subset-A.html revision bb21846b2f3cd6bcb0e9580ae7d71dc66b0e17b1
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2<html>
3<head>
4  <title>Mini GLX Specification</title>
5</head>
6<body>
7<span style="font-style: italic;"></span><span
8 style="font-weight: bold;"></span>
9<h1>
10<center>Mesa Subset Specification</center>
11</h1>
12<h2>
13<center>
14<h3>Tungsten Graphics, Inc.</h3>
15<h3>February 26, 2003<br>
16</h3>
17</center>
18</h2>
19<p> Copyright &copy; 2002-2003 by <a
20 href="http://www.tungstengraphics.com/">Tungsten Graphics, Inc.</a>,
21Cedar Park, Texas. All Rights Reserved. <br>
22<br>
23Permission is granted to make and distribute verbatim copies of this
24document provided the copyright notice and this permission notice are
25preserved on all copies.<br>
26</p>
27<p> OpenGL is a trademark of <a href="http://www.sgi.com">Silicon
28Graphics, Inc.</a>.</p>
29<h1>1. Introduction</h1>
30This document describes a subset of the Mesa implemented by Tungsten
31Graphics, Inc. for embedded devices. &nbsp;Prior to reading this
32document the reader should be familiar with the OpenGL 1.2.1
33specification dated April 1, 1999 (available from <a
34 href="http://www.opengl.org/developers/documentation/specs.html">http://www.opengl.org/developers/documentation/specs.html</a>.)
35&nbsp;Experience with OpenGL programming is highly advisable.<a
36 href="http://www.opengl.org/developers/documentation/specs.html"><br>
37</a><br>
38Tungsten Graphics, Inc. is working with industry standards
39organizations +in an attempt to standardize this Mesa subset and any
40other possible subsets +as a result of this work. <br>
41<br>
42Appendix A contains a list of issues of which some may not be resolved.<br>
43<br>
44To summarize, the following major features of Mesa are omitted from the
45subset:<br>
46<ul>
47  <li>Vertex arrays</li>
48  <li>Texture coordinate generation</li>
49  <li>Lighting</li>
50  <li>Point size</li>
51  <li>Polygon stipple</li>
52  <li>DrawPixels, CopyPixels, PixelZoom</li>
53  <li>1-D and 3-D textures</li>
54  <li>CopyTex[Sub]Image</li>
55  <li>Fog</li>
56  <li>Depth test</li>
57  <li>Color Index mode</li>
58  <li>Accumulation buffer</li>
59  <li>Feedback mode</li>
60  <li>Evaluators</li>
61  <li>Push/Pop attributes</li>
62  <li>Display lists<br>
63  </li>
64</ul>
65<p>Further reductions are made at a lower level of detail.<br>
66</p>
67<p>Mesa function names are printed in <span style="font-weight: bold;">bold
68face</span>. &nbsp;Function parameters are printed in <span
69 style="font-style: italic;">italics</span>.<br>
70</p>
71<p>The Tungsten Graphics, Inc. Mesa subset library is hereafter
72referred to as <span style="font-style: italic;">the subset.</span><br>
73<br>
74</p>
75<h1>2. Primitive Specification</h1>
76<h2>2.1 glBegin, glEnd and glVertex Commands</h2>
77The basic rendering primitives are points, lines and triangles.
78&nbsp;Quadrilaterals and polygons are composed of triangles.
79&nbsp;Primitives are drawn with the <span style="font-weight: bold;">glBegin</span>
80and <span style="font-weight: bold;">glEnd</span> commands and a subset
81of the <span style="font-weight: bold;">glVertex</span> commands:<br>
82<br>
83<div style="margin-left: 40px;">void <span style="font-weight: bold;">glBegin</span>(GLenum<span
84 style="font-style: italic;">mode</span>)<br>
85void <span style="font-weight: bold;">glEnd</span>(void)<br>
86<br>
87void <span style="font-weight: bold;">glVertex2f</span>(GLfloat <span
88 style="font-style: italic;">x</span>, GLfloat <span
89 style="font-style: italic;">y</span>)<br>
90void <span style="font-weight: bold;">glVertex2fv</span>(const GLfloat
91*<span style="font-style: italic;">v</span>)<br>
92void <span style="font-weight: bold;">glVertex3f</span>(GLfloat <span
93 style="font-style: italic;">x</span>, GLfloat <span
94 style="font-style: italic;">y</span>, GLfloat <span
95 style="font-style: italic;">z</span>)<br>
96void <span style="font-weight: bold;">glVertex3fv</span>(const GLfloat
97*<span style="font-style: italic;">v</span>)<br>
98</div>
99<br>
100The <span style="font-style: italic;">mode</span> parameter to <span
101 style="font-weight: bold;">glBegin</span> may be one of the following<br>
102<br>
103<div style="margin-left: 40px;">GL_POINTS - a series of individual
104points<br>
105GL_LINES - a series of disjoint line segments<br>
106GL_LINE_STRIP - series of connected line segments<br>
107GL_LINE_LOOP - a closed loop of line segments<br>
108GL_TRIANGLES - a series of individual triangles<br>
109GL_TRIANGLE_STRIP - a connected strip of triangles<br>
110GL_TRIANGLE_FAN - a sequence of triangles all sharing a common vertex<br>
111GL_QUADS - a sequence of individual quadrilaterals<br>
112GL_QUAD_STRIP - a connected strip of quadrilaterals<br>
113GL_POLYGON - a closed, convex polygon<br>
114<br>
115</div>
116<br>
117The <span style="font-weight: bold;">glVertex</span> commands take two
118or three floating point coordinates, or a pointer to an array of two or
119three floating point coordinates. &nbsp;Vertices are actually 4-element
120homogeneous coordinates. &nbsp;The fourth component, unspecified by the
121subset's <span style="font-weight: bold;">glVertex</span> commands, is
122one.<br>
123<br>
124<span style="font-weight: bold;"></span>
125<h2>2.2 Other Per-vertex Commands<br>
126</h2>
127The <span style="font-weight: bold;">glColor</span> and <span
128 style="font-weight: bold;">glTexCoord</span> commands may be used to
129specify colors and texture coordinates for each vertex:<br>
130<br>
131<div style="margin-left: 40px;">void <span style="font-weight: bold;">glColor3f</span>(GLfloat<span
132 style="font-style: italic;">red</span>, GLfloat <span
133 style="font-style: italic;">green</span>, GLfloat <span
134 style="font-style: italic;">blue</span>)<br>
135void <span style="font-weight: bold;">glColor3fv</span>(const GLfloat *<span
136 style="font-style: italic;">rgb</span>)<br>
137void <span style="font-weight: bold;">glColor4f</span>(GLfloat <span
138 style="font-style: italic;">red,</span> GLfloat <span
139 style="font-style: italic;">green,</span> GLfloat <span
140 style="font-style: italic;">blue,</span> GLfloat <span
141 style="font-style: italic;">alpha</span>)<br>
142void <span style="font-weight: bold;">glColor4fv</span>(const GLfloat *<span
143 style="font-style: italic;">rgba</span>)<br>
144void <span style="font-weight: bold;">glTexCoord2f</span>(GLfloat <span
145 style="font-style: italic;">s</span>, GLfloat<span
146 style="font-style: italic;"> t</span>)<br>
147void <span style="font-weight: bold;">glTexCoord2fv</span>(const
148GLfloat *<span style="font-style: italic;">c</span>)<br>
149<br>
150</div>
151The <span style="font-weight: bold;">glColor</span> commands specify
152the color and optionally, the alpha value, for subsequent vertices.
153&nbsp;For the <span style="font-weight: bold;">glColor3</span> commands,
154alpha is set to one.<br>
155<br>
156The <span style="font-weight: bold;">glTexCoord2</span> commands
157specify the texture coordinate for subsequent vertices. &nbsp;Texture
158coordinates are actually four-component coordinates: (s, t, r, q).
159&nbsp;The <span style="font-weight: bold;">glTexCoord2</span> commands
160set s and t explicitly. &nbsp;The r and q components are zero and one,
161respectively.<br>
162<br>
163<span style="font-weight: bold;"></span>Only <span
164 style="font-weight: bold;">glVertex, glColor</span> and <span
165 style="font-weight: bold;">glTexCoord</span> commands are allowed
166between <span style="font-weight: bold;">glBegin</span> and <span
167 style="font-weight: bold;">glEnd.</span> &nbsp;Calling any other
168command between <span style="font-weight: bold;">glBegin</span> and <span
169 style="font-weight: bold;">glEnd</span> will result in the error
170GL_INVALID_OPERATION.<br>
171<br>
172<h2>2.3 Unsupported Commands</h2>
173None of the following commands related to primitive specification are
174supported by the subset:<br>
175<br>
176<div style="margin-left: 40px;">Per-Vertex commands:<br>
177</div>
178<div style="margin-left: 40px;">
179<div style="margin-left: 40px;"><span style="font-weight: bold;">glVertex2d,
180glVertex2i, glVertex2s, glVertex3d, glVertex3i, glVertex3s, glVertex4d,
181glVertex4i, glVertex4s, glVertex2dv, glVertex2iv, glVertex2sv,
182glVertex3dv, glVertex3iv, glVertex3sv, glVertex4dv, glVertex4iv,
183glVertex4sv,<br>
184glNormal3b, glNormal3d, glNormal3f, glNormal3i, glNormal3s, </span><span
185 style="font-weight: bold;">glNormal3bv, glNormal3dv, glNormal3fv,
186glNormal3iv, glNormal3sv,<br>
187glIndexd, glIndexf, glIndexi, glIndexs, glIndexub, glIndexdv,
188glIndexfv, glIndexiv, glIndexsv, glIndexubv,<br>
189glColor3b, glColor3d, glColor3i, glColor3s, glColor3ub, glColor3ui,
190glColor3us, </span><span style="font-weight: bold;">glColor3bv,
191glColor3dv, glColor3iv, glColor3sv, glColor3ubv, glColor3uiv,
192glColor3usv,</span><span style="font-weight: bold;"> lColor4b,
193glColor4d, glColor4i, glColor4s, glColor4ub, glColor4ui, glColor4us, </span><span
194 style="font-weight: bold;">glColor4bv, glColor4dv, glColor4iv,
195glColor4sv, glColor4ubv, glColor4uiv, glColor4usv,<br>
196</span><span style="font-weight: bold;">glTexCoord1d, glTexCoord1f,
197glTexCoord1i, glTexCoord1s, glTexCoord2d, glTexCoord2i, glTexCoord2s,
198glTexCoord3d, glTexCoord3f, glTexCoord3i, glTexCoord3s, glTexCoord4d,
199glTexCoord4f, glTexCoord4i, glTexCoord4s, glTexCoord1dv, glTexCoord1fv,
200glTexCoord1iv, glTexCoord1sv, glTexCoord2dv, glTexCoord2iv,
201glTexCoord2sv, glTexCoord3dv, glTexCoord3fv, glTexCoord3iv,
202glTexCoord3sv, glTexCoord4dv, glTexCoord4fv, glTexCoord4iv,
203glTexCoord4sv,<br>
204glEdgeFlag, glEdgeFlagv</span><br style="font-weight: bold;">
205<br>
206</div>
207Vertex array commands:<br>
208<div style="margin-left: 40px;"><span style="font-weight: bold;">glVertexPointer,
209glColorPointer, glIndexPointer, glTexCoordPointer, glEdgeFlagPointer,
210glNormalPointer, glInterleavedArrays, glArrayElement, glDrawArrays,
211glDrawElements, glDrawRangeElements, glEnableClientState,
212glDisableClientState</span><br>
213</div>
214</div>
215<div style="margin-left: 40px;"><br>
216Rectangle commands:<br>
217<div style="margin-left: 40px;"><span style="font-weight: bold;">glRects,
218glRecti, glRectf, glRectd, glRectsv, glRectiv, glRectfv, glRectdv,<br>
219<br>
220</span></div>
221</div>
222<div style="margin-left: 40px;">Lighting commands:<br>
223</div>
224<div style="margin-left: 80px;"><span style="font-weight: bold;">glMaterialf,
225glMateriali, glMaterialfv, glMaterialiv<br>
226</span><br>
227</div>
228<div style="margin-left: 40px;"> Evaluator commands:<br>
229<div style="margin-left: 40px;"><span style="font-weight: bold;">glEvalCoord1d,
230glEvalCoord1f, glEvalCoord1dv, glEvalCoord1fv,&nbsp;</span><span
231 style="font-weight: bold;">glEvalCoord2d, glEvalCoord2f,
232glEvalCoord2dv, glEvalCoord2fv,<br>
233</span><span style="font-weight: bold;">glEvalPoint1, glEvalPoint2</span><br>
234<br>
235</div>
236</div>
237<h1>3. Coordinate Transformation</h1>
238<h2>3.1 Vertex Transformation</h2>
239Vertex coordinates are transformed by the current modelview and
240projection matrices then mapped to window coordinates as specified by
241the viewport. &nbsp;The following coordinate transformation commands are
242supported by the subset<br>
243<br>
244<div style="margin-left: 40px; font-weight: bold;">glMatrixMode<span
245 style="font-weight: normal;">(GLenum <span style="font-style: italic;">mode</span>)</span><br>
246glLoadIdentity<span style="font-weight: normal;">(void)</span><br>
247glPushMatrix<span style="font-weight: normal;">(void)</span><br>
248glPopMatrix<span style="font-weight: normal;">(void)</span><br>
249glLoadMatrixf<span style="font-weight: normal;">(const GLfloat *<span
250 style="font-style: italic;">m</span>)</span><br>
251glMultMatrixf<span style="font-weight: normal;">(const GLfloat *<span
252 style="font-style: italic;">m</span>)</span><br>
253glRotatef<span style="font-weight: normal;">(GLfloat <span
254 style="font-style: italic;">angle</span>, GLfloat <span
255 style="font-style: italic;">x</span>, GLfloat <span
256 style="font-style: italic;">y</span>, GLfloat <span
257 style="font-style: italic;">z</span>)</span><br>
258glTranslatef<span style="font-weight: normal;">(GLfloat <span
259 style="font-style: italic;">x</span>, GLfloat <span
260 style="font-style: italic;">y</span>, GLfloat <span
261 style="font-style: italic;">z</span>)</span><br>
262glScalef<span style="font-weight: normal;">(GLfloat <span
263 style="font-style: italic;">x</span>, GLfloat <span
264 style="font-style: italic;">y</span>, GLfloat <span
265 style="font-style: italic;">z</span>)<br>
266<span style="font-weight: bold;">glFrustum(</span>GLdouble <span
267 style="font-style: italic;">left,</span> GLdouble <span
268 style="font-style: italic;">right,</span> GLdouble <span
269 style="font-style: italic;">bottom,</span> GLdouble <span
270 style="font-style: italic;">top,</span> GLdouble <span
271 style="font-style: italic;">near,</span> GLdouble <span
272 style="font-style: italic;">far</span>)</span><br>
273<span style="font-weight: normal;"><span style="font-weight: bold;">glOrtho(</span>GLdouble<span
274 style="font-style: italic;"> left,</span> GLdouble <span
275 style="font-style: italic;">right,</span> GLdouble <span
276 style="font-style: italic;">bottom,</span> GLdouble <span
277 style="font-style: italic;">top,</span> GLdouble <span
278 style="font-style: italic;">near,</span> GLdouble <span
279 style="font-style: italic;">far</span>)</span><br>
280glViewport<span style="font-weight: normal;">(GLint <span
281 style="font-style: italic;">x</span>, GLint <span
282 style="font-style: italic;">y</span>, GLsize <span
283 style="font-style: italic;">width,</span> GLsizei <span
284 style="font-style: italic;">height</span>)</span><br>
285</div>
286<br>
287The <span style="font-weight: bold;">glMatrixMode</span> command
288specifies the <span style="font-style: italic;">current matrix.</span>
289&nbsp;The mode parameter may be GL_MODELVIEW or GL_PROJECTION to specify
290the modelview matrix or projection matrix. &nbsp;Subsequent matrix
291commands will effect the current matrix. &nbsp;Also associated with the
292modelview and projection matrices are a modelview matrix stack and
293projection matrix stack.<br>
294<br>
295The <span style="font-weight: bold;">glLoadIdentity</span> command
296replaces the current matrix with the identity matrix. &nbsp;The matrix
297elements are specified in column-major order.<br>
298<br>
299The <span style="font-weight: bold;">glPushMatrix</span> command pushes
300a copy of the current matrix onto either the modelview matrix stack or
301the projection matrix stack. &nbsp;The <span style="font-weight: bold;">glPopMatrix</span>
302command replaces the current matrix with a copy of the top matrix off
303the modelview matrix stack or projection matrix stack, the pops the
304stack. &nbsp;Matrix stacks are useful for traversing and rendering
305hierarchical models.<br>
306<br>
307The <span style="font-weight: bold;">glMultMatrixf</span> command
308post-multiplies the current matrix by the specified matrix. &nbsp;The
309matrix elements are specified in column-major order.<br>
310<br>
311The <span style="font-weight: bold;">glRotatef</span> command
312post-multiplies the current matrix by a rotation matrix defined by the
313angle and rotation axis defined by x, y and z.<br>
314<br>
315The <span style="font-weight: bold;">glTranslatef</span> command
316post-multiplies the current matrix by a translation matrix defined by
317the <span style="font-style: italic;">x</span>, <span
318 style="font-style: italic;">y</span> and <span
319 style="font-style: italic;">z</span> translation parameters.<br>
320<span style="font-weight: bold;"></span><br>
321The <span style="font-weight: bold;">glScalef</span> command
322post-multiplies the current matrix by a scaling matrix defined by the <span
323 style="font-style: italic;">x</span>, <span
324 style="font-style: italic;">y</span> and <span
325 style="font-style: italic;">z</span> scale factors.<br>
326<span style="font-weight: bold;"></span><br>
327The <span style="font-weight: bold;">glFrustum</span> command
328post-multiplies the current matrix by a perspective projection matrix.
