red, green, blue, and alpha. Each
component is then multiplied by the signed scale factor
GL_c_SCALE
, added to the signed bias GL_c_BIAS
, and
clamped to the range [0,1] (see glPixelTransfer
).
GL_RGB
GL_BGR
Each element is an RGB triple. The GL converts it to floating point and
assembles it into an RGBA element by attaching 1 for alpha. Each
component is then multiplied by the signed scale factor
GL_c_SCALE
, added to the signed bias GL_c_BIAS
, and
clamped to the range [0,1] (see glPixelTransfer
).
GL_RGBA
GL_BGRA
Each element contains all four components. Each component is multiplied
by the signed scale factor GL_c_SCALE
, added to the signed bias
GL_c_BIAS
, and clamped to the range [0,1] (see
glPixelTransfer
).
GL_LUMINANCE
Each element is a single luminance value. The GL converts it to
floating point, then assembles it into an RGBA element by replicating
the luminance value three times for red, green, and blue and attaching 1
for alpha. Each component is then multiplied by the signed scale factor
GL_c_SCALE
, added to the signed bias GL_c_BIAS
, and
clamped to the range [0,1] (see glPixelTransfer
).
GL_LUMINANCE_ALPHA
Each element is a luminance/alpha pair. The GL converts it to floating
point, then assembles it into an RGBA element by replicating the
luminance value three times for red, green, and blue. Each component is
then multiplied by the signed scale factor GL_c_SCALE
, added to
the signed bias GL_c_BIAS
, and clamped to the range [0,1] (see
glPixelTransfer
).
Refer to the glDrawPixels
reference page for a description of the
acceptable values for the type parameter.
If an application wants to store the texture at a certain resolution or
in a certain format, it can request the resolution and format with
internalFormat. The GL will choose an internal representation
that closely approximates that requested by internalFormat, but it
may not match exactly. (The representations specified by
GL_LUMINANCE
, GL_LUMINANCE_ALPHA
, GL_RGB
, and
GL_RGBA
must match exactly. The numeric values 1, 2, 3, and 4
may also be used to specify the above representations.)
If the internalFormat parameter is one of the generic compressed
formats, GL_COMPRESSED_ALPHA
, GL_COMPRESSED_INTENSITY
,
GL_COMPRESSED_LUMINANCE
, GL_COMPRESSED_LUMINANCE_ALPHA
,
GL_COMPRESSED_RGB
, or GL_COMPRESSED_RGBA
, the GL will
replace the internal format with the symbolic constant for a specific
internal format and compress the texture before storage. If no
corresponding internal format is available, or the GL can not compress
that image for any reason, the internal format is instead replaced with
a corresponding base internal format.
If the internalFormat parameter is GL_SRGB
,
GL_SRGB8
, GL_SRGB_ALPHA
, GL_SRGB8_ALPHA8
,
GL_SLUMINANCE
, GL_SLUMINANCE8
, GL_SLUMINANCE_ALPHA
,
or GL_SLUMINANCE8_ALPHA8
, the texture is treated as if the red,
green, blue, or luminance components are encoded in the sRGB color
space. Any alpha component is left unchanged. The conversion from the
sRGB encoded component c_s to a linear component
c_l is:
c_l={(c_s/12.92 if c_sâ¤0.04045),
((c
_s
+0.055/1.055)^2.4 if c_s>0.04045)
Assume c_s is the sRGB component in the range [0,1].
Use the GL_PROXY_TEXTURE_3D
target to try out a resolution and
format. The implementation will update and recompute its best match for
the requested storage resolution and format. To then query this state,
call glGetTexLevelParameter
. If the texture cannot be
accommodated, texture state is set to 0.
A one-component texture image uses only the red component of the RGBA color extracted from data. A two-component image uses the R and A values. A three-component image uses the R, G, and B values. A four-component image uses all of the RGBA components.
GL_INVALID_ENUM
is generated if target is not
GL_TEXTURE_3D
or GL_PROXY_TEXTURE_3D
.
GL_INVALID_ENUM
is generated if format is not an accepted
format constant. Format constants other than GL_STENCIL_INDEX
and GL_DEPTH_COMPONENT
are accepted.
GL_INVALID_ENUM
is generated if type is not a type
constant.
GL_INVALID_ENUM
is generated if type is GL_BITMAP
and format is not GL_COLOR_INDEX
.
GL_INVALID_VALUE
is generated if level is less than 0.
GL_INVALID_VALUE
may be generated if level is greater than
log_2â¡(max,), where max is the returned value of
GL_MAX_TEXTURE_SIZE
.
GL_INVALID_VALUE
is generated if internalFormat is not 1,
2, 3, 4, or one of the accepted resolution and format symbolic
constants.
GL_INVALID_VALUE
is generated if width, height, or
depth is less than 0 or greater than 2 +
GL_MAX_TEXTURE_SIZE
.
GL_INVALID_VALUE
is generated if non-power-of-two textures are
not supported and the width, height, or depth cannot
be represented as 2^k+2â¡(border,) for some integer value
of k.
GL_INVALID_VALUE
is generated if border is not 0 or 1.
GL_INVALID_OPERATION
is generated if type is one of
GL_UNSIGNED_BYTE_3_3_2
, GL_UNSIGNED_BYTE_2_3_3_REV
,
GL_UNSIGNED_SHORT_5_6_5
, or GL_UNSIGNED_SHORT_5_6_5_REV
and format is not GL_RGB
.
GL_INVALID_OPERATION
is generated if type 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
.
GL_INVALID_OPERATION
is generated if format or
internalFormat is GL_DEPTH_COMPONENT
,
GL_DEPTH_COMPONENT16
, GL_DEPTH_COMPONENT24
, or
GL_DEPTH_COMPONENT32
.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data
would be unpacked from the buffer object such that the memory reads
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and data
is not evenly divisible into the number of bytes needed to store in
memory a datum indicated by type.
GL_INVALID_OPERATION
is generated if glTexImage3D
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Set texture parameters.
Specifies the target texture, which must be either GL_TEXTURE_1D
,
GL_TEXTURE_2D
, GL_TEXTURE_3D
, or
GL_TEXTURE_CUBE_MAP
.
