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GLDRAWPIXELS()							GLDRAWPIXELS()

NAME
       glDrawPixels - write a block of pixels to the frame buffer

C SPECIFICATION
       void glDrawPixels( GLsizei width,
			  GLsizei height,
			  GLenum format,
			  GLenum type,
			  const	GLvoid *pixels )

       delim $$

PARAMETERS
       width, height Specify the dimensions of the pixel rectangle to be writ-
		     ten into the frame	buffer.

       format	     Specifies	the  format  of	the pixel data.	 Symbolic con-
		     stants GL_COLOR_INDEX, GL_STENCIL_INDEX,  GL_DEPTH_COMPO-
		     NENT,   GL_RGBA,  GL_RED,	GL_GREEN,  GL_BLUE,  GL_ALPHA,
		     GL_RGB,  GL_LUMINANCE,  and  GL_LUMINANCE_ALPHA  are  ac-
		     cepted.

       type	     Specifies	the  data type for pixels.  Symbolic constants
		     GL_UNSIGNED_BYTE, GL_BYTE,	GL_BITMAP,  GL_UNSIGNED_SHORT,
		     GL_SHORT,	GL_UNSIGNED_INT,  GL_INT, and GL_FLOAT are ac-
		     cepted.

       pixels	     Specifies a pointer to the	pixel data.

DESCRIPTION
       glDrawPixels reads pixel	data from memory and writes it into the	 frame
       buffer relative to the current raster position.	Use glRasterPos	to set
       the   current   raster	position;  use	glGet  with  argument  GL_CUR-
       RENT_RASTER_POSITION to query the raster	position.

       Several parameters define the encoding of pixel data in memory and con-
       trol the	processing of the pixel	data before it is placed in the	 frame
       buffer.	 These	parameters  are	 set with four commands: glPixelStore,
       glPixelTransfer,	glPixelMap, and	glPixelZoom.  This reference page  de-
       scribes	the effects on glDrawPixels of many, but not all, of the para-
       meters specified	by these four commands.

       Data is read from pixels	as a sequence of  signed  or  unsigned	bytes,
       signed  or unsigned shorts, signed or unsigned integers,	or single-pre-
       cision floating-point values, depending on type.	 Each of these	bytes,
       shorts,	integers, or floating-point values is interpreted as one color
       or depth	component, or one index, depending on format.  Indices are al-
       ways treated individually.  Color components are	treated	as  groups  of
       one,  two, three, or four values, again based on	format.	 Both individ-
       ual 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_UN-
       PACK_LSB_FIRST (see glPixelStore).

       width$times$height pixels are read from memory,	starting  at  location
       pixels.	 By default, these pixels are taken from adjacent memory loca-
       tions, 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	 para-
       meters  specify	different  read	 pointer advancements, both before the
       first pixel is read and after all width pixels are read.	 See the
       glPixelStore reference page for details on these	options.

       The width$times$height pixels that are read from	memory are each	 oper-
       ated  on	 in  the  same	way, based on the values of several parameters
       specified by glPixelTransfer and	glPixelMap.  The details of these  op-
       erations, as well as the	target buffer into which the pixels are	drawn,
       are specific to the format of the pixels, as specified by format.  for-
       mat can assume one of eleven symbolic values:

       GL_COLOR_INDEX
		 Each pixel is a single	value, a color index.  It is converted
		 to  fixed-point format, with an unspecified number of bits to
		 the right of the binary point,	regardless of the memory  data
		 type.	Floating-point values convert to true fixed-point val-
		 ues.	Signed and unsigned integer data is converted with all
		 fraction bits set to 0.  Bitmap data convert to either	 0  or
		 1.

		 Each fixed-point index	is then	shifted	left by	GL_INDEX_SHIFT
		 bits and added	to GL_INDEX_OFFSET.  If	GL_INDEX_SHIFT is neg-
		 ative,	 the shift is to the right.  In	either case, zero bits
		 fill otherwise	unspecified bit	locations in the result.

		 If the	GL is in RGBA mode, the	resulting index	 is  converted
		 to  an	 RGBA  pixel with the help of the GL_PIXEL_MAP_I_TO_R,
		 GL_PIXEL_MAP_I_TO_G,	      GL_PIXEL_MAP_I_TO_B,	   and
		 GL_PIXEL_MAP_I_TO_A  tables.	If  the	 GL  is	in color index
		 mode, and if GL_MAP_COLOR is true, the	index is replaced with
		 the   value   that   it   references	 in    lookup	 table
		 GL_PIXEL_MAP_I_TO_I.	Whether	 the lookup replacement	of the
		 index is done or not, the integer part	of the index  is  then
		 ANDed with $2 sup b -1$, where	$b$ is the number of bits in a
		 color index buffer.