329&nbsp;The <span style="font-style: italic;">near</span> and <span
330 style="font-style: italic;">far</span> values specify the position of
331the hither and yon Z-axis clipping planes. &nbsp;The <span
332 style="font-style: italic;">left, right, bottom</span> and <span
333 style="font-style: italic;">top</span> parameters are the X and Y
334extents at the near clipping plane. &nbsp;<span
335 style="font-weight: bold;">glFrustum</span> is normally used to modify
336the projection matrix.<br>
337<br>
338The <span style="font-weight: bold;">glOrtho</span> command
339post-multiplies the current matrix by an orthographic projection matrix.
340&nbsp;The <span style="font-style: italic;">near</span> and <span
341 style="font-style: italic;">far</span> values specify the position of
342the hither and yon Z-axis clipping planes. &nbsp;The <span
343 style="font-style: italic;">left, right, bottom</span> and <span
344 style="font-style: italic;">top</span> parameters specify the X and
345Y-axis clipping planes. &nbsp;<span style="font-weight: bold;">glOrtho</span>
346is normally used to modify the projection matrix.<br>
347<br>
348The <span style="font-weight: bold;">glViewport</span> command
349specifies the mapping of coordinates from normalized device coordinates
350to window coordinates. &nbsp;The <span style="font-style: italic;">x</span>
351and <span style="font-style: italic;">y</span> parameters specify the
352viewport's lower-left corner in the window and the <span
353 style="font-style: italic;">width</span> and <span
354 style="font-style: italic;">height</span> parameters specify the size
355of the viewport. &nbsp;<span style="font-weight: bold;">glViewport</span>
356does not effect the current matrix.<br>
357<br>
358A coordinate transformed to window coordinates is hereafter known as (x<sub>w</sub>,
359y<sub>w</sub>, z<sub>w</sub>).<br>
360<br>
361<h2>3.2 Clipping</h2>
362View-volume clipping automatically discards or trims primitives which
363lie completely or partially outside of the view volume specified by <span
364 style="font-weight: bold;">glFrustum</span> and <span
365 style="font-weight: bold;">glOrtho</span>. &nbsp;Note that the <span
366 style="font-weight: bold;">glViewport</span> command does not define a
367clipping region.<br>
368<br>
369Clipping occurs in <span style="font-style: italic;">clip coordinate
370space - </span>the coordinates produced after applying the projection
371matrix.<br>
372<br>
373<h2>3.3 Current Raster Position</h2>
374The current raster position specifies the location for drawing images
375with <span style="font-weight: bold;">glBitmap.</span> &nbsp;The current
376raster position is set with the commands:<br>
377<br>
378<div style="margin-left: 40px;">void <span style="font-weight: bold;">glRasterPos2f</span>(GLfloat<span
379 style="font-style: italic;">x</span>, GLfloat <span
380 style="font-style: italic;">y</span>)<br>
381void <span style="font-weight: bold;">glRasterPos2fv</span>(const
382GLfloat *<span style="font-style: italic;">v</span>)<br>
383void <span style="font-weight: bold;">glRasterPos2i</span>(GLint <span
384 style="font-style: italic;">x</span>, GLint <span
385 style="font-style: italic;">y</span>)<br>
386void <span style="font-weight: bold;">glRasterPos2iv</span>(const
387GLint *<span style="font-style: italic;">v</span>)<br>
388</div>
389<br>
390<span style="font-weight: bold;">glRasterPos</span> specifies a
3914-component coordinate (x, y, 0, 1). &nbsp;The coordinate is processed
392like a vertex; it is transformed by the modelview matrix, the projection
393matrix and mapped to the viewport. &nbsp;The resulting window coordinate
394is stored as the current raster position. &nbsp;The coordinate is
395clipped-tested against the frustum like a vertex. &nbsp;If the
396coordinate is clipped, then the current raster position becomes invalid
397and subsequent <span style="font-weight: bold;">glBitmap</span> commands
398have no effect.<br>
399<br>
400<span style="font-weight: bold;">glRasterPos</span> also updates the
401current raster color and current raster texture coordinates. &nbsp;The
402current raster color is updated (copied) from the current color (as
403specified by <span style="font-weight: bold;">glColor</span>).
404&nbsp;The current raster texture coordinate is updated (copied) from the
405current texture coordinate (as specified by <span
406 style="font-weight: bold;">glTexCoord</span>).<br>
407<br>
408<h2>3.4 Unsupported Commands</h2>
409The following commands related to vertex transformation are not
410supported by the subset:<br>
411<br>
412<div style="margin-left: 40px;">User-defined clip plane commands:<br>
413<div style="margin-left: 40px;"><span style="font-weight: bold;">glClipPlane</span><br>
414</div>
415<span style="font-weight: bold;"></span></div>
416<br>
417<div style="margin-left: 40px;">Lighting and material commands:</div>
418<div style="margin-left: 80px;"><span style="font-weight: bold;">glLightModeli,
419glLightModelf,&nbsp;</span><span style="font-weight: bold;">glLightModeliv,
420glLightModelfv,</span><span style="font-weight: bold;"> glLightf,
421glLighti, glLightfv, glLightiv, glColorMaterial</span><br>
422</div>
423<br>
424<div style="margin-left: 40px;">Automatic texture coordinate generation
425commands:<br>
426</div>
427<div style="margin-left: 40px;">
428<div style="margin-left: 40px;"><span style="font-weight: bold;">glTexGend,
429glTexGenf, glTexGeni, </span><span style="font-weight: bold;">glTexGendv,
430glTexGenfv, glTexGeniv, </span><br>
431<br style="font-weight: bold;">
432</div>
433Double-valued commands:<br>
434<div style="margin-left: 40px;"><span style="font-weight: bold;">glLoadMatrixd,
435glMultMatrixd, glRotated, glTranslated, glScaled</span><br
436 style="font-weight: bold;">
437</div>
438<br>
439Depth Range command:<br>
440<div style="margin-left: 40px;"><span style="font-weight: bold;">glDepthRange</span>
441(the near value is always 0.0 and the far value is always 1.0)<br>
442</div>
443<br>
444Extra RasterPos commands:<br>
445<div style="margin-left: 40px;"><span style="font-weight: bold;">glRasterPos2d,
446glRasterPos2s, glRasterPos3d, glRasterPos3f, glRasterPos3i,
447glRasterPos3s, glRasterPos4d, glRasterPos4f, glRasterPos4i,
448glRasterPos4s, glRasterPos2dv, glRasterPos2sv, glRasterPos3dv,
449glRasterPos3fv, glRasterPos3iv, glRasterPos3sv, glRasterPos4dv,
450glRasterPos4fv, glRasterPos4iv, glRasterPos4sv</span><br>
451</div>
452<br>
453<br>
454</div>
455<h1>4. Rasterization</h1>
456This section describes the commands and options for drawing points,
457lines, triangles and bitmaps. &nbsp;<span style="font-style: italic;">Rasterization</span>
458is the term for the process which produces fragments from the geometric
459description of a primitive (a point, line, polygon or bitmap). &nbsp;For
460example, given the two coordinates for the end-points of a line segment,
461rasterization determines which pixels in the frame buffer are modified
462to <span style="font-style: italic;">draw</span> the line. &nbsp;A
463fragment is a tuple which consists of a window coordinate, colors and
464texture coordinates. &nbsp;The fragments produced by rasterization are
465subsequently processed by the per-fragment operations described later.<br>
466<br>
467<h2>4.1 Point Rasterization</h2>
468Points are rendered with the command sequence <span
469 style="font-weight: bold;">glBegin</span>(GL_POINTS), <span
470 style="font-weight: bold;">glVertex</span>, ... <span
471 style="font-weight: bold;">glEnd</span>. &nbsp;The window coordinate (x<sub>w</sub>,
472y<sub>w</sub>, z<sub>w</sub>) is truncated to rasterize the point.
473&nbsp;The truncated coordinate with its associated color and texture
474coordinate is sent as a single fragment to the per-fragment processing
475stages.<br>
476<br>
477The <span style="font-weight: bold;">glPointSize</span> command is not
478supported; only 1-pixel points are supported.<br>
479<br>
480Point smoothing (antialiasing) is also not supported.<br>
481<br>
482<h2>4.2 Line Rasterization</h2>
483Lines are rendered with the command sequence <span
484 style="font-weight: bold;">glBegin</span>(<span
485 style="font-style: italic;">mode</span>), <span
486 style="font-weight: bold;">glVertex</span>, <span
487 style="font-weight: bold;">glVertex</span>, ... <span
488 style="font-weight: bold;">glEnd</span> where <span
489 style="font-style: italic;">mode</span> is one of GL_LINES,
490GL_LINE_STRIP or GL_LINE_LOOP. &nbsp;Lines are rasterized as described
491in the OpenGL specification. &nbsp;Note that OpenGL specifies the <span
492 style="font-style: italic;">half-open</span> convention for drawing
493lines: the last fragment in a line segment is omitted so that endpoint
494pixels shared by two line segments will only be drawn once instead of
495twice.<br>
496<br>
497<h3>4.2.1 Line Width</h3>
498The width of lines can be controlled by<br>
499<br>
500<div style="margin-left: 40px;">void <span style="font-weight: bold;">glLineWidth</span>(GLfloat<span
501 style="font-style: italic;">width</span>)<br>
502</div>
503<br>
504where <span style="font-style: italic;">width</span> is the line width
505in pixels. &nbsp;The width defaults to 1.0. &nbsp;Attempting to set the
506width to a value less than or equal to zero will raise the error
507GL_INVALID_VALUE.<br>
508<br>
509<h3>4.2.2 Line Stipple<br>
510</h3>
511Lines may be stippled (i.e. dashed) with the command<br>
512<br>
513<div style="margin-left: 40px;"><span style="font-weight: bold;">glLineStipple</span>(GLint<span
514 style="font-style: italic;">factor</span>, GLushort <span
515 style="font-style: italic;">pattern</span>)<br>
516</div>
517<br>
518<span style="font-style: italic;">pattern</span> describes an on/off
519pattern for the fragments produced by rasterization and <span
520 style="font-style: italic;">factor</span> specifies how many subsequent
521fragments are kept or culled for each pattern bit. &nbsp;Line stippling
522can be enabled or disabled by the commands <span
523 style="font-weight: bold;">glEnable</span>(GL_LINE_STIPPLE) and <span
524 style="font-weight: bold;">glDisable</span>(GL_LINE_STIPPLE).<br>
525<br>
526<h3>4.2.3 Line Antialiasing</h3>
527Lines may be antialiased. &nbsp;For antialiased lines, each fragment
528produced by rasterization is assigned a <span
529 style="font-style: italic;">coverage value</span> which describes how
530much of the fragment's area is considered to be <span
531 style="font-style: italic;">inside</span> the line. &nbsp;Later, the
532alpha value of each fragment is multiplied by the coverage value.
533&nbsp;By blending the fragments into the frame buffer, the edges of
534lines appear smoothed.<br>
535<br>
536Line antialiasing can be enabled or disabled with the commands <span
537 style="font-weight: bold;">glEnable</span>(GL_LINE_SMOOTH) and <span
538 style="font-weight: bold;">glDisable</span>(GL_LINE_SMOOTH).<br>
539<br>
540<h2>4.3 Polygon Rasterization</h2>
541Polygons, quadrilaterals and triangles share the same polygon
542rasterization options. <br>
543<br>
544Triangles are rendered by the command sequence <span
545 style="font-weight: bold;">glBegin</span><span
546 style="font-style: italic;"><span style="font-style: italic;">(mode</span></span>),<span
547 style="font-weight: bold;">glVertex</span>, <span
548 style="font-weight: bold;">glVertex</span>, ... <span
549 style="font-weight: bold;">glEnd</span> where <span
550 style="font-style: italic;">mode</span> may be one of GL_TRIANGLES,
551GL_TRIANGLE_STRIP or GL_TRIANGLE_FAN.<span style="font-weight: bold;"></span>
552&nbsp;For GL_TRIANGLES mode, the number of vertices should be a multiple
553of three - extra vertices will be ignored. &nbsp;For GL_TRIANGLE_STRIP
554and GL_TRIANGLE_FAN, at least three vertices should be specified.