Specifies the symbolic name of a single-valued texture parameter.
pname can be one of the following: GL_TEXTURE_MIN_FILTER
,
GL_TEXTURE_MAG_FILTER
, GL_TEXTURE_MIN_LOD
,
GL_TEXTURE_MAX_LOD
, GL_TEXTURE_BASE_LEVEL
,
GL_TEXTURE_MAX_LEVEL
, GL_TEXTURE_WRAP_S
,
GL_TEXTURE_WRAP_T
, GL_TEXTURE_WRAP_R
,
GL_TEXTURE_PRIORITY
, GL_TEXTURE_COMPARE_MODE
,
GL_TEXTURE_COMPARE_FUNC
, GL_DEPTH_TEXTURE_MODE
, or
GL_GENERATE_MIPMAP
.
Specifies the value of pname.
Texture mapping is a technique that applies an image onto an object’s surface as if the image were a decal or cellophane shrink-wrap. The image is created in texture space, with an (s, t) coordinate system. A texture is a one- or two-dimensional image and a set of parameters that determine how samples are derived from the image.
glTexParameter
assigns the value or values in params to the
texture parameter specified as pname. target defines the
target texture, either GL_TEXTURE_1D
, GL_TEXTURE_2D
, or
GL_TEXTURE_3D
. The following symbols are accepted in
pname:
GL_TEXTURE_MIN_FILTER
The texture minifying function is used whenever the pixel being textured maps to an area greater than one texture element. There are six defined minifying functions. Two of them use the nearest one or nearest four texture elements to compute the texture value. The other four use mipmaps.
A mipmap is an ordered set of arrays representing the same image at
progressively lower resolutions. If the texture has dimensions
2^nÃ2^m, there are maxâ¡(n,m)+1
mipmaps. The first mipmap is the original texture, with dimensions
2^nÃ2^m. Each subsequent mipmap has dimensions
2^k-1,Ã2^l-1,, where 2^kÃ2^l are the
dimensions of the previous mipmap, until either k=0 or
l=0. At that point, subsequent mipmaps have dimension
1Ã2^l-1, or 2^k-1,Ã1 until the final mipmap, which
has dimension 1Ã1. To define the mipmaps, call glTexImage1D
,
glTexImage2D
, glTexImage3D
, glCopyTexImage1D
, or
glCopyTexImage2D
with the level argument indicating the
order of the mipmaps. Level 0 is the original texture; level
maxâ¡(n,m) is the final 1Ã1 mipmap.
params supplies a function for minifying the texture as one of the following:
As more texture elements are sampled in the minification process, fewer
aliasing artifacts will be apparent. While the GL_NEAREST
and
GL_LINEAR
minification functions can be faster than the other
four, they sample only one or four texture elements to determine the
texture value of the pixel being rendered and can produce moire patterns
or ragged transitions. The initial value of
GL_TEXTURE_MIN_FILTER
is GL_NEAREST_MIPMAP_LINEAR
.
GL_TEXTURE_MAG_FILTER
The texture magnification function is used when the pixel being textured
maps to an area less than or equal to one texture element. It sets the
texture magnification function to either GL_NEAREST
or
GL_LINEAR
(see below). GL_NEAREST
is generally faster
than GL_LINEAR
, but it can produce textured images with sharper
edges because the transition between texture elements is not as smooth.
The initial value of GL_TEXTURE_MAG_FILTER
is GL_LINEAR
.
GL_NEAREST
Returns the value of the texture element that is nearest (in Manhattan distance) to the center of the pixel being textured.
GL_LINEAR
Returns the weighted average of the four texture elements that are
closest to the center of the pixel being textured. These can include
border texture elements, depending on the values of
GL_TEXTURE_WRAP_S
and GL_TEXTURE_WRAP_T
, and on the exact
mapping.
GL_NEAREST_MIPMAP_NEAREST
Chooses the mipmap that most closely matches the size of the pixel being
textured and uses the GL_NEAREST
criterion (the texture element
nearest to the center of the pixel) to produce a texture value.
GL_LINEAR_MIPMAP_NEAREST
Chooses the mipmap that most closely matches the size of the pixel being
textured and uses the GL_LINEAR
criterion (a weighted average of
the four texture elements that are closest to the center of the pixel)
to produce a texture value.
GL_NEAREST_MIPMAP_LINEAR
Chooses the two mipmaps that most closely match the size of the pixel
being textured and uses the GL_NEAREST
criterion (the texture
element nearest to the center of the pixel) to produce a texture value
from each mipmap. The final texture value is a weighted average of
those two values.
GL_LINEAR_MIPMAP_LINEAR
Chooses the two mipmaps that most closely match the size of the pixel
being textured and uses the GL_LINEAR
criterion (a weighted
average of the four texture elements that are closest to the center of
the pixel) to produce a texture value from each mipmap. The final
texture value is a weighted average of those two values.
GL_NEAREST
Returns the value of the texture element that is nearest (in Manhattan distance) to the center of the pixel being textured.
GL_LINEAR
Returns the weighted average of the four texture elements that are
closest to the center of the pixel being textured. These can include
border texture elements, depending on the values of
GL_TEXTURE_WRAP_S
and GL_TEXTURE_WRAP_T
, and on the exact
mapping.
GL_TEXTURE_MIN_LOD
Sets the minimum level-of-detail parameter. This floating-point value limits the selection of highest resolution mipmap (lowest mipmap level). The initial value is -1000.
GL_TEXTURE_MAX_LOD
Sets the maximum level-of-detail parameter. This floating-point value limits the selection of the lowest resolution mipmap (highest mipmap level). The initial value is 1000.
GL_TEXTURE_BASE_LEVEL
Specifies the index of the lowest defined mipmap level. This is an integer value. The initial value is 0.
GL_TEXTURE_MAX_LEVEL
Sets the index of the highest defined mipmap level. This is an integer value. The initial value is 1000.