		 The  GL then converts the resulting indices or	RGBA colors to
		 fragments by attaching	the current raster position z  coordi-
		 nate  and  texture  coordinates to each pixel,	then assigning
		 $x$ and $y$ window coordinates	to  the	 $n$th	fragment  such
		 that

		       $x sub n	~=~ x sub r ~+~	n ~ roman mod ~	"width"$

			$y sub n ~=~ y sub r ~+~ |_ ~ n	/ "width" ~ _|$

		 where	($x  sub r , y sub r$) is the current raster position.
		 These pixel fragments are then	treated	just  like  the	 frag-
		 ments	generated  by  rasterizing points, lines, or polygons.
		 Texture mapping, fog, and all the fragment operations are ap-
		 plied before the fragments are	written	to the frame buffer.

       GL_STENCIL_INDEX
		 Each pixel is a single	value, a stencil index.	  It  is  con-
		 verted	 to  fixed-point format, with an unspecified number of
		 bits to the right of the binary point,	regardless of the mem-
		 ory 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  ei-
		 ther 0	or 1.

		 Each fixed-point index	is then	shifted	left by	GL_INDEX_SHIFT
		 bits,	and  added  to	GL_INDEX_OFFSET.  If GL_INDEX_SHIFT is
		 negative, the shift is	to the right.  In  either  case,  zero
		 bits  fill otherwise unspecified bit locations	in the result.
		 If GL_MAP_STENCIL is true, the	index  is  replaced  with  the
		 value that it references in lookup table GL_PIXEL_MAP_S_TO_S.
		 Whether  the  lookup replacement of the index is done or not,
		 the integer part of the index is then ANDed  with  $2	sup  b
		 -1$,  where  $b$ is the number	of bits	in the stencil buffer.
		 The resulting stencil indices are then	written	to the stencil
		 buffer	such that the $n$th index is written to	location

		     $x	sub n ~=~ x sub	r ~+~ n	~ roman	mod ~ "width"$

		      $y sub n ~=~ y sub r ~+~ |_ ~ n /	"width"	~ _|$

	      where ($x	sub r ,	y sub r$)  is  the  current  raster  position.
	      Only the pixel ownership test, the scissor test, and the stencil
	      writemask	affect these write operations.

       GL_DEPTH_COMPONENT
	      Each  pixel is a single-depth component.	Floating-point data is
	      converted	directly to an internal	floating-point format with un-
	      specified	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 by GL_DEPTH_SCALE and added	to GL_DEPTH_BIAS.  The
	      result is	clamped	to the range [0,1].

	      The GL then converts the resulting depth components to fragments
	      by attaching the current raster position color  or  color	 index
	      and  texture  coordinates	 to each pixel,	then assigning $x$ and
	      $y$ window coordinates to	the $n$th fragment such	that

		     $x	sub n ~=~ x sub	r ~+~ n	~ roman	mod ~ "width"$

		      $y sub n ~=~ y sub r ~+~ |_ ~ n /	"width"	~ _|$

	      where ($x	sub r ,	y sub r$)  is  the  current  raster  position.
	      These  pixel  fragments are then treated just like the fragments
	      generated	by rasterizing points, lines,  or  polygons.   Texture
	      mapping, fog, and	all the	fragment operations are	applied	before
	      the fragments are	written	to the frame buffer.

       GL_RGBA
	      Each  pixel is a four-component group: for GL_RGBA, the red com-
	      ponent is	first, followed	by green, followed by  blue,  followed
	      by  alpha.   Floating-point  values are converted	directly to an
	      internal	floating-point	format	with  unspecified   precision.
	      Signed integer values are	mapped linearly	to the internal	float-
	      ing-point	format such that the most positive representable inte-
	      ger value	maps to	1.0, and the most negative representable value
	      maps  to	-1.0.  (Note that this mapping does not	convert	0 pre-
	      cisely to	0.0.)  Unsigned	integer	data is	mapped similarly:  the
	      largest  integer	value maps to 1.0, and 0 maps to 0.0.  The re-
	      sulting 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 re-
	      spectively.