555&nbsp;If less than three are specified, nothing is drawn. &nbsp;<br>
556<br>
557Quadrilaterals are <span style="font-weight: bold;"></span>rendered by
558the command sequence <span style="font-weight: bold;">glBegin</span>(<span
559 style="font-style: italic;"><span style="font-style: italic;">mode</span></span>),<span
560 style="font-weight: bold;">glVertex</span>, <span
561 style="font-weight: bold;">glVertex</span>, ... <span
562 style="font-weight: bold;">glEnd</span> where <span
563 style="font-style: italic;">mode</span> may be one of GL_QUADS or
564GL_QUAD_STRIP.<span style="font-weight: bold;"></span> &nbsp; For
565GL_QUADS, the number of vertices should be a multiple of four - extra
566vertices will be ignored. &nbsp;For GL_QUAD_STRIP, the number of
567vertices should be even and at least four. &nbsp;Extra vertices (one)
568will be ignored.<br>
569<br>
570Convex polygons are <span style="font-weight: bold;"></span>rendered
571by the command sequence <span style="font-weight: bold;">glBegin</span><span
572 style="font-style: italic;"><span style="font-style: italic;"></span></span>(GL_POLYGON),<span
573 style="font-weight: bold;">glVertex</span>, <span
574 style="font-weight: bold;">glVertex</span>, ... <span
575 style="font-weight: bold;">glEnd</span>.<span
576 style="font-style: italic;"></span><span style="font-weight: bold;"></span>
577&nbsp;If less than three vertices are specified, nothing is drawn.<br>
578<br>
579<h3>4.3.1 Polygon Orientation</h3>
580The <span style="font-style: italic;">winding order</span> of vertices
581(clockwise or counter-clockwise) is significant. &nbsp;It is used to
582determine the <span style="font-style: italic;">front-facing</span> or <span
583 style="font-style: italic;">back-facing</span> orientation of polygons.
584&nbsp;By default, a front-facing polygon's vertices are in
585counter-clockwise order (in window coordinates). &nbsp;Figures 2.4 and
5862.5 of the OpenGL 1.2.1 specification illustrate the winding order for
587front-facing triangles and quadrilaterals, respectively.<br>
588<br>
589The command<br>
590<br>
591<div style="margin-left: 40px;">void <span style="font-weight: bold;">glFrontFace</span>(GLenum<span
592 style="font-style: italic;"> mode</span>)<br>
593</div>
594<br>
595specifies whether clockwise or counter-clockwise winding indicates a
596front-facing polygon. &nbsp;If <span style="font-style: italic;">mode</span>
597is GL_CW then polygons with clockwise winding are front-facing. &nbsp;If <span
598 style="font-style: italic;">mode</span> is GL_CCW then polygons with
599counter-clockwise winding are front-facing. &nbsp;The default value is
600GL_CCW. &nbsp;If <span style="font-style: italic;">mode</span> is not
601GL_CCW or GL_CW then the error GL_INVALID_ENUM will be raised.<span
602 style="font-style: italic;"></span><span style="font-style: italic;"></span><br>
603<br>
604<h3>4.3.2 Polygon Culling</h3>
605Polygons may be culled (discarded) depending on whether they are
606front-facing or back-facing. &nbsp;The command<br>
607<br>
608<div style="margin-left: 40px;">void<span style="font-weight: bold;">
609glCullFace</span>(GLenum <span style="font-style: italic;">mode</span>)<br>
610</div>
611<br>
612specifies whether front-facing, back-facing or all polygons should be
613culled. &nbsp;If <span style="font-style: italic;">mode</span> is
614GL_FRONT then front-facing polygons will be culled. &nbsp;If <span
615 style="font-style: italic;">mode</span> is GL_BACK then back-facing
616polygons will be culled. Otherwise, if <span style="font-style: italic;">mode</span>
617is GL_FRONT_AND_BACK then all polygons will be culled. &nbsp;Any other
618value for <span style="font-style: italic;">mode</span> will raise the
619error GL_INVALID_ENUM.<br>
620<br>
621Polygon culling is enabled and disabled with the commands <span
622 style="font-weight: bold;">glEnable</span>(GL_CULL_FACE) and <span
623 style="font-weight: bold;">glDisable</span>(GL_CULL_FACE),
624respectively.<br>
625<br>
626<h3>4.3.3 Polygon Antialiasing</h3>
627Polygons may be antialiased in order to smooth their edges.
628&nbsp;Polygon antialiasing is enabled and disabled with the commands <span
629 style="font-weight: bold;">glEnable</span>(GL_POLYGON_SMOOTH) and <span
630 style="font-weight: bold;">glDisable</span>(GL_POLYGON_SMOOTH).<br>
631<br>
632When polygon antialiasing is enabled each fragment produced by polygon,
633triangle and quadrilateral rasterization will be given a <span
634 style="font-style: italic;">coverage</span> value which indicates how
635much of the fragment is covered by the polygon. &nbsp;Fragments
636completely inside the polygon have coverage 1.0. &nbsp;Fragments
637completely outside the polygon have zero coverage (in theory).
638&nbsp;Fragments which intersect the polygon's edge have a coverage value
639in the range (0, 1).<br>
640<br>
641The fragment's alpha value is multiplied by the coverage value.
642&nbsp;By enabling the appropriate blending mode, polygon edges will
643appear smoothed.<br>
644<br>
645<h2>4.4 Shading</h2>
646The command<br>
647<br>
648<div style="margin-left: 40px;"> void <span style="font-weight: bold;">glShadeModel</span>(GLenum<span
649 style="font-style: italic;">mode</span>)<br>
650</div>
651<br>
652determines whether colors are interpolated between vertices during
653rasterization. &nbsp;If <span style="font-style: italic;">mode</span> is
654GL_FLAT then vertex colors are not interpolated. &nbsp;The color used
655for drawing lines, triangles and quadrilaterals is that of the last
656vertex used to specify each primitive. &nbsp;For polygons, the color of
657the first vertex specifies the color for the entire polygon. &nbsp;If <span
658 style="font-style: italic;">mode</span> is GL_SMOOTH then vertex colors
659are linearly interpolated to produce the fragment colors.<br>
660<br>
661<h2>4.5 Bitmap Rasterization</h2>
662A bitmap is a monochromatic, binary image in which each image element
663(or pixel) is represented by one bit. &nbsp;Fragments are only generated
664for the bits (pixels) which are set.  &nbsp;Bitmaps are commonly used to
665draw text (glyphs) and markers.<br>
666<br>
667A bitmap is drawn with the command<br>
668<br>
669<div style="margin-left: 40px;">void <span style="font-weight: bold;">glBitmap</span>(GLsizei<span
670 style="font-style: italic;">width</span>, GLsizei <span
671 style="font-style: italic;">height</span>, GLfloat <span
672 style="font-style: italic;">xOrig</span>, GLfloat <span
673 style="font-style: italic;">yOrig</span>, GLfloat <span
674 style="font-style: italic;">xMove</span>, GLfloat <span
675 style="font-style: italic;">yMove</span>, const &nbsp;GLubyte *<span
676 style="font-style: italic;">image</span>)<br>
677</div>
678<br>
679<span style="font-style: italic;">width </span>and <span
680 style="font-style: italic;">height</span> specify the image size in
681pixels. &nbsp;<span style="font-style: italic;">xOrig</span> and <span
682 style="font-style: italic;">yOrig</span> specify the bitmap origin.
683&nbsp;<span style="font-style: italic;">xMove</span> and <span
684 style="font-style: italic;">yMove</span> are added to the current
685raster position after the bitmap is rasterized. &nbsp;<span
686 style="font-style: italic;">image</span> is a pointer to the bitmap
687data.<br>
688<br>
689If the current raster position is not valid, <span
690 style="font-weight: bold;">glBitmap</span> has no effect.<br>
691<br>
692<h3>4.5.1 Bitmap Unpacking</h3>
693The first step in bitmap rendering is <span style="font-style: italic;">unpacking.
694&nbsp;</span>Unpacking is the process of extracting image data from
695client memory subject to byte swapping, non-default row strides, etc.
696&nbsp;The unpacking parameters are specified with the command<br>
697<br>
698<div style="margin-left: 40px;">void<span style="font-weight: bold;">
699glPixelStorei</span>(GLenum pname, GLint value)<br>
700</div>
701<span style="font-style: italic;"></span><br>
702The following unpacking parameters may be set:<br>
703<br>
704<table cellpadding="2" cellspacing="2" border="1"
705 style="text-align: left; width: 90%; margin-left: auto; margin-right: auto;">
706  <tbody>
707    <tr>
708      <td style="vertical-align: top;">Parameter (<span
709 style="font-style: italic;">pname</span>)<br>
710      </td>
711      <td style="vertical-align: top;">Value (<span
712 style="font-style: italic;">value</span>)<br>
713      </td>
714      <td style="vertical-align: top;">Default<br>
715      </td>
716    </tr>
717    <tr>
718      <td style="vertical-align: top;">GL_UNPACK_ROW_LENGTH<br>
719      </td>
720      <td style="vertical-align: top;">Width of the image in memory, in
721pixels.<br>
722      </td>
723      <td style="vertical-align: top;">0<br>
724      </td>
725    </tr>
726    <tr>
727      <td style="vertical-align: top;">GL_UNPACK_LSB_FIRST<br>
728      </td>
729      <td style="vertical-align: top;">GL_FALSE indicates that the most
730significant bit is unpacked first from each byte. &nbsp;GL_TRUE
731indicates that the least significant bit is unpacked first from each
732byte. <br>
733      </td>
734      <td style="vertical-align: top;">GL_FALSE<br>
735      </td>
736    </tr>
737  </tbody>
738</table>
739<br>
740<br>
741The GL_UNPACK_ROW_LENGTH specifies the stride (in pixels) for advancing
742from one row of the image to the next.&nbsp; If it's zero, the <span
743 style="font-style: italic;">width</span> parameter to <span
744 style="font-weight: bold;">glBitmap</span> specifies the width of the
745image in memory.<br>
746<br>
747GL_UNPACK_LSB_FIRST determines whether the least significant or most
748significant bit in each byte is unpacked first. &nbsp;Unpacking occurs
749in left to right order (in image space).<br>
750<br>
751The value of bit (i, j) of the image (where i is the image row and j is
752the image column) is found as follows:<br>
753<br>
754<div style="margin-left: 40px;">rowLength = (GL_UNPACK_ROW_LENGTH != 0)
755? GL_UNPACK_ROW_LENGTH : <span style="font-style: italic;">width</span>;<br>
756<br>
757byte = <span style="font-style: italic;">image</span>[((rowLength + 7)
758/ 8) * i + j / 8];<br>
759<br>
760if (GL_UNPACK_LSB_FIRST != 0)<br>
761&nbsp;&nbsp;&nbsp; bitMask = 1 &lt;&lt; (j % 8);<br>
762else<br>
763&nbsp;&nbsp;&nbsp; bitMask = 128 &gt;&gt; (j % 8);<br>
764<br>
765if (byte &amp; bitMask)<br>
766&nbsp;&nbsp;&nbsp; bit = 1;<br>
767else<br>
768&nbsp;&nbsp;&nbsp; bit = 0;<br>
769<br>
770</div>
771<span style="font-style: italic;"><span style="font-style: italic;"></span></span>
772<h3>4.5.2 Rasterization</h3>
773If the current raster position is (x<sub>rp</sub>, y<sub>rp</sub>, z<sub>rp</sub>,
774w<sub>rp</sub>), then the bitmap is rasterized according to the
775following algorithm:<br>
776<br>
777for (j = 0; j &lt; <span style="font-style: italic;">height</span>;
778j++) {<br>
779&nbsp;&nbsp;&nbsp; for (i = 0; i &lt; <span style="font-style: italic;">width</span>;
780i++) {<br>
781&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; if (bit(i,j)) {<br>
782&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; fragment.x =
783floor(x<sub>rp</sub> - <span style="font-style: italic;">xOrig</span>)
784+ i;<br>
785&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; fragment.y =
786floor(y<sub>rp</sub> - <span style="font-style: italic;">yOrig</span>)
787+ j;<br>
788&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; fragment.color
789= GL_CURRENT_RASTER_COLOR;<br>
790&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;
791fragment.texture = GL_CURRENT_RASTER_TEXTURE_COORDS;<br>
792&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;
793ProcessFragment(fragment)<br>
794&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;}<br>
795&nbsp;&nbsp;&nbsp; }<br>
796}<br>
797<br>
798After the bitmap has been rendered the current raster position is
799updated as follows:<br>
800<br>
801<div style="margin-left: 40px;">x<sub>rp</sub> = x<sub>rp</sub> + <span
802 style="font-style: italic;">xMove</span><br>
803y<sub>rp</sub> = y<sub>rp</sub> + <span style="font-style: italic;">yMove</span><br>
804</div>
805<br>
806<h3>4.5.3 Per-fragment Operations</h3>
807XXX supported? &nbsp;See issue in appendix A.<br>
808<br>
809<h2>4.6 Unsupported Commands</h2>
810The following commands related to rasterization are not supported by
811the subset.<br>
812<br>
813<div style="margin-left: 40px;">Point commands:<br>
814<div style="margin-left: 40px;"><span style="font-weight: bold;">glPointSize</span><br>
815</div>
816<br>
817Polygon commands:<br>
818<div style="margin-left: 40px; font-weight: bold;">glPolygonStipple<br>
819glPolygonOffset<br>
820glPolygonMode<br>
821<br>
822</div>
823</div>
824<div style="margin-left: 40px;">Pixel storage commands:<br>
825</div>
826<div style="font-weight: bold; margin-left: 80px;">glPixelStoref<br>
827</div>
828<br>
829<br>
830<h1>5. Texture Mapping<br>
831</h1>
832There are four elements to texture mapping: texture coordinate
833specification, texture image specification, texture sampling and texture
834application.<br>
835<br>
836Texture mapping is enabled and disabled with the commands <span
837 style="font-weight: bold;">glEnable</span>(GL_TEXTURE_2D) and <span
838 style="font-weight: bold;">glDisable</span>(GL_TEXTURE_2D).<br>
839<br>
840<h2>5.1 Texture Image Specification</h2>
841A texture image is specified with the command:<br>
842<br>
843<div style="margin-left: 40px;">void <span style="font-weight: bold;">glTexImage2D</span>(GLenum<span
844 style="font-style: italic;"> target</span>, GLint <span
845 style="font-style: italic;">level</span>, GLint <span
846 style="font-style: italic;">internalFormat,</span> GLsizei <span
847 style="font-style: italic;">width,</span> GLsizei <span
848 style="font-style: italic;">height,</span> GLint <span
849 style="font-style: italic;">border,</span> GLenum <span
850 style="font-style: italic;">format,</span> GLenum <span
851 style="font-style: italic;">type,</span> const GLvoid *<span
852 style="font-style: italic;">pixels</span> )<br>
853</div>
854<br>
855<span style="font-style: italic;">target</span> must be GL_TEXTURE_2D.