GL_TEXTURE_WRAP_S
Sets the wrap parameter for texture coordinate s to either
GL_CLAMP
, GL_CLAMP_TO_BORDER
, GL_CLAMP_TO_EDGE
,
GL_MIRRORED_REPEAT
, or GL_REPEAT
. GL_CLAMP
causes
s coordinates to be clamped to the range [0,1] and is useful
for preventing wrapping artifacts when mapping a single image onto an
object. GL_CLAMP_TO_BORDER
causes the s coordinate to
be clamped to the range [-1/2N,,1+1/2N,], where
N is the size of the texture in the direction of
clamping.GL_CLAMP_TO_EDGE
causes s coordinates to be
clamped to the range [1/2N,,1-1/2N,], where N
is the size of the texture in the direction of clamping.
GL_REPEAT
causes the integer part of the s coordinate
to be ignored; the GL uses only the fractional part, thereby creating a
repeating pattern. GL_MIRRORED_REPEAT
causes the s
coordinate to be set to the fractional part of the texture coordinate if
the integer part of s is even; if the integer part of
s is odd, then the s texture coordinate is set to
1-fracâ¡(s,), where fracâ¡(s,) represents
the fractional part of s. Border texture elements are
accessed only if wrapping is set to GL_CLAMP
or
GL_CLAMP_TO_BORDER
. Initially, GL_TEXTURE_WRAP_S
is set
to GL_REPEAT
.
GL_TEXTURE_WRAP_T
Sets the wrap parameter for texture coordinate t to either
GL_CLAMP
, GL_CLAMP_TO_BORDER
, GL_CLAMP_TO_EDGE
,
GL_MIRRORED_REPEAT
, or GL_REPEAT
. See the discussion
under GL_TEXTURE_WRAP_S
. Initially, GL_TEXTURE_WRAP_T
is
set to GL_REPEAT
.
GL_TEXTURE_WRAP_R
Sets the wrap parameter for texture coordinate r to either
GL_CLAMP
, GL_CLAMP_TO_BORDER
, GL_CLAMP_TO_EDGE
,
GL_MIRRORED_REPEAT
, or GL_REPEAT
. See the discussion
under GL_TEXTURE_WRAP_S
. Initially, GL_TEXTURE_WRAP_R
is
set to GL_REPEAT
.
GL_TEXTURE_BORDER_COLOR
Sets a border color. params contains four values that comprise the RGBA color of the texture border. Integer color components are interpreted linearly such that the most positive integer maps to 1.0, and the most negative integer maps to -1.0. The values are clamped to the range [0,1] when they are specified. Initially, the border color is (0, 0, 0, 0).
GL_TEXTURE_PRIORITY
Specifies the texture residence priority of the currently bound texture.
Permissible values are in the range [0,1]. See
glPrioritizeTextures
and glBindTexture
for more
information.
GL_TEXTURE_COMPARE_MODE
Specifies the texture comparison mode for currently bound depth
textures. That is, a texture whose internal format is
GL_DEPTH_COMPONENT_*
; see glTexImage2D
) Permissible values
are:
GL_TEXTURE_COMPARE_FUNC
Specifies the comparison operator used when
GL_TEXTURE_COMPARE_MODE
is set to GL_COMPARE_R_TO_TEXTURE
.
Permissible values are: where r is the current interpolated
texture coordinate, and D_t is the depth texture value
sampled from the currently bound depth texture. result is
assigned to the either the luminance, intensity, or alpha (as specified
by GL_DEPTH_TEXTURE_MODE
.)
GL_DEPTH_TEXTURE_MODE
Specifies a single symbolic constant indicating how depth values should
be treated during filtering and texture application. Accepted values
are GL_LUMINANCE
, GL_INTENSITY
, and GL_ALPHA
. The
initial value is GL_LUMINANCE
.
GL_GENERATE_MIPMAP
Specifies a boolean value that indicates if all levels of a mipmap array
should be automatically updated when any modification to the base level
mipmap is done. The initial value is GL_FALSE
.
GL_COMPARE_R_TO_TEXTURE
Specifies that the interpolated and clamped r texture
coordinate should be compared to the value in the currently bound depth
texture. See the discussion of GL_TEXTURE_COMPARE_FUNC
for
details of how the comparison is evaluated. The result of the
comparison is assigned to luminance, intensity, or alpha (as specified
by GL_DEPTH_TEXTURE_MODE
).
GL_NONE
Specifies that the luminance, intensity, or alpha (as specified by
GL_DEPTH_TEXTURE_MODE
) should be assigned the appropriate value
from the currently bound depth texture.
Computed result
GL_LEQUAL
result={(1.0), (0.0)â¢Â (r<=D_t,), (r>D_t,),
GL_GEQUAL
result={(1.0), (0.0)â¢Â (r>=D_t,), (r<D_t,),
GL_LESS
result={(1.0), (0.0)â¢Â (r<D_t,), (r>=D_t,),
GL_GREATER
result={(1.0), (0.0)â¢Â (r>D_t,), (r<=D_t,),
GL_EQUAL
result={(1.0), (0.0)â¢Â (r=D_t,), (râ D_t,),
GL_NOTEQUAL
result={(1.0), (0.0)â¢Â (râ D_t,), (r=D_t,),
GL_ALWAYS
result=1.0
GL_NEVER
result=0.0
GL_INVALID_ENUM
is generated if target or pname is
not one of the accepted defined values.
GL_INVALID_ENUM
is generated if params should have a
defined constant value (based on the value of pname) and does not.
GL_INVALID_OPERATION
is generated if glTexParameter
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Specify a one-dimensional texture subimage.
Specifies the target texture. Must be GL_TEXTURE_1D
.
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
Specifies a texel offset in the x direction within the texture array.
Specifies the width of the texture subimage.
Specifies the format of the pixel data. The following symbolic values
are accepted: GL_COLOR_INDEX
, GL_RED
, GL_GREEN
,
GL_BLUE
, GL_ALPHA
, GL_RGB
, GL_BGR
,
GL_RGBA
, GL_BGRA
, GL_LUMINANCE
, and
GL_LUMINANCE_ALPHA
.
Specifies the data type of the pixel data. The following symbolic
values are accepted: 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
.