	      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 co-
	      ordinates	to the $n$th fragment such that

		     $x	sub n ~=~ x sub	r ~+~ n	~ roman	mod ~ "width"$

		      $y sub n ~=~ y sub r ~+~ |_ ~ n /	"width"	~ _|$

	      where ($x	sub r ,	y sub r$)  is  the  current  raster  position.
	      These  pixel  fragments are then treated just like the fragments
	      generated	by rasterizing points, lines,  or  polygons.   Texture
	      mapping, fog, and	all the	fragment operations are	applied	before
	      the fragments are	written	to the frame buffer.

       GL_RED Each  pixel  is  a single	red component.	This component is con-
	      verted to	the internal floating-point 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 con-
	      verted 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.   Af-
	      ter this conversion, the pixel is	treated	as if it had been read
	      as an RGBA pixel.

       GL_BLUE
	      Each  pixel  is a	single blue component.	This component is con-
	      verted to	the internal floating-point 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.  Af-
	      ter this conversion, the pixel is	treated	as if it had been read
	      as an RGBA pixel.

       GL_ALPHA
	      Each  pixel is a single alpha component.	This component is con-
	      verted to	the internal floating-point 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  con-
	      version,	the pixel is treated as	if it had been read as an RGBA
	      pixel.

       GL_RGB Each pixel is a three-component group: red  first,  followed  by
	      green, followed by blue.	Each component is converted to the in-
	      ternal floating-point format in the same way the red, green, and
	      blue  components of an RGBA pixel	are.  The color	triple is con-
	      verted to	an RGBA	pixel with alpha set to	1.  After this conver-
	      sion, 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 lu-
	      minance 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:

	   +-------------------+----------------------------------------+
	   |	   type	       |	   corresponding type		|
	   +-------------------+----------------------------------------+
	   | GL_UNSIGNED_BYTE  |	 unsigned 8-bit	integer		|
	   |	  GL_BYTE      |	  signed 8-bit integer		|
	   |	 GL_BITMAP     | single	bits in	unsigned 8-bit integers	|
	   | GL_UNSIGNED_SHORT |	unsigned 16-bit	integer		|
	   |	 GL_SHORT      |	 signed	16-bit integer		|
	   |  GL_UNSIGNED_INT  |	unsigned 32-bit	integer		|
	   |	  GL_INT       |	     32-bit integer		|
	   |	 GL_FLOAT      |    single-precision floating-point	|
	   +-------------------+----------------------------------------+

       The rasterization described so far assumes pixel	zoom factors of	1.  If
       glPixelZoom is used to change the $x$ and $y$ pixel zoom	factors,  pix-
       els  are	 converted to fragments	as follows.  If	($x sub	r$, $y sub r$)
       is the current raster position, and a given pixel is in the $n$th  col-
       umn  and	$m$th row of the pixel rectangle, then fragments are generated
       for pixels whose	centers	are in the rectangle with corners at

		    ($x	sub r +	zoom sub x n$, $y sub r	+ zoom sub y m$)

	      ($x sub r	+ zoom sub x (n	+ 1)$, $y sub r	+ zoom sub y ( m + 1 )$)

       where $zoom sub x$ is the value of GL_ZOOM_X and	$zoom sub  y$  is  the
       value of	GL_ZOOM_Y.

ERRORS
       GL_INVALID_VALUE	is generated if	either width or	height is negative.

       GL_INVALID_ENUM	is  generated  if format or type is not	one of the ac-
       cepted values.

       GL_INVALID_OPERATION  is	 generated  if	format	is  GL_RED,  GL_GREEN,
       GL_BLUE,	 GL_ALPHA,  GL_RGB, GL_RGBA, GL_LUMINANCE, or GL_LUMINANCE_AL-
       PHA, and	the GL is in color index mode.

       GL_INVALID_ENUM is generated if type is GL_BITMAP and format is not ei-
       ther GL_COLOR_INDEX or GL_STENCIL_INDEX.

       GL_INVALID_OPERATION is generated if  format  is	 GL_STENCIL_INDEX  and
       there is	no stencil buffer.

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

ASSOCIATED GETS
       glGet with argument GL_CURRENT_RASTER_POSITION
       glGet with argument GL_CURRENT_RASTER_POSITION_VALID

SEE ALSO
       glAlphaFunc, glBlendFunc, glCopyPixels, glDepthFunc, glLogicOp,	glPix-
       elMap, glPixelStore, glPixelTransfer, glPixelZoom, glRasterPos, glRead-
       Pixels, glScissor, glStencilFunc

								GLDRAWPIXELS()

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