856&nbsp;<span style="font-style: italic;">level </span>indicates the
857mipmap level for mipmap textures. &nbsp;<span style="font-style: italic;">internalFormat</span>
858is a hint to indicate the preferred internal storage format for the
859texture. &nbsp;<span style="font-style: italic;">width</span> and <span
860 style="font-style: italic;">height </span>indicate the image size in
861pixels (or texels). &nbsp;<span style="font-style: italic;">border </span>must
862be zero. &nbsp;<span style="font-style: italic;">format</span> and <span
863 style="font-style: italic;">type</span> describe the pixel format and
864data type for the incoming image. &nbsp;<span style="font-style: italic;">pixels</span>
865points to the incoming texture image. &nbsp;These parameters are
866described in more detail below.<br>
867<br>
868<h3>5.1.1 Texture Image Size and Mipmaps</h3>
869<h3><span style="font-style: italic;"></span></h3>
870Texture images must have dimensions (width and height) that are powers
871of two. For example: 256 x 256, 32 x 1024, 1 x 8, etc. &nbsp;That is, it
872must be the case that <span style="font-style: italic;">width </span>=
8732<sup>n</sup> and <span style="font-style: italic;">height</span> = 2<sup>m</sup>
874for some positive integers n and m.<br>
875<br>
876Mipmapping is a method of antialiasing or filtering textures to improve
877their appearance. &nbsp;A mipmap is a set of images consisting of a base
878image and a set of filtered, reduced-resolution images. &nbsp;If the
879base image (<span style="font-style: italic;">level</span>=0) is of
880width 2<sup>n</sup> and height 2<sup>m</sup> then the level 1 image must
881be of width 2<sup>n-1</sup> and height 2<sup>m-1</sup>. &nbsp;Each mipmap
882level is half the width and height of the previous level, or at least
883one. &nbsp;The last mipmap level has a width and height of one.<br>
884<br>
885The following is an example of a mipmap's image levels:<br>
886<br>
887<table cellpadding="2" cellspacing="2" border="1"
888 style="text-align: left; width: 50%; margin-left: auto; margin-right: auto;">
889  <tbody>
890    <tr>
891      <td style="vertical-align: top;">mipmap level<br>
892      </td>
893      <td style="vertical-align: top;">width<br>
894      </td>
895      <td style="vertical-align: top;">height<br>
896      </td>
897    </tr>
898    <tr>
899      <td style="vertical-align: top;">0<br>
900      </td>
901      <td style="vertical-align: top;">256<br>
902      </td>
903      <td style="vertical-align: top;">64<br>
904      </td>
905    </tr>
906    <tr>
907      <td style="vertical-align: top;">1<br>
908      </td>
909      <td style="vertical-align: top;">128<br>
910      </td>
911      <td style="vertical-align: top;">32<br>
912      </td>
913    </tr>
914    <tr>
915      <td style="vertical-align: top;">2<br>
916      </td>
917      <td style="vertical-align: top;">64<br>
918      </td>
919      <td style="vertical-align: top;">16<br>
920      </td>
921    </tr>
922    <tr>
923      <td style="vertical-align: top;">3<br>
924      </td>
925      <td style="vertical-align: top;">32<br>
926      </td>
927      <td style="vertical-align: top;">8<br>
928      </td>
929    </tr>
930    <tr>
931      <td style="vertical-align: top;">4<br>
932      </td>
933      <td style="vertical-align: top;">16<br>
934      </td>
935      <td style="vertical-align: top;">4<br>
936      </td>
937    </tr>
938    <tr>
939      <td style="vertical-align: top;">5<br>
940      </td>
941      <td style="vertical-align: top;">8<br>
942      </td>
943      <td style="vertical-align: top;">2<br>
944      </td>
945    </tr>
946    <tr>
947      <td style="vertical-align: top;">6<br>
948      </td>
949      <td style="vertical-align: top;">4<br>
950      </td>
951      <td style="vertical-align: top;">1<br>
952      </td>
953    </tr>
954    <tr>
955      <td style="vertical-align: top;">7<br>
956      </td>
957      <td style="vertical-align: top;">2<br>
958      </td>
959      <td style="vertical-align: top;">1<br>
960      </td>
961    </tr>
962    <tr>
963      <td style="vertical-align: top;">8<br>
964      </td>
965      <td style="vertical-align: top;">1<br>
966      </td>
967      <td style="vertical-align: top;">1<br>
968      </td>
969    </tr>
970  </tbody>
971</table>
972<br>
973If the <span style="font-style: italic;">width</span> or <span
974 style="font-style: italic;">height</span> parameters are not powers of
975two, the error GL_INVALID_VALUE is raised. &nbsp;If the image levels in
976a mipmap do not satisfy the restrictions listed above the texture is
977considered to be <span style="font-style: italic;">inconsistent</span>
978and the system will behave as if the texturing is disabled.<br>
979<br>
980<h3>5.1.2 Texture Image Formats and Unpacking</h3>
981The <span style="font-weight: bold;">glTexImage2D</span> command's <span
982 style="font-style: italic;"><span style="font-weight: bold;"></span></span><span
983 style="font-style: italic;">format</span> and <span
984 style="font-style: italic;">type</span> parameters describe the format
985of the incoming texture image.&nbsp; Accepted values for <span
986 style="font-style: italic;">format</span> are GL_INTENSITY, GL_RGB and
987GL_RGBA. &nbsp;The <span style="font-style: italic;">type</span>
988parameter must be GL_UNSIGNED_BYTE. &nbsp;Pixel component values are
989thus in the range 0 through 255.<br>
990<br>
991If <span style="font-style: italic;">format</span> is GL_INTENSITY then
992the image has one byte per pixel which specifies the pixel's red, green,
993blue and alpha values.<span style="font-style: italic;"></span><br>
994<br>
995If <span style="font-style: italic;">format</span> is GL_RGB then the
996image has three bytes per pixel which specify the pixel's red, green and
997blue values (in that order). &nbsp;The alpha value defaults to 255.<br>
998<br>
999If <span style="font-style: italic;">format</span> is GL_RGBA then the
1000image has four bytes per pixel which specify the pixel's red, green,
1001blue and alpha values (in that order).<br>
1002<br>
1003The command<br>
1004<br>
1005<div style="margin-left: 40px;">void<span style="font-weight: bold;">
1006glPixelStorei</span>(GLenum <span style="font-style: italic;">pname</span>,
1007GLint <span style="font-style: italic;">value</span>)<br>
1008</div>
1009<br>
1010controls the unpacking of texture image data from client memory. &nbsp;<span
1011 style="font-style: italic;">pname</span> may be GL_UNPACK_ROW_LENGTH to
1012indicate the stride, in pixels, between subsequent rows of the image in
1013client memory. &nbsp;If GL_UNPACK_ROW_LENGTH is zero (the default) then
1014the <span style="font-style: italic;">width</span> parameter to <span
1015 style="font-weight: bold;">glTexImage2D </span>determines the stride.<span
1016 style="font-style: italic;"></span><br>
1017<br>
1018<h3>5.1.3 Internal Texture Format</h3>
1019<span style="font-weight: bold;">glTexImage2D<span
1020 style="font-style: italic;"> </span></span>converts the incoming
1021texture image to one of the supported internal texture formats.<br>
1022<br>
1023The <span style="font-style: italic;">internalFormat</span> parameter
1024indicates the desired internal format for the texture and may be either
1025GL_INTENSITY8, GL_RGB5 or GL_RGBA8.<br>
1026<br>
1027If <span style="font-style: italic;">internalFormat</span> is
1028GL_INTENSITY8 then the texture has one byte per texel (texture element)
1029which indicates the texel's intensity (or brightness). &nbsp;The
1030intensity is obtained from the incoming image's red channel.<br>
1031<br>
1032If <span style="font-style: italic;">internalFormat</span> is GL_RGB5
1033then the texture is stored with two bytes per texel: &nbsp;5 bits per
1034red value, 5 bits per green value and 5 bits per blue value.<br>
1035<br>
1036If <span style="font-style: italic;">internalFormat </span>is
1037GL_RGBA8 then the texture is stored with four bytes per texel: &nbsp;8
1038bits for each of the red, green, &nbsp;blue and alpha values.<br>
1039<br>
1040The internal format is also significant to texture application (see
1041section 5.4).<br>
1042<br>
1043<h2>5.2 Texture Coordinates</h2>
1044Texture coordinates control the mapping from local polygon space to
1045texture image space. &nbsp;Texture coordinates are set for each vertex
1046with the <span style="font-weight: bold;">glTexCoord</span> commands.
1047&nbsp;During line and polygon rasterization the vertex's texture
1048coordinates are interpolated across the primitive to produce a texture
1049coordinate for each fragment. &nbsp;The fragment texture coordinates are
1050used to sample the current texture image.<br>
1051<br>
1052Texture coordinates are normally in the range [0, 1]. &nbsp;Values
1053outside that range are processed according to the <span
1054 style="font-style: italic;">texture wrap mode</span>. &nbsp;The
1055texture wrap mode is set with the command<br>
1056<br>
1057<div style="margin-left: 40px;">void <span style="font-weight: bold;">glTexParameteri</span>(GLenum<span
1058 style="font-style: italic;"> target</span>, GLenum <span
1059 style="font-style: italic;">pname</span>, GLint <span
1060 style="font-style: italic;">value</span>)<br>
1061<br>
1062</div>
1063<span style="font-style: italic;">target</span> must be GL_TEXTURE_2D.
1064&nbsp;If <span style="font-style: italic;">pname</span> is
1065GL_TEXTURE_WRAP_S or GL_TEXTURE_WRAP_T then <span
1066 style="font-style: italic;">value</span> must be either
1067GL_CLAMP_TO_EDGE or GL_REPEAT.<br>
1068<br>
1069For GL_CLAMP_TO_EDGE, texture coordinates are effectively clamped to
1070the interval [0, 1].<br>
1071<br>
1072For GL_REPEAT, the integer part of texture coordinates is ignored; only
1073the fractional part of the texture coordinates is used. &nbsp;This
1074allows texture images to repeated or tiled across an object.<br>
1075<br>
1076<h2>5.3 Texture Sampling</h2>
1077Texture sampling is the process of using texture coordinates to extract
1078a color from the texture image. &nbsp;Multiple, weighted samples may be
1079taken from the texture and combined during the filtering step.<br>
1080<br>
1081During texture coordinate interpolation a <span
1082 style="font-style: italic;">level of detail</span> value (lambda) is
1083computed for each fragment. &nbsp;For a mipmapped texture, lambda
1084determines which level (or levels) of the mipmap will be sampled to
1085obtain the texture color.<br>
1086<br>
1087If lambda indicates that multiple texels map to a single screen pixel,
1088then the texture <span style="font-style: italic;">minification</span>
1089filter will be used. &nbsp;Otherwise, if lambda indicates that a single
1090texel maps to multiple screen pixels, then the texture <span
1091 style="font-style: italic;">magnification</span> filter will be used.<br>
1092<span style="font-weight: bold;"></span><span
1093 style="font-style: italic;"></span><br>
1094<h3>5.3.1 Texture Minification</h3>
1095The texture minification filter is set with the <span
1096 style="font-weight: bold;">glTexParameteri </span><span
1097 style="font-style: italic;"></span><span style="font-weight: bold;"></span><span
1098 style="font-style: italic;"></span> command by setting <span
1099 style="font-style: italic;">target</span> to GL_TEXTURE_2D, setting <span
1100 style="font-style: italic;">pname</span> to GL_TEXTURE_MIN_FILTER and
1101setting <span style="font-style: italic;">value</span> to GL_NEAREST,
1102GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST,&nbsp;
1103GL_NEAREST_MIPMAP_LINEAR,&nbsp; &nbsp;GL_LINEAR_MIPMAP_NEAREST or
1104GL_LINEAR_MIPMAP_LINEAR.<br>
1105<br>
1106GL_NEAREST samples the texel nearest the texture coordinate in the
1107level 0 texture image.<br>
1108<br>
1109GL_LINEAR samples the four texels around the texture coordinate in the
1110level 0 texture image. &nbsp;The four texels are linearly weighted to
1111compute the final texel value.<br>
1112<br>
1113GL_NEAREST_MIPMAP_NEAREST samples the texel nearest the texture
1114coordinate in the level N texture image. &nbsp;N is the level of detail
1115and is computed by the partial derivatives of the texture coordinates
1116with respect to the window coordinates.<br>
1117<br>
1118GL_NEAREST_MIPMAP_LINEAR samples two texels nearest the texture
1119coordinates in the level N and N+1 texture images. &nbsp;The two texels
1120are linearly weighted to compute the final texel value. &nbsp;N is the
1121level of detail and is computed by the partial derivatives of the
1122texture coordinates with respect to the window coordinates.<br>
1123<br>
1124GL_LINEAR_MIPMAP_NEAREST samples four texels around the texture
1125coordinate in the level N texture image. &nbsp;The four texels are
1126linearly weighted to compute the final texel value. &nbsp;N is the level
1127of detail and is computed by the partial derivatives of the texture
1128coordinates with respect to the window coordinates.<br>
1129<br>
1130GL_LINEAR_MIPMAP_LINEAR samples four texels around the texture
1131coordinate in the level N texture image and four texels around the
1132texture coordinate in the level N+1 texture image. &nbsp;The eight
1133texels are linearly weighted to compute the final texel value. &nbsp;N
1134is the level of detail and is computed by the partial derivatives of the
1135texture coordinates with respect to the window coordinates.<br>
1136<br>
1137Filter modes other than GL_LINEAR and GL_NEAREST requires that the
1138texture have a complete set of mipmaps. &nbsp;If the mipmap is
1139incomplete, it is as if texturing is disabled.<br>
1140&nbsp;<br>
1141<h3>5.3.2 Texture Magnification</h3>
1142The texture magnification filter is set with the <span
1143 style="font-weight: bold;">glTexParameteri </span><span
1144 style="font-style: italic;"></span><span style="font-weight: bold;"></span>command
1145by setting <span style="font-style: italic;">target</span> to
1146GL_TEXTURE_2D, setting <span style="font-style: italic;">pname</span> to
1147GL_TEXTURE_MAG_FILTER and setting <span style="font-style: italic;">value</span>
1148to GL_NEAREST or GL_LINEAR.<br>
1149<br>
1150GL_NEAREST samples the texel nearest the texture coordinate in the
1151level 0 texture image.<br>
1152<br>
1153GL_LINEAR samples the four texels around the texture coordinate in the
1154level 0 texture image. &nbsp;The four texels are linearly weighted to
1155compute the final texel value.<br>
1156<br>
1157<h2>5.4 Texture Application</h2>
1158The sampled texture value is combined with the incoming fragment color
1159to produce a new fragment color. &nbsp;The fragment and texture colors
1160are combined according to the texture environment mode and the current
1161texture's base internal format. &nbsp;The texture environment mode is
1162set with the command<br>
1163<br>
1164<div style="margin-left: 40px;">void<span style="font-weight: bold;">
1165glTexEnvi</span>(GLenum <span style="font-style: italic;">target</span>,
1166GLenum <span style="font-style: italic;">pname</span>, GLint <span
1167 style="font-style: italic;">value</span>)<br>
1168</div>
1169<br>
1170<span style="font-style: italic;">target</span> must be GL_TEXTURE_ENV.
1171&nbsp;If <span style="font-style: italic;">pname</span> is
1172GL_TEXTURE_ENV_MODE then <span style="font-style: italic;">value</span>
1173must be one of GL_REPLACE, GL_MODULATE, GL_DECAL, or GL_BLEND.<br>
1174<br>
1175There is also a <span style="font-style: italic;">texture environment
1176color</span> that can factor into texture application. &nbsp;The texture
1177environment color can be set with the command<br>
1178<br>
1179<div style="margin-left: 40px;">void<span style="font-weight: bold;">
1180glTexEnvfv</span>(GLenum <span style="font-style: italic;">target</span>,
1181GLenum <span style="font-style: italic;">pname</span>, const GLfloat *<span
1182 style="font-style: italic;">value</span>)<br>
1183</div>
1184<span style="font-style: italic;"></span><br>
1185<span style="font-style: italic;">target</span> must be GL_TEXTURE_ENV.