Specifies a pointer to the image data in memory.
Texturing maps a portion of a specified texture image onto each
graphical primitive for which texturing is enabled. To enable or
disable one-dimensional texturing, call glEnable
and
glDisable
with argument GL_TEXTURE_1D
.
glTexSubImage1D
redefines a contiguous subregion of an existing
one-dimensional texture image. The texels referenced by data
replace the portion of the existing texture array with x indices
xoffset and xoffset+width-1, inclusive. This
region may not include any texels outside the range of the texture array
as it was originally specified. It is not an error to specify a
subtexture with width of 0, but such a specification has no effect.
If a non-zero named buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer
) while a
texture image is specified, data is treated as a byte offset into
the buffer object’s data store.
GL_INVALID_ENUM
is generated if target is not one of the
allowable values.
GL_INVALID_ENUM
is generated if format is not an accepted
format constant.
GL_INVALID_ENUM
is generated if type is not a type
constant.
GL_INVALID_ENUM
is generated if type is GL_BITMAP
and format is not GL_COLOR_INDEX
.
GL_INVALID_VALUE
is generated if level is less than 0.
GL_INVALID_VALUE
may be generated if level is greater than
log_2max, where max is the returned value of
GL_MAX_TEXTURE_SIZE
.
GL_INVALID_VALUE
is generated if xoffset<-b, or
if (xoffset+width,)>(w-b,), where
w is the GL_TEXTURE_WIDTH
, and b is the width
of the GL_TEXTURE_BORDER
of the texture image being modified.
Note that w includes twice the border width.
GL_INVALID_VALUE
is generated if width is less than 0.
GL_INVALID_OPERATION
is generated if the texture array has not
been defined by a previous glTexImage1D
operation.
GL_INVALID_OPERATION
is generated if type is one of
GL_UNSIGNED_BYTE_3_3_2
, GL_UNSIGNED_BYTE_2_3_3_REV
,
GL_UNSIGNED_SHORT_5_6_5
, or GL_UNSIGNED_SHORT_5_6_5_REV
and format is not GL_RGB
.
GL_INVALID_OPERATION
is generated if type 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
.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data
would be unpacked from the buffer object such that the memory reads
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and data
is not evenly divisible into the number of bytes needed to store in
memory a datum indicated by type.
GL_INVALID_OPERATION
is generated if glTexSubImage1D
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Specify a two-dimensional texture subimage.
Specifies the target texture. Must be GL_TEXTURE_2D
,
GL_TEXTURE_CUBE_MAP_POSITIVE_X
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z
, or
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
.
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
Specifies a texel offset in the x direction within the texture array.
Specifies a texel offset in the y direction within the texture array.
Specifies the width of the texture subimage.
Specifies the height of the texture subimage.
Specifies the format of the pixel data. The following symbolic values
are accepted: GL_COLOR_INDEX
, GL_RED
, GL_GREEN
,
GL_BLUE
, GL_ALPHA
, GL_RGB
, GL_BGR
,
GL_RGBA
, GL_BGRA
, GL_LUMINANCE
, and
GL_LUMINANCE_ALPHA
.
Specifies the data type of the pixel data. The following symbolic
values are accepted: 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
.
Specifies a pointer to the image data in memory.
Texturing maps a portion of a specified texture image onto each
graphical primitive for which texturing is enabled. To enable and
disable two-dimensional texturing, call glEnable
and
glDisable
with argument GL_TEXTURE_2D
.
glTexSubImage2D
redefines a contiguous subregion of an existing
two-dimensional texture image. The texels referenced by data
replace the portion of the existing texture array with x indices
xoffset and xoffset+width-1, inclusive, and y
indices yoffset and yoffset+height-1, inclusive.
This region may not include any texels outside the range of the texture
array as it was originally specified. It is not an error to specify a
subtexture with zero width or height, but such a specification has no
effect.
If a non-zero named buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer
) while a
texture image is specified, data is treated as a byte offset into
the buffer object’s data store.
GL_INVALID_ENUM
is generated if target is not
GL_TEXTURE_2D
, GL_TEXTURE_CUBE_MAP_POSITIVE_X
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y
,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z
, or
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
.
GL_INVALID_ENUM
is generated if format is not an accepted
format constant.
GL_INVALID_ENUM
is generated if type is not a type
constant.
GL_INVALID_ENUM
is generated if type is GL_BITMAP
and format is not GL_COLOR_INDEX
.
GL_INVALID_VALUE
is generated if level is less than 0.
GL_INVALID_VALUE
may be generated if level is greater than
log_2max, where max is the returned value of
GL_MAX_TEXTURE_SIZE
.
GL_INVALID_VALUE
is generated if xoffset<-b,
(xoffset+width,)>(w-b,),
yoffset<-b, or
(yoffset+height,)>(h-b,), where w
is the GL_TEXTURE_WIDTH
, h is the
GL_TEXTURE_HEIGHT
, and b is the border width of the
texture image being modified. Note that w and h
include twice the border width.
GL_INVALID_VALUE
is generated if width or height is
less than 0.
GL_INVALID_OPERATION
is generated if the texture array has not
been defined by a previous glTexImage2D
operation.
GL_INVALID_OPERATION
is generated if type is one of
GL_UNSIGNED_BYTE_3_3_2
, GL_UNSIGNED_BYTE_2_3_3_REV
,
GL_UNSIGNED_SHORT_5_6_5
, or GL_UNSIGNED_SHORT_5_6_5_REV
and format is not GL_RGB
.
GL_INVALID_OPERATION
is generated if type 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
.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data
would be unpacked from the buffer object such that the memory reads
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and data
is not evenly divisible into the number of bytes needed to store in
memory a datum indicated by type.
GL_INVALID_OPERATION
is generated if glTexSubImage2D
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Specify a three-dimensional texture subimage.
Specifies the target texture. Must be GL_TEXTURE_3D
.
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
Specifies a texel offset in the x direction within the texture array.
Specifies a texel offset in the y direction within the texture array.
Specifies a texel offset in the z direction within the texture array.