1186&nbsp;If <span style="font-style: italic;">pname</span> is
1187GL_TEXTURE_ENV_COLOR then <span style="font-style: italic;">value </span>must
1188point to an array of four values which specify the red, green, blue,
1189and alpha values of the texture environment color. &nbsp;The values are
1190clamped to the range [0, 1]. &nbsp;The default color is (0, 0, 0, 0).<br>
1191<span style="font-style: italic;"></span><br>
1192The following table describes the arithmetic used for each combination
1193of environment mode and base internal format. &nbsp;(Rf, Gf, Bf, Af) is
1194the incoming fragment color. &nbsp;(Rt, Gt, Bt, At) is the sampled
1195texture color. &nbsp;Lt is the sampled texture luminance. &nbsp;<span
1196 style="font-style: italic;"></span>'It' is the sampled texture
1197intensity. &nbsp;(Rc, Gc, Bc, Ac) is the texture environment color.
1198&nbsp;(Rv, Gv, Bv, Av) is the resulting value.<br>
1199<br>
1200<br>
1201<table cellpadding="2" cellspacing="2" border="1"
1202 style="text-align: left; width: 90%; margin-left: auto; margin-right: auto;">
1203  <tbody>
1204    <tr>
1205      <td style="vertical-align: top;">Base Internal Format<br>
1206      </td>
1207      <td style="vertical-align: top;">GL_REPLACE<br>
1208      </td>
1209      <td style="vertical-align: top;">GL_MODULATE<br>
1210      </td>
1211      <td style="vertical-align: top;">GL_DECAL<br>
1212      </td>
1213      <td style="vertical-align: top;">GL_BLEND<br>
1214      </td>
1215    </tr>
1216    <tr>
1217      <td style="vertical-align: top;">GL_INTENSITY<br>
1218      </td>
1219      <td style="vertical-align: top;">Rv = It<br>
1220Gv = It<br>
1221Bv = It<br>
1222Bf = It<br>
1223      </td>
1224      <td style="vertical-align: top;">Rv = Rf * It<br>
1225Gv = Gf * It<br>
1226Bv = Bf * It<br>
1227Av = Af * It</td>
1228      <td style="vertical-align: top;">undefined<br>
1229      </td>
1230      <td style="vertical-align: top;">Rv = Rf*(1-It) + Rc*It<br>
1231Gv = Gf*(1-It) + Gc*It<br>
1232Bv = Bf*(1-It) + Bc*It<br>
1233Av = Af*(1-It) + Ac*It</td>
1234    </tr>
1235    <tr>
1236      <td style="vertical-align: top;">GL_RGB<br>
1237      </td>
1238      <td style="vertical-align: top;">Rv = Rt<br>
1239Gv = Gt<br>
1240Bv = Bt<br>
1241Av = Af<br>
1242      </td>
1243      <td style="vertical-align: top;">Rv = Rf * Rt<br>
1244Gv = Gf * Gt<br>
1245Bv = Bf * Bt<br>
1246Av = Af<br>
1247      </td>
1248      <td style="vertical-align: top;">Rv = Rt<br>
1249Gv = Gt<br>
1250Bv = Bt<br>
1251Av = Af</td>
1252      <td style="vertical-align: top;">Rv = Rf*(1-Rt) + Rc*Rt<br>
1253Gv = Gf*(1-Gt) + Gc*Gt<br>
1254Bv = Bf*(1-Bt) + Bc*Bt<br>
1255Av = Af</td>
1256    </tr>
1257    <tr>
1258      <td style="vertical-align: top;">GL_RGBA<br>
1259      </td>
1260      <td style="vertical-align: top;">Rv = Rt<br>
1261Gv = Gt<br>
1262Bv = Bt<br>
1263Av = At<br>
1264      </td>
1265      <td style="vertical-align: top;">Rv = Rf * Rt<br>
1266Gv = Gf * Gt<br>
1267Bv = Bf * Bt<br>
1268Av = Af * At</td>
1269      <td style="vertical-align: top;">Rv = Rf*(1-At) + Rt*At<br>
1270Gv = Gf*(1-At) + Gt*At<br>
1271Bv = Bf*(1-At) + Bt*At<br>
1272Av = Af<br>
1273      </td>
1274      <td style="vertical-align: top;">Rv = Rf*(1-Rt) + Rc*Rt<br>
1275Gv = Gf*(1-Gt) + Gc*Gt<br>
1276Bv = Bf*(1-Bt) + Bc*Bt<br>
1277Av = Af*At</td>
1278    </tr>
1279  </tbody>
1280</table>
1281<br>
1282<br>
1283<br>
1284<h2>5.5 Texture Objects</h2>
1285Texture objects encapsulate a set of texture images (mipmap) and
1286related state into a named object. &nbsp;This facilitates use of
1287multiple textures in an application. &nbsp;Texture objects are named
1288with GLuints (unsigned integers). &nbsp;There is a default texture
1289object with the name/identifier zero which can never be deleted.<br>
1290<br>
1291<h3>5.5.1 Creating Texture Objects</h3>
1292A texture object is created by binding a new GLuint identifier to the
1293GL_TEXTURE_2D target with the command:<br>
1294<br>
1295<div style="margin-left: 40px;">void <span style="font-weight: bold;">glBindTexture</span>(GLenum<span
1296 style="font-style: italic;"> target</span>, GLuint <span
1297 style="font-style: italic;">textureID</span>)<br>
1298</div>
1299<br>
1300<span style="font-style: italic;">target</span> must be GL_TEXTURE_2D.
1301&nbsp;<span style="font-style: italic;">textureID</span> may be any
1302unsigned integer. &nbsp;If <span style="font-style: italic;">textureID</span>
1303does not name an existing texture object, a new texture object with that
1304ID will be created, initialized to the default state. &nbsp;Whether the
1305ID is new or existed previously, that named texture object is bound as
1306the <span style="font-style: italic;">current texture object</span>.
1307&nbsp;Subsequent <span style="font-weight: bold;">glTexParameter </span>and<span
1308 style="font-weight: bold;">glTexImage2D<span
1309 style="font-style: italic;"> </span></span>calls will effect the
1310current texture object.<br>
1311<span style="font-style: italic;"></span><span
1312 style="font-weight: bold;"><span style="font-style: italic;"> </span></span><br>
1313<h3>5.5.2 Deleting Texture Objects</h3>
1314One or more texture objects may be deleted with the command:<br>
1315<br>
1316<div style="margin-left: 40px;">void <span style="font-weight: bold;">glDeleteTextures</span>(GLsizei<span
1317 style="font-style: italic;">n</span>, const GLuint *<span
1318 style="font-style: italic;">textureIDs</span>)<br>
1319</div>
1320<br>
1321<span style="font-style: italic;">textureIDs</span> is an array of <span
1322 style="font-style: italic;">n</span> texture IDs. &nbsp;The named
1323texture objects will be deleted. &nbsp;If the current texture object is
1324deleted the default texture object (number 0) will be bound as the
1325current texture object.<br>
1326<br>
1327<h3>5.5.3 Allocating Texture Object Identifiers</h3>
1328A list of new, unused texture IDs can be obtained by calling the command<br>
1329<br>
1330<div style="margin-left: 40px;">void <span style="font-weight: bold;">glGenTextures</span>(GLsizei<span
1331 style="font-style: italic;"> n</span>, GLuint *<span
1332 style="font-style: italic;">textureIDs</span>)<br>
1333</div>
1334<br>
1335An array of <span style="font-style: italic;">n</span> unused texture
1336IDs will be returned in the <span style="font-style: italic;">textureIDs</span>
1337array.<br>
1338<br>
1339<br>
1340<h1>6. Per-fragment Operations</h1>
1341The fragments produced by rasterization are subjected to a number of
1342operations which either modify the fragment or test the fragment
1343(discarding the fragment if the test fails.) &nbsp;This chapter
1344describes the per-fragment operations. &nbsp;They are presented in the
1345order in which they're performed. &nbsp;If a fragment fails a test it is
1346discarded and not subjected to subsequent tests or modifications.<br>
1347<br>
1348<h2>6.1 Scissor Test</h2>
1349The scissor test limits rendering to a 2-D rectangular region of the
1350framebuffer. &nbsp;The command<br>
1351<br>
1352<div style="margin-left: 40px;">void <span style="font-weight: bold;">glScissor</span>(GLint<span
1353 style="font-style: italic;">x</span>, GLint <span
1354 style="font-style: italic;">y</span>, GLsizei <span
1355 style="font-style: italic;">width</span>, GLsizei<span
1356 style="font-style: italic;"> height</span>)<br>
1357</div>
1358<br>
1359defines a clipping region with the lower-left corner at (<span
1360 style="font-style: italic;">x, y</span>) and the given <span
1361 style="font-style: italic;">width</span> and <span
1362 style="font-style: italic;">height</span>. &nbsp;The scissor test is
1363enabled and disabled with the command <span style="font-weight: bold;">glEnable</span>(GL_SCISSOR_TEST)
1364and <span style="font-weight: bold;">glDisable</span>(GL_SCISSOR_TEST).<br>
1365<br>
1366If the incoming fragment's position is (x<sub>f</sub>, y<sub>f</sub>)
1367then the fragment will pass the test if <span
1368 style="font-style: italic;">x</span> &lt;= x<sub>f</sub> &lt; <span
1369 style="font-style: italic;">x</span> + <span
1370 style="font-style: italic;">width</span> and <span
1371 style="font-style: italic;">y</span> &lt;= y<sub>f</sub> &lt; <span
1372 style="font-style: italic;">y</span> + <span
1373 style="font-style: italic;">height. &nbsp;</span>Otherwise, the
1374fragment is discarded.<br>
1375<br>
1376If <span style="font-style: italic;">width</span> or <span
1377 style="font-style: italic;">height</span> is less than zero the error
1378GL_INVALID_VALUE is raised. &nbsp;The default scissor rectangle bounds
1379are (0, 0, w, h) where w is the initial window width and h is the
1380initial window height. &nbsp;The scissor test is disabled by default.<br>
1381<br>
1382<h2>6.2 Alpha Test</h2>
1383The alpha test compares the fragment's alpha value against a reference
1384value and discards the fragment if the comparison fails. &nbsp;The test
1385is specified by the command<br>
1386<br>
1387<div style="margin-left: 40px;">void <span style="font-weight: bold;">glAlphaFunc</span>(GLenum<span
1388 style="font-style: italic;">mode</span>, GLclampf <span
1389 style="font-style: italic;">reference</span>)<br>
1390</div>
1391<br>
1392<span style="font-style: italic;">mode</span> specifies an inequality
1393and <span style="font-style: italic;">reference</span> specifies a value
1394to compare against. &nbsp;The following table lists all possible
1395modes&nbsp;<span style="font-style: italic;"></span>and the
1396corresponding test:<br>
1397<br>
1398<table cellpadding="2" cellspacing="2" border="1"
1399 style="text-align: left; width: 50%; margin-left: auto; margin-right: auto;">
1400  <tbody>
1401    <tr>
1402      <td style="vertical-align: top;">Comparison mode<br>
1403      </td>
1404      <td style="vertical-align: top;">The test passes if<br>
1405      </td>
1406    </tr>
1407    <tr>
1408      <td style="vertical-align: top;">GL_LESS<br>
1409      </td>
1410      <td style="vertical-align: top;">alpha &lt; <span
1411 style="font-style: italic;">reference</span><br>
1412      </td>
1413    </tr>
1414    <tr>
1415      <td style="vertical-align: top;">GL_LEQUAL<br>
1416      </td>
1417      <td style="vertical-align: top;">alpha &lt;= <span
1418 style="font-style: italic;">reference</span></td>
1419    </tr>
1420    <tr>
1421      <td style="vertical-align: top;">GL_GREATER<br>
1422      </td>
1423      <td style="vertical-align: top;">alpha &gt; <span
1424 style="font-style: italic;">reference</span></td>
1425    </tr>
1426    <tr>
1427      <td style="vertical-align: top;">GL_GEQUAL<br>
1428      </td>
1429      <td style="vertical-align: top;">alpha &gt;= <span
1430 style="font-style: italic;">reference</span></td>
1431    </tr>
1432    <tr>
1433      <td style="vertical-align: top;">GL_EQUAL<br>
1434      </td>
1435      <td style="vertical-align: top;">alpha == <span
1436 style="font-style: italic;">reference</span></td>
1437    </tr>
1438    <tr>
1439      <td style="vertical-align: top;">GL_NOTEQUAL<br>
1440      </td>
1441      <td style="vertical-align: top;">alpha != <span
1442 style="font-style: italic;">reference</span></td>
1443    </tr>
1444    <tr>
1445      <td style="vertical-align: top;">GL_NEVER<br>
1446      </td>
1447      <td style="vertical-align: top;">never pass<br>
1448      </td>
1449    </tr>
1450    <tr>
1451      <td style="vertical-align: top;">GL_ALWAYS<br>
1452      </td>
1453      <td style="vertical-align: top;">always passes<br>
1454      </td>
1455    </tr>
1456  </tbody>
1457</table>
1458<br>
1459The <span style="font-style: italic;">reference</span> parameter is
1460clamped to the range [0, 1].<br>
1461<br>
1462The alpha test is enabled and disabled with the commands <span
1463 style="font-weight: bold;">glEnable</span>(GL_ALPHA_TEST) and <span
1464 style="font-weight: bold;">glDisable</span>(GL_ALPHA_TEST).<br>
1465<br>
1466The default mode is GL_ALWAYS and the default reference value is 0.<br>
1467<br>
1468<h2>6.3 Stencil Test</h2>
1469The stencil buffer stores an N-bit integer value for each pixel in the
1470frame buffer. &nbsp;The stencil test compares the stencil buffer value
1471at the fragment's position to a reference value and possibly discards
1472the fragment based on the outcome. &nbsp;Furthermore, the stencil buffer
1473value may be updated or modified depending on the outcome. &nbsp;If
1474there is no stencil buffer the stencil test is bypassed.<br>
1475<br>
1476Stenciling is controlled by the commands<br>
1477<br>
1478<div style="margin-left: 40px;">void <span style="font-weight: bold;">glStencilFunc</span>(GLenum<span
1479 style="font-style: italic;">func</span>, GLint <span
1480 style="font-style: italic;">ref</span>, GLuint <span
1481 style="font-style: italic;">mask</span>)<br>
1482void <span style="font-weight: bold;">glStencilOp</span>(GLenum <span
1483 style="font-style: italic;">stencilFail</span>, GLenum <span
1484 style="font-style: italic;">depthTestFail</span>, GLenum <span
1485 style="font-style: italic;">depthTestPass</span>)<br>
1486</div>
1487<br>
1488The <span style="font-weight: bold;">glStencilFunc<span
1489 style="font-style: italic;"> </span></span>command controls the
1490stencil test while <span style="font-weight: bold;">glStencilOp</span>
1491command controls the how the stencil buffer is updated/modified after
1492the test.<br>
1493<br>
1494<span style="font-style: italic;">ref</span> is clamped to the range [0,
14952<sup>N</sup>-1] where N is the number of bits per stencil value in the
1496stencil buffer.<span style="font-style: italic;"></span><br>
1497<br>
1498The following table lists all possible values for the <span
1499 style="font-style: italic;">func</span> parameter and when the stencil
1500test will pass. &nbsp;Both the stencil buffer value and the stencil
1501reference value are bit-wise ANDed with the <span
1502 style="font-style: italic;">mask</span> parameter before the test.<br>
1503<br>
1504<span style="font-style: italic;"></span><span
1505 style="font-style: italic;"></span><span style="font-style: italic;"></span>
1506<table
1507 style="text-align: left; margin-left: auto; margin-right: auto; width: 70%;"
1508 border="1" cellspacing="2" cellpadding="2">
1509  <tbody>
1510    <tr>
1511      <td style="vertical-align: top;">Stencil <span
1512 style="font-style: italic;">func</span> value<br>
1513      </td>
1514      <td style="vertical-align: top;">Stencil test passes if<br>
1515      </td>
1516    </tr>
1517    <tr>
1518      <td style="vertical-align: top;">GL_LESS<br>
1519      </td>
1520      <td style="vertical-align: top;"><span style="font-style: italic;">(ref</span>&amp;<span
1521 style="font-style: italic;">mask)</span> &lt; (stencil buffer value