Specifies the width of the texture subimage.
Specifies the height of the texture subimage.
Specifies the depth of the texture subimage.
Specifies the format of the pixel data. The following symbolic values
are accepted: GL_COLOR_INDEX
, GL_RED
, GL_GREEN
,
GL_BLUE
, GL_ALPHA
, GL_RGB
, GL_BGR
,
GL_RGBA
, GL_BGRA
, GL_LUMINANCE
, and
GL_LUMINANCE_ALPHA
.
Specifies the data type of the pixel data. The following symbolic
values are accepted: 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
.
Specifies a pointer to the image data in memory.
Texturing maps a portion of a specified texture image onto each
graphical primitive for which texturing is enabled. To enable and
disable three-dimensional texturing, call glEnable
and
glDisable
with argument GL_TEXTURE_3D
.
glTexSubImage3D
redefines a contiguous subregion of an existing
three-dimensional texture image. The texels referenced by data
replace the portion of the existing texture array with x indices
xoffset and xoffset+width-1, inclusive, y indices
yoffset and yoffset+height-1, inclusive, and z
indices zoffset and zoffset+depth-1, inclusive.
This region may not include any texels outside the range of the texture
array as it was originally specified. It is not an error to specify a
subtexture with zero width, height, or depth but such a specification
has no effect.
If a non-zero named buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer
) while a
texture image is specified, data is treated as a byte offset into
the buffer object’s data store.
GL_INVALID_ENUM
is generated if /target is not
GL_TEXTURE_3D
.
GL_INVALID_ENUM
is generated if format is not an accepted
format constant.
GL_INVALID_ENUM
is generated if type is not a type
constant.
GL_INVALID_ENUM
is generated if type is GL_BITMAP
and format is not GL_COLOR_INDEX
.
GL_INVALID_VALUE
is generated if level is less than 0.
GL_INVALID_VALUE
may be generated if level is greater than
log_2max, where max is the returned value of
GL_MAX_TEXTURE_SIZE
.
GL_INVALID_VALUE
is generated if xoffset<-b,
(xoffset+width,)>(w-b,),
yoffset<-b, or
(yoffset+height,)>(h-b,), or
zoffset<-b, or
(zoffset+depth,)>(d-b,), where w
is the GL_TEXTURE_WIDTH
, h is the
GL_TEXTURE_HEIGHT
, d is the GL_TEXTURE_DEPTH
and
b is the border width of the texture image being modified.
Note that w, h, and d include twice the
border width.
GL_INVALID_VALUE
is generated if width, height, or
depth is less than 0.
GL_INVALID_OPERATION
is generated if the texture array has not
been defined by a previous glTexImage3D
operation.
GL_INVALID_OPERATION
is generated if type is one of
GL_UNSIGNED_BYTE_3_3_2
, GL_UNSIGNED_BYTE_2_3_3_REV
,
GL_UNSIGNED_SHORT_5_6_5
, or GL_UNSIGNED_SHORT_5_6_5_REV
and format is not GL_RGB
.
GL_INVALID_OPERATION
is generated if type 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
.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer
object’s data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data
would be unpacked from the buffer object such that the memory reads
required would exceed the data store size.
GL_INVALID_OPERATION
is generated if a non-zero buffer object
name is bound to the GL_PIXEL_UNPACK_BUFFER
target and data
is not evenly divisible into the number of bytes needed to store in
memory a datum indicated by type.
GL_INVALID_OPERATION
is generated if glTexSubImage3D
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Multiply the current matrix by a translation matrix.
Specify the x, y, and z coordinates of a translation vector.
glTranslate
produces a translation by
(x,yz). The current matrix (see
glMatrixMode
) is multiplied by this translation matrix, with the
product replacing the current matrix, as if glMultMatrix
were
called with the following matrix for its argument:
((1 0 0 x), (0 1 0 y), (0 0 1 z), (0 0 0 1),)
If the matrix mode is either GL_MODELVIEW
or
GL_PROJECTION
, all objects drawn after a call to
glTranslate
are translated.
Use glPushMatrix
and glPopMatrix
to save and restore the
untranslated coordinate system.
GL_INVALID_OPERATION
is generated if glTranslate
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Specify the value of a uniform variable for the current program object.
Specifies the location of the uniform variable to be modified.
Specifies the new values to be used for the specified uniform variable.
glUniform
modifies the value of a uniform variable or a uniform
variable array. The location of the uniform variable to be modified is
specified by location, which should be a value returned by
glGetUniformLocation
. glUniform
operates on the program
object that was made part of current state by calling
glUseProgram
.
The commands glUniform{1|2|3|4}{f|i}
are used to change the
value of the uniform variable specified by location using the
values passed as arguments. The number specified in the command should
match the number of components in the data type of the specified uniform
variable (e.g., 1
for float, int, bool; 2
for vec2, ivec2,
bvec2, etc.). The suffix f
indicates that floating-point values
are being passed; the suffix i
indicates that integer values are
being passed, and this type should also match the data type of the
specified uniform variable. The i
variants of this function
should be used to provide values for uniform variables defined as int,
ivec2, ivec3, ivec4, or arrays of these. The f
variants should
be used to provide values for uniform variables of type float, vec2,
vec3, vec4, or arrays of these. Either the i
or the f
variants may be used to provide values for uniform variables of type
bool, bvec2, bvec3, bvec4, or arrays of these. The uniform variable
will be set to false if the input value is 0 or 0.0f, and it will be set
to true otherwise.
All active uniform variables defined in a program object are initialized
to 0 when the program object is linked successfully. They retain the
values assigned to them by a call to glUniform
until the next
successful link operation occurs on the program object, when they are
once again initialized to 0.
The commands glUniform{1|2|3|4}{f|i}v
can be used to modify a
single uniform variable or a uniform variable array. These commands
pass a count and a pointer to the values to be loaded into a uniform
variable or a uniform variable array. A count of 1 should be used if
modifying the value of a single uniform variable, and a count of 1 or
greater can be used to modify an entire array or part of an array. When
loading n elements starting at an arbitrary position m in a
uniform variable array, elements m + n - 1 in the array will
be replaced with the new values. If m + n - 1 is larger
than the size of the uniform variable array, values for all array
elements beyond the end of the array will be ignored. The number
specified in the name of the command indicates the number of components
for each element in value, and it should match the number of
components in the data type of the specified uniform variable (e.g.,
1
for float, int, bool; 2
for vec2, ivec2, bvec2, etc.).
The data type specified in the name of the command must match the data
type for the specified uniform variable as described previously for
glUniform{1|2|3|4}{f|i}
.
For uniform variable arrays, each element of the array is considered to
be of the type indicated in the name of the command (e.g.,
glUniform3f
or glUniform3fv
can be used to load a uniform
variable array of type vec3). The number of elements of the uniform
variable array to be modified is specified by count
The commands glUniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv
are used to modify a matrix or an array of matrices. The numbers in the
command name are interpreted as the dimensionality of the matrix. The
number 2
indicates a 2 Ã 2 matrix (i.e., 4 values), the number
3
indicates a 3 Ã 3 matrix (i.e., 9 values), and the number
4
indicates a 4 Ã 4 matrix (i.e., 16 values). Non-square matrix
dimensionality is explicit, with the first number representing the
number of columns and the second number representing the number of rows.
For example, 2x4
indicates a 2 Ã 4 matrix with 2 columns and 4
rows (i.e., 8 values). If transpose is GL_FALSE
, each
matrix is assumed to be supplied in column major order. If
transpose is GL_TRUE
, each matrix is assumed to be supplied
in row major order. The count argument indicates the number of
matrices to be passed. A count of 1 should be used if modifying the
value of a single matrix, and a count greater than 1 can be used to
modify an array of matrices.
GL_INVALID_OPERATION
is generated if there is no current program
object.
GL_INVALID_OPERATION
is generated if the size of the uniform
variable declared in the shader does not match the size indicated by the
glUniform
command.
GL_INVALID_OPERATION
is generated if one of the integer variants
of this function is used to load a uniform variable of type float, vec2,
vec3, vec4, or an array of these, or if one of the floating-point
variants of this function is used to load a uniform variable of type
int, ivec2, ivec3, or ivec4, or an array of these.
GL_INVALID_OPERATION
is generated if location is an invalid
uniform location for the current program object and location is
not equal to -1.
GL_INVALID_VALUE
is generated if count is less than 0.
GL_INVALID_OPERATION
is generated if count is greater than
1 and the indicated uniform variable is not an array variable.
GL_INVALID_OPERATION
is generated if a sampler is loaded using a
command other than glUniform1i
and glUniform1iv
.
GL_INVALID_OPERATION
is generated if glUniform
is executed
between the execution of glBegin
and the corresponding execution
of glEnd
.
Installs a program object as part of current rendering state.
Specifies the handle of the program object whose executables are to be used as part of current rendering state.
glUseProgram
installs the program object specified by
program as part of current rendering state. One or more
executables are created in a program object by successfully attaching
shader objects to it with glAttachShader
, successfully compiling
the shader objects with glCompileShader
, and successfully linking
the program object with glLinkProgram
.
A program object will contain an executable that will run on the vertex
processor if it contains one or more shader objects of type
GL_VERTEX_SHADER
that have been successfully compiled and linked.
Similarly, a program object will contain an executable that will run on
the fragment processor if it contains one or more shader objects of type
GL_FRAGMENT_SHADER
that have been successfully compiled and
linked.
Successfully installing an executable on a programmable processor will cause the corresponding fixed functionality of OpenGL to be disabled. Specifically, if an executable is installed on the vertex processor, the OpenGL fixed functionality will be disabled as follows.
GL_AUTO_NORMAL
evaluated normals is not
performed.
The executable that is installed on the vertex processor is expected to implement any or all of the desired functionality from the preceding list. Similarly, if an executable is installed on the fragment processor, the OpenGL fixed functionality will be disabled as follows.
Again, the fragment shader that is installed is expected to implement any or all of the desired functionality from the preceding list.
While a program object is in use, applications are free to modify
attached shader objects, compile attached shader objects, attach
additional shader objects, and detach or delete shader objects. None of
these operations will affect the executables that are part of the
current state. However, relinking the program object that is currently
in use will install the program object as part of the current rendering
state if the link operation was successful (see glLinkProgram
).
If the program object currently in use is relinked unsuccessfully, its
link status will be set to GL_FALSE
, but the executables and
associated state will remain part of the current state until a
subsequent call to glUseProgram
removes it from use. After it is
removed from use, it cannot be made part of current state until it has
been successfully relinked.
If program contains shader objects of type GL_VERTEX_SHADER
but it does not contain shader objects of type
GL_FRAGMENT_SHADER
, an executable will be installed on the vertex
processor, but fixed functionality will be used for fragment processing.
Similarly, if program contains shader objects of type
GL_FRAGMENT_SHADER
but it does not contain shader objects of type
GL_VERTEX_SHADER
, an executable will be installed on the fragment
processor, but fixed functionality will be used for vertex processing.
If program is 0, the programmable processors will be disabled, and
fixed functionality will be used for both vertex and fragment
processing.
GL_INVALID_VALUE
is generated if program is neither 0 nor a
value generated by OpenGL.
GL_INVALID_OPERATION
is generated if program is not a
program object.
GL_INVALID_OPERATION
is generated if program could not be
made part of current state.
GL_INVALID_OPERATION
is generated if glUseProgram
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Validates a program object.
Specifies the handle of the program object to be validated.
glValidateProgram
checks to see whether the executables contained
in program can execute given the current OpenGL state. The
information generated by the validation process will be stored in
program’s information log. The validation information may consist
of an empty string, or it may be a string containing information about
how the current program object interacts with the rest of current OpenGL
state. This provides a way for OpenGL implementers to convey more
information about why the current program is inefficient, suboptimal,
failing to execute, and so on.
The status of the validation operation will be stored as part of the
program object’s state. This value will be set to GL_TRUE
if the
validation succeeded, and GL_FALSE
otherwise. It can be queried
by calling glGetProgram
with arguments program and
GL_VALIDATE_STATUS
. If validation is successful, program
is guaranteed to execute given the current state. Otherwise,
program is guaranteed to not execute.