1522&amp; <span style="font-style: italic;">mask)</span><br>
1523      </td>
1524    </tr>
1525    <tr>
1526      <td style="vertical-align: top;">GL_LEQUAL<br>
1527      </td>
1528      <td style="vertical-align: top;"><span style="font-style: italic;">(ref</span>
1529&amp; <span style="font-style: italic;">mask) </span>&lt;= (stencil
1530buffer value &amp; <span style="font-style: italic;">mask)</span></td>
1531    </tr>
1532    <tr>
1533      <td style="vertical-align: top;">GL_GREATER<br>
1534      </td>
1535      <td style="vertical-align: top;"><span style="font-style: italic;">(ref</span>
1536&amp; <span style="font-style: italic;">mask) </span>&gt; (stencil
1537buffer value &amp; <span style="font-style: italic;">mask)</span></td>
1538    </tr>
1539    <tr>
1540      <td style="vertical-align: top;">GL_GEQUAL<br>
1541      </td>
1542      <td style="vertical-align: top;"><span style="font-style: italic;">(ref</span>
1543&amp; <span style="font-style: italic;">mask) </span>&gt;= (stencil
1544buffer value &amp; <span style="font-style: italic;">mask)</span></td>
1545    </tr>
1546    <tr>
1547      <td style="vertical-align: top;">GL_EQUAL<br>
1548      </td>
1549      <td style="vertical-align: top;"><span style="font-style: italic;">(ref</span>
1550&amp; <span style="font-style: italic;">mask) </span>== (stencil
1551buffer value &amp; <span style="font-style: italic;">mask)</span></td>
1552    </tr>
1553    <tr>
1554      <td style="vertical-align: top;">GL_NOTEQUAL<br>
1555      </td>
1556      <td style="vertical-align: top;"><span style="font-style: italic;">(ref</span>
1557&amp; <span style="font-style: italic;">mask) </span>!= (stencil
1558buffer value &amp; <span style="font-style: italic;">mask)</span></td>
1559    </tr>
1560    <tr>
1561      <td style="vertical-align: top;">GL_NEVER<br>
1562      </td>
1563      <td style="vertical-align: top;">never passes<br>
1564      </td>
1565    </tr>
1566    <tr>
1567      <td style="vertical-align: top;">GL_ALWAYS<br>
1568      </td>
1569      <td style="vertical-align: top;">always passes<br>
1570      </td>
1571    </tr>
1572  </tbody>
1573</table>
1574<br>
1575<span style="font-style: italic;"></span><br>
1576If the stencil test passes, the fragment is passed to the next
1577per-fragment operation. &nbsp;Otherwise, if the stencil test fails, the
1578value in the stencil buffer is updated according to the value of the <span
1579 style="font-style: italic;">stencilFail</span> parameter to <span
1580 style="font-weight: bold;">glStencilOp</span>.<br>
1581<br>
1582<table cellpadding="2" cellspacing="2" border="1"
1583 style="text-align: left; width: 70%; margin-left: auto; margin-right: auto;">
1584  <tbody>
1585    <tr>
1586      <td style="vertical-align: top;"><span style="font-style: italic;">stencilFail</span>
1587value<br>
1588      </td>
1589      <td style="vertical-align: top;">New stencil buffer value<br>
1590      </td>
1591    </tr>
1592    <tr>
1593      <td style="vertical-align: top;">GL_KEEP<br>
1594      </td>
1595      <td style="vertical-align: top;">originalValue<br>
1596      </td>
1597    </tr>
1598    <tr>
1599      <td style="vertical-align: top;">GL_ZERO<br>
1600      </td>
1601      <td style="vertical-align: top;">0<br>
1602      </td>
1603    </tr>
1604    <tr>
1605      <td style="vertical-align: top;">GL_INVERT<br>
1606      </td>
1607      <td style="vertical-align: top;">BitWiseInvert(originalValue)
1608i.e. ~originalValue<br>
1609      </td>
1610    </tr>
1611    <tr>
1612      <td style="vertical-align: top;">GL_REPLACE<br>
1613      </td>
1614      <td style="vertical-align: top;"><span style="font-style: italic;">ref</span><br>
1615      </td>
1616    </tr>
1617    <tr>
1618      <td style="vertical-align: top;">GL_INCR<br>
1619      </td>
1620      <td style="vertical-align: top;">originalValue + 1, clamped to
1621[0, 2<sup>N</sup>-1]</td>
1622    </tr>
1623    <tr>
1624      <td style="vertical-align: top;">GL_DECR<br>
1625      </td>
1626      <td style="vertical-align: top;">originalValue - 1, clamped to
1627[0, 2<sup>N</sup>-1]</td>
1628    </tr>
1629  </tbody>
1630</table>
1631<span style="font-style: italic;"></span><span
1632 style="font-style: italic;"></span><br>
1633<br>
1634The <span style="font-style: italic;">depthTestFail</span> and <span
1635 style="font-style: italic;">depthTestPass</span> parameters to <span
1636 style="font-weight: bold;">glStencilOp</span> are ignored. &nbsp;Values
1637for <span style="font-style: italic;">func</span> and <span
1638 style="font-style: italic;">stencilFail</span> other than those listed
1639in the table will cause the error GL_INVALID_ENUM to be raised.<br>
1640<br>
1641The stencil test is enabled and disabled with the commands <span
1642 style="font-weight: bold;">glEnable</span>(GL_STENCIL_TEST) and <span
1643 style="font-weight: bold;">glDisable</span>(GL_STENCIL_TEST).<br>
1644<br>
1645The default stencil function is GL_ALWAYS. &nbsp;The default stencil
1646reference value is 0. &nbsp;The default stencil mask is ~0. &nbsp;The
1647default stencil fail operation is GL_KEEP.<br>
1648<br>
1649Values written into the stencil buffer are masked with the command<br>
1650<br>
1651<div style="margin-left: 40px;">void <span style="font-weight: bold;">glStencilMask</span>(GLuint<span
1652 style="font-style: italic;">mask</span>)<br>
1653</div>
1654<br>
1655Only the bits which are set in <span style="font-style: italic;">mask</span>
1656will be modified in the stencil buffer when written to. &nbsp;If each
1657stencil buffer value has N bits, only the least significant N bits of <span
1658 style="font-style: italic;">mask</span> are relevant. &nbsp;The default
1659stencil mask is ~0.<br>
1660<br>
1661<h2>6.4 Blending and Logicop</h2>
1662Blending or a logic operation combines the incoming fragment color with
1663the destination frame buffer color according to a blending equation or
1664bit-wise Boolean logical operation.<br>
1665<br>
1666Blending is enabled and disabled with the commands <span
1667 style="font-weight: bold;">glEnable</span>(GL_BLEND) and <span
1668 style="font-weight: bold;">glDisable</span>(GL_BLEND).<br>
1669<br>
1670The logic operation is enabled and disabled with the commands <span
1671 style="font-weight: bold;">glEnable</span>(GL_LOGIC_OP) and <span
1672 style="font-weight: bold;">glDisable</span>(GL_LOGIC_OP).<br>
1673<br>
1674If both blending and the logic operation are enabled, the logic
1675operation has higher priority; blending is bypassed.<br>
1676<br>
1677<h3>6.4.1 Logic Op</h3>
1678The command<br>
1679<br>
1680<div style="margin-left: 40px;">void <span style="font-weight: bold;">glLogicop</span>(GLenum<span
1681 style="font-style: italic;">mode</span>)<br>
1682<br>
1683</div>
1684Specifies the Boolean logic operation for combining the incoming
1685fragment color with the destination frame buffer color. &nbsp;Both the
1686incoming fragment color and destination frame buffer colors are
1687interpreted as four-tuples of unsigned integer color components in the
1688range [0, 2<sup>N</sup>-1] where N is the number of bits per color
1689channel. &nbsp;N may not be the same for all color channels.<br>
1690<br>
1691The following table lists all values for <span
1692 style="font-style: italic;">mode</span> and the boolean arithmetic used
1693to combine the incoming fragment color value (src)<span
1694 style="font-style: italic;"></span><span style="font-style: italic;"></span><span
1695 style="font-style: italic;"></span><span style="font-style: italic;"></span><span
1696 style="font-style: italic;"></span> with the destination framebuffer
1697color value (dst). &nbsp;Standard ANSI C operators used.<br>
1698<br>
1699<table cellpadding="2" cellspacing="2" border="1"
1700 style="text-align: left; width: 50%; margin-left: auto; margin-right: auto;">
1701  <tbody>
1702    <tr>
1703      <td style="vertical-align: top;">LogicOp <span
1704 style="font-style: italic;">mode</span><br>
1705      </td>
1706      <td style="vertical-align: top;">Resulting channel value<br>
1707      </td>
1708    </tr>
1709    <tr>
1710      <td style="vertical-align: top;">GL_CLEAR<br>
1711      </td>
1712      <td style="vertical-align: top;">0<br>
1713      </td>
1714    </tr>
1715    <tr>
1716      <td style="vertical-align: top;">GL_SET<br>
1717      </td>
1718      <td style="vertical-align: top;">~0<br>
1719      </td>
1720    </tr>
1721    <tr>
1722      <td style="vertical-align: top;">GL_COPY<br>
1723      </td>
1724      <td style="vertical-align: top;">src<br>
1725      </td>
1726    </tr>
1727    <tr>
1728      <td style="vertical-align: top;">GL_COPY_INVERTED<br>
1729      </td>
1730      <td style="vertical-align: top;">~s<br>
1731      </td>
1732    </tr>
1733    <tr>
1734      <td style="vertical-align: top;">GL_NOOP<br>
1735      </td>
1736      <td style="vertical-align: top;">dst<br>
1737      </td>
1738    </tr>
1739    <tr>
1740      <td style="vertical-align: top;">GL_INVERT<br>
1741      </td>
1742      <td style="vertical-align: top;">~dst<br>
1743      </td>
1744    </tr>
1745    <tr>
1746      <td style="vertical-align: top;">GL_AND<br>
1747      </td>
1748      <td style="vertical-align: top;">src &amp; dst<br>
1749      </td>
1750    </tr>
1751    <tr>
1752      <td style="vertical-align: top;">GL_NAND<br>
1753      </td>
1754      <td style="vertical-align: top;">~(src &amp; dst)<br>
1755      </td>
1756    </tr>
1757    <tr>
1758      <td style="vertical-align: top;">GL_AND_REVERSE<br>
1759      </td>
1760      <td style="vertical-align: top;">src &amp; ~dst<br>
1761      </td>
1762    </tr>
1763    <tr>
1764      <td style="vertical-align: top;">GL_AND_INVERTED<br>
1765      </td>
1766      <td style="vertical-align: top;">~src &amp; dst<br>
1767      </td>
1768    </tr>
1769    <tr>
1770      <td style="vertical-align: top;">GL_OR<br>
1771      </td>
1772      <td style="vertical-align: top;">src | dst<br>
1773      </td>
1774    </tr>
1775    <tr>
1776      <td style="vertical-align: top;">GL_NOR<br>
1777      </td>
1778      <td style="vertical-align: top;">~(src | dst)<br>
1779      </td>
1780    </tr>
1781    <tr>
1782      <td style="vertical-align: top;">GL_OR_REVERSE<br>
1783      </td>
1784      <td style="vertical-align: top;">src | ~dst<br>
1785      </td>
1786    </tr>
1787    <tr>
1788      <td style="vertical-align: top;">GL_OR_INVERTED<br>
1789      </td>
1790      <td style="vertical-align: top;">~src | dst<br>
1791      </td>
1792    </tr>
1793    <tr>
1794      <td style="vertical-align: top;">GL_XOR<br>
1795      </td>
1796      <td style="vertical-align: top;">src ^ dst<br>
1797      </td>
1798    </tr>
1799    <tr>
1800      <td style="vertical-align: top;">GL_EQUIV<br>
1801      </td>
1802      <td style="vertical-align: top;">~(src ^ dst)<br>
1803      </td>
1804    </tr>
1805  </tbody>
1806</table>
1807<br>
1808The fragment's color is replaced by the result of the logic operation.<br>
1809<br>
1810Specifying any value for <span style="font-style: italic;">mode</span>
1811other than those listed in the above table will cause the error
1812GL_INVALID_ENUM to be raised.<br>
1813<br>
1814The default value for <span style="font-style: italic;">mode</span> is
1815GL_COPY. &nbsp;The logic operation is disabled by default.<br>
1816<br>
1817<h3>6.4.2 Blending</h3>
1818The command<br>
1819<br>
1820<div style="margin-left: 40px;">void <span style="font-weight: bold;">glBlendFunc</span>(GLenum<span
1821 style="font-style: italic;">srcTerm</span>, GLenum <span
1822 style="font-style: italic;">dstTerm</span>)<br>
1823</div>
1824<br>
1825specifies the terms of the blending equation. &nbsp;If Cf = (Rf, Gf,
1826Bf, Af) is the incoming fragment color and Cb = (Rb, Gb, Bb, Ab) is the
1827frame buffer color, then the resulting color Cv = (Rv, Gv, Bv, Av) is
1828computed by:<br>
1829<br>
1830<div style="margin-left: 40px;">Cv = Cf * <span
1831 style="font-style: italic;">srcTerm</span> + Cb * <span
1832 style="font-style: italic;">dstTerm</span><br>
1833<span style="font-style: italic;"></span></div>
1834<span style="font-style: italic;"> </span><br>
1835All possible values for <span style="font-style: italic;">srcTerm</span>
1836and the corresponding arithmetic term are listed in the following table:<br>
1837<br>
1838<table cellpadding="2" cellspacing="2" border="1"
1839 style="text-align: left; width: 70%; margin-left: auto; margin-right: auto;">
1840  <tbody>
1841    <tr>
1842      <td style="vertical-align: top;"><span style="font-style: italic;">srcTerm</span><br>
1843      </td>
1844      <td style="vertical-align: top;"><span style="font-style: italic;">srcTerm</span>Arithmetic<br>
1845      </td>
1846    </tr>
1847    <tr>
1848      <td style="vertical-align: top;">GL_ZERO<br>
1849      </td>
1850      <td style="vertical-align: top;">(0, 0, 0, 0)<br>
1851      </td>
1852    </tr>
1853    <tr>
1854      <td style="vertical-align: top;">GL_ONE<br>
1855      </td>
1856      <td style="vertical-align: top;">(1, 1, 1, 1)<br>
1857      </td>
1858    </tr>
1859    <tr>
1860      <td style="vertical-align: top;">GL_DST_COLOR<br>
1861      </td>
1862      <td style="vertical-align: top;">(Rb, Gb, Bb, Ab)<br>
1863      </td>
1864    </tr>
1865    <tr>
1866      <td style="vertical-align: top;">GL_ONE_MINUS_DST_COLOR<br>
1867      </td>
1868      <td style="vertical-align: top;">(1-Rb, 1-Gb, 1-Bb, 1-Ab)<br>
1869      </td>
1870    </tr>
1871    <tr>
1872      <td style="vertical-align: top;">GL_SRC_ALPHA<br>
1873      </td>
1874      <td style="vertical-align: top;">(Af, Af, Af, AF)<br>
1875      </td>
1876    </tr>
1877    <tr>
1878      <td style="vertical-align: top;">GL_ONE_MINUS_SRC_ALPHA<br>
1879      </td>
1880      <td style="vertical-align: top;">(1-Af, 1-Af, 1-Af, 1-Af)<br>
1881      </td>
1882    </tr>
1883    <tr>
1884      <td style="vertical-align: top;">GL_DST_ALPHA<br>
1885      </td>
1886      <td style="vertical-align: top;">(Ab, Ab, Ab, Ab)<br>
1887      </td>
1888    </tr>
1889    <tr>
1890      <td style="vertical-align: top;">GL_ONE_MINUS_DST_ALPHA<br>
1891      </td>
1892      <td style="vertical-align: top;">(1-Ab, 1-Ab, 1-Ab, 1-Ab)<br>
1893      </td>
1894    </tr>
1895    <tr>
1896      <td style="vertical-align: top;">GL_SRC_ALPHA_SATURATE<br>
1897      </td>
1898      <td style="vertical-align: top;">(m, m, m, 1) where m = MIN(Af,
18991-Ab)<br>
1900      </td>
1901    </tr>
1902  </tbody>
1903</table>
1904<br>
1905All possible values for <span style="font-style: italic;">srcTerm</span>
1906and the corresponding arithmetic term are listed in the following table:<br>
1907<br>
1908<table cellpadding="2" cellspacing="2" border="1"
1909 style="text-align: left; width: 70%; margin-left: auto; margin-right: auto;">