This function is typically useful only during application development. The informational string stored in the information log is completely implementation dependent; therefore, an application should not expect different OpenGL implementations to produce identical information strings.
GL_INVALID_VALUE
is generated if program is not a value
generated by OpenGL.
GL_INVALID_OPERATION
is generated if program is not a
program object.
GL_INVALID_OPERATION
is generated if glValidateProgram
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Define an array of generic vertex attribute data.
Specifies the index of the generic vertex attribute to be modified.
Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, or 4. The initial value is 4.
Specifies the data type of each component in the array. Symbolic
constants GL_BYTE
, GL_UNSIGNED_BYTE
, GL_SHORT
,
GL_UNSIGNED_SHORT
, GL_INT
, GL_UNSIGNED_INT
,
GL_FLOAT
, or GL_DOUBLE
are accepted. The initial value is
GL_FLOAT
.
Specifies whether fixed-point data values should be normalized
(GL_TRUE
) or converted directly as fixed-point values
(GL_FALSE
) when they are accessed.
Specifies the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in the array. The initial value is 0.
Specifies a pointer to the first component of the first generic vertex attribute in the array. The initial value is 0.
glVertexAttribPointer
specifies the location and data format of
the array of generic vertex attributes at index index to use when
rendering. size specifies the number of components per attribute
and must be 1, 2, 3, or 4. type specifies the data type of each
component, and stride specifies the byte stride from one attribute
to the next, allowing vertices and attributes to be packed into a single
array or stored in separate arrays. If set to GL_TRUE
,
normalized indicates that values stored in an integer format are
to be mapped to the range [-1,1] (for signed values) or [0,1] (for
unsigned values) when they are accessed and converted to floating point.
Otherwise, values will be converted to floats directly without
normalization.
If a non-zero named buffer object is bound to the GL_ARRAY_BUFFER
target (see glBindBuffer
) while a generic vertex attribute array
is specified, pointer is treated as a byte offset into the buffer
object’s data store. Also, the buffer object binding
(GL_ARRAY_BUFFER_BINDING
) is saved as generic vertex attribute
array client-side state (GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
)
for index index.
When a generic vertex attribute array is specified, size, type, normalized, stride, and pointer are saved as client-side state, in addition to the current vertex array buffer object binding.
To enable and disable a generic vertex attribute array, call
glEnableVertexAttribArray
and glDisableVertexAttribArray
with index. If enabled, the generic vertex attribute array is
used when glArrayElement
, glDrawArrays
,
glMultiDrawArrays
, glDrawElements
,
glMultiDrawElements
, or glDrawRangeElements
is called.
GL_INVALID_VALUE
is generated if index is greater than or
equal to GL_MAX_VERTEX_ATTRIBS
.
GL_INVALID_VALUE
is generated if size is not 1, 2, 3, or 4.
GL_INVALID_ENUM
is generated if type is not an accepted
value.
GL_INVALID_VALUE
is generated if stride is negative.
Specifies the value of a generic vertex attribute.
Specifies the index of the generic vertex attribute to be modified.
Specifies the new values to be used for the specified vertex attribute.
OpenGL defines a number of standard vertex attributes that applications
can modify with standard API entry points (color, normal, texture
coordinates, etc.). The glVertexAttrib
family of entry points
allows an application to pass generic vertex attributes in numbered
locations.
Generic attributes are defined as four-component values that are
organized into an array. The first entry of this array is numbered 0,
and the size of the array is specified by the implementation-dependent
constant GL_MAX_VERTEX_ATTRIBS
. Individual elements of this
array can be modified with a glVertexAttrib
call that specifies
the index of the element to be modified and a value for that element.
These commands can be used to specify one, two, three, or all four
components of the generic vertex attribute specified by index. A
1
in the name of the command indicates that only one value is
passed, and it will be used to modify the first component of the generic
vertex attribute. The second and third components will be set to 0, and
the fourth component will be set to 1. Similarly, a 2
in the
name of the command indicates that values are provided for the first two
components, the third component will be set to 0, and the fourth
component will be set to 1. A 3
in the name of the command
indicates that values are provided for the first three components and
the fourth component will be set to 1, whereas a 4
in the name
indicates that values are provided for all four components.
The letters s
, f
, i
, d
, ub
,
us
, and ui
indicate whether the arguments are of type
short, float, int, double, unsigned byte, unsigned short, or unsigned
int. When v
is appended to the name, the commands can take a
pointer to an array of such values. The commands containing N
indicate that the arguments will be passed as fixed-point values that
are scaled to a normalized range according to the component conversion
rules defined by the OpenGL specification. Signed values are understood
to represent fixed-point values in the range [-1,1], and unsigned values
are understood to represent fixed-point values in the range [0,1].
OpenGL Shading Language attribute variables are allowed to be of type
mat2, mat3, or mat4. Attributes of these types may be loaded using the
glVertexAttrib
entry points. Matrices must be loaded into
successive generic attribute slots in column major order, with one
column of the matrix in each generic attribute slot.
A user-defined attribute variable declared in a vertex shader can be
bound to a generic attribute index by calling
glBindAttribLocation
. This allows an application to use more
descriptive variable names in a vertex shader. A subsequent change to
the specified generic vertex attribute will be immediately reflected as
a change to the corresponding attribute variable in the vertex shader.
The binding between a generic vertex attribute index and a user-defined attribute variable in a vertex shader is part of the state of a program object, but the current value of the generic vertex attribute is not. The value of each generic vertex attribute is part of current state, just like standard vertex attributes, and it is maintained even if a different program object is used.
An application may freely modify generic vertex attributes that are not bound to a named vertex shader attribute variable. These values are simply maintained as part of current state and will not be accessed by the vertex shader. If a generic vertex attribute bound to an attribute variable in a vertex shader is not updated while the vertex shader is executing, the vertex shader will repeatedly use the current value for the generic vertex attribute.
The generic vertex attribute with index 0 is the same as the vertex
position attribute previously defined by OpenGL. A glVertex2
,
glVertex3
, or glVertex4
command is completely equivalent
to the corresponding glVertexAttrib
command with an index
argument of 0. A vertex shader can access generic vertex attribute 0 by
using the built-in attribute variable gl_Vertex. There are no
current values for generic vertex attribute 0. This is the only generic
vertex attribute with this property; calls to set other standard vertex
attributes can be freely mixed with calls to set any of the other
generic vertex attributes.
GL_INVALID_VALUE
is generated if index is greater than or
equal to GL_MAX_VERTEX_ATTRIBS
.
Define an array of vertex data.
Specifies the number of coordinates per vertex. Must be 2, 3, or 4. The initial value is 4.
Specifies the data type of each coordinate in the array. Symbolic
constants GL_SHORT
, GL_INT
, GL_FLOAT
, or
GL_DOUBLE
are accepted. The initial value is GL_FLOAT
.
Specifies the byte offset between consecutive vertices. If stride is 0, the vertices are understood to be tightly packed in the array. The initial value is 0.
Specifies a pointer to the first coordinate of the first vertex in the array. The initial value is 0.
glVertexPointer
specifies the location and data format of an
array of vertex coordinates to use when rendering. size specifies
the number of coordinates per vertex, and must be 2, 3, or 4. type
specifies the data type of each coordinate, and stride specifies
the byte stride from one vertex to the next, allowing vertices and
attributes to be packed into a single array or stored in separate
arrays. (Single-array storage may be more efficient on some
implementations; see glInterleavedArrays
.)
If a non-zero named buffer object is bound to the GL_ARRAY_BUFFER
target (see glBindBuffer
) while a vertex array is specified,
pointer is treated as a byte offset into the buffer object’s data
store. Also, the buffer object binding (GL_ARRAY_BUFFER_BINDING
)
is saved as vertex array client-side state
(GL_VERTEX_ARRAY_BUFFER_BINDING
).
When a vertex array is specified, size, type, stride, and pointer are saved as client-side state, in addition to the current vertex array buffer object binding.
To enable and disable the vertex array, call glEnableClientState
and glDisableClientState
with the argument
GL_VERTEX_ARRAY
. If enabled, the vertex array is used when
glArrayElement
, glDrawArrays
, glMultiDrawArrays
,
glDrawElements
, glMultiDrawElements
, or
glDrawRangeElements
is called.
GL_INVALID_VALUE
is generated if size is not 2, 3, or 4.
GL_INVALID_ENUM
is generated if type is not an accepted
value.
GL_INVALID_VALUE
is generated if stride is negative.
Specify a vertex.
Specify x, y, z, and w coordinates of a vertex. Not all parameters are present in all forms of the command.
glVertex
commands are used within glBegin
/glEnd
pairs to specify point, line, and polygon vertices. The current color,
normal, texture coordinates, and fog coordinate are associated with the
vertex when glVertex
is called.
When only x and y are specified, z defaults to 0 and w defaults to 1. When x, y, and z are specified, w defaults to 1.
Set the viewport.
Specify the lower left corner of the viewport rectangle, in pixels. The initial value is (0,0).
Specify the width and height of the viewport. When a GL context is first attached to a window, width and height are set to the dimensions of that window.
glViewport
specifies the affine transformation of x and
y from normalized device coordinates to window coordinates.
Let (x_nd,y_nd) be normalized device
coordinates. Then the window coordinates
(x_w,y_w) are computed as follows:
x_w=(x_nd+1,)â¢(width/2,)+x
y_w=(y_nd+1,)â¢(height/2,)+y
Viewport width and height are silently clamped to a range that depends
on the implementation. To query this range, call glGet
with
argument GL_MAX_VIEWPORT_DIMS
.
GL_INVALID_VALUE
is generated if either width or
height is negative.
GL_INVALID_OPERATION
is generated if glViewport
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
Specify the raster position in window coordinates for pixel operations.
Specify the x, y, z coordinates for the raster position.
The GL maintains a 3D position in window coordinates. This position,
called the raster position, is used to position pixel and bitmap write
operations. It is maintained with subpixel accuracy. See
glBitmap
, glDrawPixels
, and glCopyPixels
.
glWindowPos2
specifies the x and y
coordinates, while z is implicitly set to 0.
glWindowPos3
specifies all three coordinates. The w
coordinate of the current raster position is always set to 1.0.
glWindowPos
directly updates the x and y
coordinates of the current raster position with the values specified.
That is, the values are neither transformed by the current modelview and
projection matrices, nor by the viewport-to-window transform. The
z coordinate of the current raster position is updated in the
following manner:
z={(n), (f),
(n+zÃ(f-n,),)â¢(ifâ¢z<=0),
(ifâ¢z>=1), (otherwise
,),
where n is GL_DEPTH_RANGE
’s near value, and f
is GL_DEPTH_RANGE
’s far value. See glDepthRange
.
The specified coordinates are not clip-tested, causing the raster position to always be valid.
The current raster position also includes some associated color data and
texture coordinates. If lighting is enabled, then
GL_CURRENT_RASTER_COLOR
(in RGBA mode) or
GL_CURRENT_RASTER_INDEX
(in color index mode) is set to the color
produced by the lighting calculation (see glLight
,
glLightModel
, and glShadeModel
). If lighting is disabled,
current color (in RGBA mode, state variable GL_CURRENT_COLOR
) or
color index (in color index mode, state variable
GL_CURRENT_INDEX
) is used to update the current raster color.
GL_CURRENT_RASTER_SECONDARY_COLOR
(in RGBA mode) is likewise
updated.
Likewise, GL_CURRENT_RASTER_TEXTURE_COORDS
is updated as a
function of GL_CURRENT_TEXTURE_COORDS
, based on the texture
matrix and the texture generation functions (see glTexGen
). The
GL_CURRENT_RASTER_DISTANCE
is set to the
GL_CURRENT_FOG_COORD
.
GL_INVALID_OPERATION
is generated if glWindowPos
is
executed between the execution of glBegin
and the corresponding
execution of glEnd
.
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