1910  <tbody>
1911    <tr>
1912      <td style="vertical-align: top;"><span style="font-style: italic;">dstTerm</span><br>
1913      </td>
1914      <td style="vertical-align: top;"><span style="font-style: italic;">dstTerm</span>Arithmetic<br>
1915      </td>
1916    </tr>
1917    <tr>
1918      <td style="vertical-align: top;">GL_ZERO<br>
1919      </td>
1920      <td style="vertical-align: top;">(0, 0, 0, 0)<br>
1921      </td>
1922    </tr>
1923    <tr>
1924      <td style="vertical-align: top;">GL_ONE<br>
1925      </td>
1926      <td style="vertical-align: top;">(1, 1, 1, 1)<br>
1927      </td>
1928    </tr>
1929    <tr>
1930      <td style="vertical-align: top;">GL_SRC_COLOR<br>
1931      </td>
1932      <td style="vertical-align: top;">(Rf, Gf, Bf, Af)<br>
1933      </td>
1934    </tr>
1935    <tr>
1936      <td style="vertical-align: top;">GL_ONE_MINUS_SRC_COLOR<br>
1937      </td>
1938      <td style="vertical-align: top;">(1-Rf, 1-Gf, 1-Bf, 1-Af)<br>
1939      </td>
1940    </tr>
1941    <tr>
1942      <td style="vertical-align: top;">GL_SRC_ALPHA<br>
1943      </td>
1944      <td style="vertical-align: top;">(Af, Af, Af, AF)<br>
1945      </td>
1946    </tr>
1947    <tr>
1948      <td style="vertical-align: top;">GL_ONE_MINUS_SRC_ALPHA<br>
1949      </td>
1950      <td style="vertical-align: top;">(1-Af, 1-Af, 1-Af, 1-Af)<br>
1951      </td>
1952    </tr>
1953    <tr>
1954      <td style="vertical-align: top;">GL_DST_ALPHA<br>
1955      </td>
1956      <td style="vertical-align: top;">(Ab, Ab, Ab, Ab)<br>
1957      </td>
1958    </tr>
1959    <tr>
1960      <td style="vertical-align: top;">GL_ONE_MINUS_DST_ALPHA<br>
1961      </td>
1962      <td style="vertical-align: top;">(1-Ab, 1-Ab, 1-Ab, 1-Ab)<br>
1963      </td>
1964    </tr>
1965  </tbody>
1966</table>
1967<br>
1968The fragment's color is replaced by the result of the blending equation.<br>
1969<br>
1970Values for <span style="font-style: italic;">srcTerm</span> and <span
1971 style="font-style: italic;">dstTerm</span> other than those listed in
1972the table will cause the error GL_INVALID_ENUM to be raised.<br>
1973<br>
1974The default value for <span style="font-style: italic;">srcTerm</span>
1975is GL_ONE. &nbsp;The default value for <span style="font-style: italic;">dstTerm</span>
1976is GL_ZERO. &nbsp;Blending is disabled by default.<br>
1977<br>
1978<h2>6.5 Color Mask</h2>
1979The final fragment color is written into the current color buffer at
1980the end of the per-fragment operations. &nbsp;Normally, all color
1981channels in the frame buffer are replaced with the final fragment color.
1982&nbsp;However, the command<br>
1983<br>
1984<div style="margin-left: 40px;">void <span style="font-weight: bold;">glColorMask</span>(GLboolean<span
1985 style="font-style: italic;">redMask</span>, GLboolean <span
1986 style="font-style: italic;">greenMask</span>, GLboolean <span
1987 style="font-style: italic;">blueMask</span>, GLboolean <span
1988 style="font-style: italic;">alphaMask</span>)<br>
1989</div>
1990<br>
1991allows selective writing to individual color channels. &nbsp;If <span
1992 style="font-style: italic;">redMask</span> is GL_TRUE then writing to
1993the red color channel is enabled, otherwise it's disabled.
1994&nbsp;Similarly, the green, blue and alpha channels can also be masked.<br>
1995<br>
1996Initially all four mask values are GL_TRUE.<br>
1997<br>
1998Color masking is not enabled/disabled with the <span
1999 style="font-weight: bold;">glEnable</span>/<span
2000 style="font-weight: bold;">glDisable</span> commands.<br>
2001<br>
2002<h1>7. Frame Buffer Operations</h1>
2003The frame buffer is considered to be a two-dimensional array of pixels.
2004&nbsp;The frame buffer is also organized into layers or logical buffers.
2005&nbsp;There may be a front color buffer, back color buffer and stencil
2006buffer. &nbsp;A double-buffered frame buffer has both a front color
2007buffer and back color buffer. &nbsp;A single-buffered framebuffer only
2008has a front color buffer. &nbsp;Each pixel in a color buffer has a red,
2009green and blue value and an optional alpha value.<br>
2010<br>
2011<h2>7.1 Clearing Buffers</h2>
2012Buffers are cleared (set to uniform values) with the command<br>
2013<br>
2014<div style="margin-left: 40px;">void <span style="font-weight: bold;">glClear</span>(GLbitfield<span
2015 style="font-style: italic;">buffers</span>)<br>
2016</div>
2017<br>
2018<span style="font-style: italic;">buffers</span> is a bitmask for which
2019the value may be the bitwise-OR of the values GL_COLOR_BUFFER_BIT and
2020GL_STENCIL_BUFFER_BIT. &nbsp;If the GL_COLOR_BUFFER_BIT bit is
2021specified, the current color buffer will be cleared. &nbsp;If the
2022GL_STENCIL_BUFFER_BIT bit is specified, the stencil buffer will be
2023cleared.<br>
2024<br>
2025The current color buffer is specified with the command<br>
2026<br>
2027<div style="margin-left: 40px;">void <span style="font-weight: bold;">glDrawBuffer</span>(GLenum<span
2028 style="font-style: italic;"> buffer</span>)<br>
2029</div>
2030<br>
2031<span style="font-style: italic;">buffer</span> may be either GL_FRONT,
2032GL_BACK or GL_NONE. &nbsp;GL_FRONT indicates that the front color buffer
2033will be modified by <span style="font-weight: bold;">glClear</span> and
2034any drawing command. &nbsp;GL_BACK indicates that the back color buffer
2035will be modified by <span style="font-weight: bold;">glClear</span> and
2036any drawing command. &nbsp;GL_NONE indicates that neither color buffer
2037will be modified by <span style="font-weight: bold;">glClear</span> or
2038any drawing command. &nbsp;GL_BACK is only valid for double-buffered
2039frame buffers.<br>
2040<br>
2041The current scissor rectangle, set by the <span
2042 style="font-weight: bold;">glScissor</span> command, effects <span
2043 style="font-weight: bold;">glClear</span><span
2044 style="font-style: italic;">,</span><span style="font-style: italic;"> </span>limiting
2045the clear to the scissor rectangle, if it's enabled. &nbsp;Furthermore, <span
2046 style="font-weight: bold;"></span>only the color channels enabled by <span
2047 style="font-weight: bold;">glColorMask</span> will be effected by <span
2048 style="font-weight: bold;">glClear</span>(GL_COLOR_BUFFER_BIT).
2049&nbsp;Likewise, only the stencil bits enabled by <span
2050 style="font-weight: bold;">glStencilMask</span> will be effected by <span
2051 style="font-weight: bold;">glClear</span>(GL_STENCIL_BUFFER_BIT).<br>
2052<br>
2053The current clear color is set with the command<br>
2054<br>
2055<div style="margin-left: 40px;">void <span style="font-weight: bold;">glClearColor</span>(GLclampf<span
2056 style="font-style: italic;">red</span>, GLclampf <span
2057 style="font-style: italic;">green</span>, GLclampf <span
2058 style="font-style: italic;">blue</span>, GLclampf <span
2059 style="font-style: italic;">alpha</span>)<br>
2060</div>
2061<br>
2062Subsequent calls to <span style="font-weight: bold;">glClear</span>
2063will use the color (<span style="font-style: italic;">red, green, blue,
2064alpha</span>) to clear the front or back color buffers.<br>
2065<span style="font-style: italic;"></span><br>
2066The current stencil clear value is set with the command<br>
2067<br>
2068<div style="margin-left: 40px;">void <span style="font-weight: bold;">glClearStencil</span>(GLint<span
2069 style="font-style: italic;">clearValue</span>)<br>
2070</div>
2071<br>
2072If the stencil buffer is N bits deep, the least significant N bits of <span
2073 style="font-style: italic;">clearValue</span> will be used to clear the
2074stencil buffer.<br>
2075<br>
2076<br>
2077<h1>8. Other Features</h1>
2078<h2>8.1 Frame Buffer Readback</h2>
2079A rectangular region of pixels can be read from the frame buffer and
2080placed in client memory with the command<br>
2081<br>
2082<div style="margin-left: 40px;">void <span style="font-weight: bold;">glReadPixels</span>(GLint<span
2083 style="font-style: italic;">x</span>, GLint <span
2084 style="font-style: italic;">y</span>, GLsizei <span
2085 style="font-style: italic;">width</span>, GLsizei <span
2086 style="font-style: italic;">height</span>, GLenum <span
2087 style="font-style: italic;">format</span>, GLenum <span
2088 style="font-style: italic;">type</span>, GLvoid *<span
2089 style="font-style: italic;">data</span>)<br>
2090</div>
2091<br>
2092<span style="font-style: italic;">x</span> and <span
2093 style="font-style: italic;">y</span> specify the coordinate of the
2094lower-left corner of the region to read and <span
2095 style="font-style: italic;">width</span> and <span
2096 style="font-style: italic;">height</span> specify the size of the
2097rectangular region to read. &nbsp;<span style="font-style: italic;">format</span>
2098specifies the format of image data and must be either GL_RGB or
2099GL_RGBA.&nbsp; <span style="font-style: italic;">type</span> specify the
2100data type of the image data and must be either GL_UNSIGNED_BYTE or
2101GL_FLOAT. &nbsp;Other values for <span style="font-style: italic;">format</span>
2102or <span style="font-style: italic;">type</span> will cause the error
2103GL_INVALID_ENUM to be raised.<br>
2104<br>
2105The framebuffer may contain 3-component colors (red, green, blue) or
21064-component colors (red, green, blue, alpha). &nbsp;If an alpha channel
2107is not present, alpha values default to 1.0.<br>
2108<br>
2109The frame buffer color components (red, green, blue, alpha) are either
2110converted to 8-bit unsigned integers in the range[0, 255] if <span
2111 style="font-style: italic;">type </span>is GL_UNSIGNED_BYTE or
2112converted to floating point values in the range [0, 1] if <span
2113 style="font-style: italic;">type</span> is GL_FLOAT. &nbsp;The (red,
2114green, blue, alpha) tuples are then stored as GL_RGB triplets (by
2115dropping the alpha component) or GL_RGBA quadruples in client memory.<br>
2116<br>
2117Image data is <span style="font-style: italic;">packed</span> into
2118client memory according to the pixel packing parameters which are set by
2119the command<br>
2120<br>
2121<div style="margin-left: 40px;">void <span style="font-weight: bold;">glPixelStorei</span>(GLenum<span
2122 style="font-style: italic;"> pname</span>, GLint <span
2123 style="font-style: italic;">value</span>)<br>
2124</div>
2125<br>
2126<span style="font-style: italic;">pname</span> must be
2127GL_PACK_ROW_LENGTH. &nbsp;<span style="font-style: italic;">value</span>
2128indicates the stride (in pixels) between subsequent rows in the
2129destination image. &nbsp;If GL_PACK_ROW_LENGTH is zero (the default)
2130then the <span style="font-style: italic;">width</span> parameter to <span
2131 style="font-weight: bold;">glReadPixels</span> indicates the row stride.<br>
2132<br>
2133Pixel readback takes place as follows:<br>
2134<br>
2135<div style="margin-left: 40px;">if (GL_PACK_ROW_LENGTH == 0)<br>
2136&nbsp;&nbsp;&nbsp; rowLength = <span style="font-style: italic;">width</span>;<br>
2137else<br>
2138&nbsp;&nbsp;&nbsp; rowLength = GL_PACK_ROW_LENGTH<br>
2139<br>
2140if (<span style="font-style: italic;">format</span> == GL_RGB) {<br>
2141&nbsp;&nbsp;&nbsp; for (i = 0; i &lt; <span style="font-style: italic;">height</span>;
2142i++) {<br>
2143&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; for (j = 0; j &lt; <span
2144 style="font-style: italic;">width</span>; j++) {<br>
2145&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; k = (i *
2146rowLength + j) * 3;<br>
2147&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; <span
2148 style="font-style: italic;">data</span>[k+0] = FrameBuffer(<span
2149 style="font-style: italic;">x</span> + j, <span
2150 style="font-style: italic;">y</span> + i).red;<br>
2151&nbsp;&nbsp;&nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; <span
2152 style="font-style: italic;">data</span>[k+1] = FrameBuffer(<span
2153 style="font-style: italic;">x</span> + j, <span
2154 style="font-style: italic;">y</span> + i).green;<br>
2155&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; <span
2156 style="font-style: italic;">data</span>[k+2] = FrameBuffer(<span
2157 style="font-style: italic;">x</span> + j, <span
2158 style="font-style: italic;">y</span> + i).blue;<span
2159 style="font-style: italic;"></span><br>
2160&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; }<br>
2161&nbsp;&nbsp;&nbsp; }<br>
2162}<br>
2163else {<br>
2164&nbsp;&nbsp;&nbsp; for (i = 0; i &lt; <span style="font-style: italic;">height</span>;
2165i++) {<br>
2166&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; for (j = 0; j &lt; <span
2167 style="font-style: italic;">width</span>; j++) {<br>
2168&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; k = (i *
2169rowLength + j) * 4;<br>
2170&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; <span
2171 style="font-style: italic;">data</span>[k+0] = FrameBuffer(<span
2172 style="font-style: italic;">x</span> + j, <span
2173 style="font-style: italic;">y</span> + i).red;<br>
2174&nbsp;&nbsp;&nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; <span
2175 style="font-style: italic;">data</span>[k+1] = FrameBuffer(<span
2176 style="font-style: italic;">x</span> + j, <span
2177 style="font-style: italic;">y</span> + i).green;<br>
2178&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; <span
2179 style="font-style: italic;">data</span>[k+2] = FrameBuffer(<span
2180 style="font-style: italic;">x</span> + j, <span
2181 style="font-style: italic;">y</span> + i).blue;<span
2182 style="font-style: italic;"></span><br>
2183&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; <span
2184 style="font-style: italic;">data</span>[k+3] = FrameBuffer(<span
2185 style="font-style: italic;">x</span> + j, <span
2186 style="font-style: italic;">y</span> + i).alpha;<span
2187 style="font-style: italic;"></span><br>
2188&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; }<br>
2189&nbsp;&nbsp;&nbsp; }<br>
2190}<br>
2191</div>
2192<br>
2193The function FrameBuffer(<span style="font-style: italic;">c, r</span>)
2194returns the pixel in the frame buffer at column <span
2195 style="font-style: italic;">c</span> of row <span
2196 style="font-style: italic;">r. &nbsp;</span><span
2197 style="font-style: italic;">data</span> is considered to be either a
2198GLubyte pointer or a GLfloat pointer, depending on the <span
2199 style="font-style: italic;">type</span> parameter. &nbsp;Similarly, the
2200FrameBuffer function returns either GLubyte values in the range [0, 255]
2201or GLfloat values in the range [0,1], depending on the <span
2202 style="font-style: italic;">type</span> parameter.<br>
2203<br>
2204Pixels may be read from either the front or back color buffer.
2205&nbsp;The command<br>
2206<br>
2207<div style="margin-left: 40px;">void <span style="font-weight: bold;">glReadBuffer</span>(GLenum<span
2208 style="font-style: italic;">buffer</span>)<br>
2209</div>
2210<br>
2211specifies the source for reading images with <span
2212 style="font-weight: bold;">glReadPixels</span>. &nbsp;If <span
2213 style="font-style: italic;">buffer</span> is GL_FRONT then front color
2214buffer is the source. &nbsp;If <span style="font-style: italic;">buffer</span>
2215is GL_BACK then the back color buffer is the source. &nbsp;It is illegal
2216to specify GL_BACK when the color buffer is not double buffered.
2217&nbsp;Any invalid value for <span style="font-style: italic;">buffer</span>
2218will raise the error GL_INVALID_ENUM.<br>
2219<br>
2220The default read source is GL_BACK if the frame buffer is double
2221buffered. &nbsp;Otherwise, the default read source is GL_FRONT.<br>
2222<br>
2223<h2>8.2 Selection Mode</h2>
2224Selection mode is typically used to implement <span
2225 style="font-style: italic;">picking</span>: determining which
2226primitive(s) are present at particular window positions. &nbsp;The
2227command<br>
2228<br>
2229<div style="margin-left: 40px;">GLint <span style="font-weight: bold;">glRenderMode</span>(GLenum<span
2230 style="font-style: italic;">mode</span>)<br>
2231</div>
2232<br>
2233is used to enable selection mode. &nbsp;If <span
2234 style="font-style: italic;">mode</span> is GL_SELECTION the graphics
2235library is put into selection mode. &nbsp;If <span
2236 style="font-style: italic;">mode</span> is GL_RENDER the graphic
2237library is put into normal rendering mode. &nbsp;Any other value for <span
2238 style="font-style: italic;">mode</span> will raise the error
2239GL_INVALID_ENUM.<br>
2240<br>
2241When in selection mode rendering commands will not effect the
2242framebuffer. &nbsp;Instead, a record of the primitives that would have
2243been drawn is placed in the <span style="font-style: italic;">selection</span> <span
2244 style="font-style: italic;">buffer</span>. &nbsp;The selection buffer
2245is specified with the command<br>
2246<br>
2247<div style="margin-left: 40px;">void <span style="font-weight: bold;">glSelectionBuffer</span>(GLsizei<span
2248 style="font-style: italic;">n</span>, GLuint *<span
2249 style="font-style: italic;">buffer</span>)<br>
2250</div>
2251<span style="font-style: italic;"></span><span
2252 style="font-style: italic;"><br>
2253buffer</span> is an array of <span style="font-style: italic;">n</span>
2254unsigned integers. &nbsp;No more than <span style="font-style: italic;">n</span>
2255values will be placed in the buffer.<br>
2256<br>
2257The <span style="font-style: italic;">name stack</span> is a stack
2258(LIFO) of unsigned integer names. &nbsp;The following commands
2259manipulate the name stack:<br>
2260<br>
2261<div style="margin-left: 40px;">void <span style="font-weight: bold;">glInitNames</span>(void)<br>
2262void <span style="font-weight: bold;">glPushName</span>(GLuint <span
2263 style="font-style: italic;">name</span>)<br>
2264void <span style="font-weight: bold;">glPopName</span>(void)<br>
2265void <span style="font-weight: bold;">glLoadName</span>(GLuint <span
2266 style="font-style: italic;">name</span>)<br>
2267</div>
2268<br>
2269<span style="font-weight: bold;">glInitNames</span> resets the name
2270stack to an empty state. &nbsp;<span style="font-weight: bold;">glPushName<span
2271 style="font-style: italic;"> </span></span>pushes the given <span
2272 style="font-style: italic;">name</span> value onto the stack. &nbsp;<span
2273 style="font-weight: bold;">glPopName</span> pops the top name from the
2274stack. &nbsp;<span style="font-weight: bold;">glLoadName<span
2275 style="font-style: italic;"> </span></span>replaces the top value on
2276the stack with the specified <span style="font-style: italic;">name</span>.
2277&nbsp;Stack underflow and overflow conditions cause the errors
2278GL_STACK_OVERFLOW and GL_STACK_UNDERFLOW to be raised.<br>
2279<br>
2280While in selection mode, primitives (points, lines, polygons) are
2281transformed and clip-tested normally. &nbsp;Primitives which aren't
2282discarded by clipping cause the <span style="font-style: italic;">hit</span> <span
2283 style="font-style: italic;">data</span> to be updated. &nbsp;The hit
2284data consists of three pieces of information: a hit flag, a minimum Z
2285value and a maximum Z value. &nbsp;First, the hit flag is set.
2286&nbsp;Then, for each of the primitive's vertices, the vertex Z value is
2287compared to the minimum and maximum Z values. &nbsp;The minimum Z value
2288is updated if the vertex's Z value is less than the minimum Z value.
2289&nbsp;The maximum Z value is updated if the vertex's Z value is greater
2290than the maximum Z value.<br>
2291<br>
2292When any of <span style="font-weight: bold;">glInitNames</span><span
2293 style="font-style: italic;"><span style="font-style: italic;">, </span></span><span
2294 style="font-weight: bold;">glPushName</span>, <span
2295 style="font-weight: bold;">glPopName</span>, <span
2296 style="font-weight: bold;">glLoadName</span> or <span
2297 style="font-weight: bold;">glRenderMode</span> are called and the hit
2298flag is set, a <span style="font-style: italic;">hit record</span> is
2299written to the selection buffer.<br>
2300<br>
2301A hit record consists of a sequence of unsigned integers. &nbsp;The
2302first value is the size of the name stack. &nbsp;The second value is the
2303minimum Z value multiplied by 2<sup>32</sup>-1. &nbsp;The third value is
2304the maximum Z value multiplied by 2<sup>32</sup>-1. &nbsp;The remaining
2305values are the values in the name stack, in bottom to top order.
2306&nbsp;The hit flag is cleared after a hit record is written to the
2307selection buffer. &nbsp;Hit records are places sequentially into the
2308selection buffer until it is full or selection mode is terminated.<br>
2309<br>
2310Selection mode is terminated by calling <span
2311 style="font-weight: bold;">glRenderMode</span>(GL_RENDER). &nbsp; The
2312return value of <span style="font-weight: bold;">glRenderMode</span>
2313will be -1 if the selection buffer overflowed. &nbsp;Otherwise, the
2314return value will indicate the number of values written into the
2315selection buffer.<br>
2316<br>
2317<h2>8.3 Synchronization</h2>
2318The command<br>
2319<br>
2320<div style="margin-left: 40px;">void <span style="font-weight: bold;">glFlush</span>(void)<br>
2321</div>
2322<br>
2323makes the graphics library to flush all pending graphics commands.
2324&nbsp;The command<br>
2325<div style="margin-left: 40px;"><br>
2326void <span style="font-weight: bold;">glFinish</span>(void)<br>
2327</div>
2328<br>
2329makes the graphics library flush the command queue and wait until those
2330commands are completed. &nbsp;<span style="font-weight: bold;">glFlush</span>
2331will not return until all previous graphics commands have been fully
2332completed.<br>
2333<br>
2334These commands are typically used to force completion of rendering to
2335the front color buffer. &nbsp;Otherwise, rendering to the front color
2336buffer may not appear. &nbsp;The <span style="font-style: italic;">swapbuffers</span>
2337command (part of the window system binding library) does an implicit
2338flush before swapping the front and back color buffers. &nbsp;The <span
2339 style="font-weight: bold;">glReadPixels</span> command also does an
2340implicit flush before reading pixel data from the frame buffer.<br>
2341<br>
2342<h1>9. State Queries</h1>
2343The current value of nearly all library state variables can be queried.
2344&nbsp;This chapter describes the commands used for querying the value of
2345state variables.<br>
2346<br>
2347<h2>9.1 General State Queries</h2>
2348The command<br>
2349<br>
2350<div style="margin-left: 40px;">void <span style="font-weight: bold;">glGetFloatv</span>(GLenum<span
2351 style="font-style: italic;">pname</span>, GLfloat *<span
2352 style="font-style: italic;">values</span>)<br>
2353</div>
2354<br>
2355returns the value(s) of the state variable specified by <span
2356 style="font-style: italic;">pname</span>. &nbsp;The following table
2357lists all accepted values for <span style="font-style: italic;">pname</span>
2358and a description of the value(s). &nbsp;Specifying any other value for <span
2359 style="font-style: italic;">pname</span> causes the error
2360GL_INVALID_ENUM to be raised.<br>
2361<br>
2362<table cellpadding="2" cellspacing="2" border="1"
2363 style="text-align: left; width: 90%; margin-left: auto; margin-right: auto;">
2364  <tbody>
2365    <tr>
2366      <td style="vertical-align: top;">Variable (<span
2367 style="font-style: italic;">pname)</span><br>
2368      </td>
2369      <td style="vertical-align: top;">Number of values<br>
2370      </td>
2371      <td style="vertical-align: top;">Value(s) Description<br>
2372      </td>
2373    </tr>
2374    <tr>
2375      <td style="vertical-align: top;">GL_ALPHA_BITS<br>
2376      </td>
2377      <td style="vertical-align: top;">1<br>
2378      </td>
2379      <td style="vertical-align: top;">Number of bits per alpha value
2380in the frame buffer.<br>
2381      </td>
2382    </tr>
2383    <tr>
2384      <td style="vertical-align: top;">GL_ALPHA_TEST<br>
2385      </td>
2386      <td style="vertical-align: top;">1<br>
2387      </td>
2388      <td style="vertical-align: top;">Zero if the alpha test is
2389disabled.<br>
2390One if the alpha test is enabled.<br>
2391      </td>
2392    </tr>
2393    <tr>
2394      <td style="vertical-align: top;">GL_ALPHA_TEST_FUNC<br>
2395      </td>
2396      <td style="vertical-align: top;">1<br>
2397      </td>
2398      <td style="vertical-align: top;">The alpha test function.<br>
2399      </td>
2400    </tr>
2401    <tr>
2402      <td style="vertical-align: top;">GL_BLEND<br>
2403      </td>
2404      <td style="vertical-align: top;">1<br>
2405      </td>
2406      <td style="vertical-align: top;">Zero if blending is disabled.<br>
2407One if blending is enabled.<br>
2408      </td>
2409    </tr>
2410    <tr>
2411      <td style="vertical-align: top;">GL_BLEND_DST<br>
2412      </td>
2413      <td style="vertical-align: top;">1<br>
2414      </td>
2415      <td style="vertical-align: top;">Blend destination function/term.<br>
2416      </td>
2417    </tr>
2418    <tr>
2419      <td style="vertical-align: top;">GL_BLEND_SRC<br>
2420      </td>
2421      <td style="vertical-align: top;">1<br>
2422      </td>
2423      <td style="vertical-align: top;">Blend source function/term.<br>
2424      </td>
2425    </tr>
2426    <tr>
2427      <td style="vertical-align: top;">GL_BLUE_BITS<br>
2428      </td>
2429      <td style="vertical-align: top;">1<br>
2430      </td>
2431      <td style="vertical-align: top;">Number of bits per blue value in
2432the frame buffer.<br>
2433      </td>
2434    </tr>
2435    <tr>
2436      <td style="vertical-align: top;">GL_COLOR_CLEAR_VALUE<br>
2437      </td>
2438      <td style="vertical-align: top;">4<br>
2439      </td>
2440      <td style="vertical-align: top;">Clear color (red, green, blue,
2441alpha).<br>
2442      </td>
2443    </tr>
2444    <tr>
2445      <td style="vertical-align: top;">GL_COLOR_WRITE_MASK<br>
2446      </td>
2447      <td style="vertical-align: top;">4<br>
2448      </td>
2449      <td style="vertical-align: top;">Color buffer writemask (red,
2450green, blue, alpha).<br>
2451Zero if writing is disabled.<br>
2452One if writing is enabled.<br>
2453      </td>
2454    </tr>
2455    <tr>
2456      <td style="vertical-align: top;">GL_CULL_FACE<br>
2457      </td>
2458      <td style="vertical-align: top;">1<br>
2459      </td>
2460      <td style="vertical-align: top;">Zero if polygon culling is
2461disabled.<br>
2462One if polygon culling is enabled.<br>
2463      </td>
2464    </tr>
2465    <tr>
2466      <td style="vertical-align: top;">GL_CULL_FACE_MODE<br>
2467      </td>
2468      <td style="vertical-align: top;">1<br>
2469      </td>
2470      <td style="vertical-align: top;">Polygon cull mode: GL_FRONT,
2471GL_BACK or GL_FRONT_AND_BACK.<br>
2472      </td>
2473    </tr>
2474    <tr>
2475      <td style="vertical-align: top;">GL_CURRENT_COLOR<br>
2476      </td>
2477      <td style="vertical-align: top;">4<br>
2478      </td>
2479      <td style="vertical-align: top;">Current color (red, green, blue,
2480alpha).<br>
2481      </td>
2482    </tr>
2483    <tr>
2484      <td style="vertical-align: top;">GL_CURRENT_RASTER_COLOR<br>
2485      </td>
2486      <td style="vertical-align: top;">4<br>
2487      </td>
2488      <td style="vertical-align: top;">Current raster position color
2489(red, green, blue, alpha).<br>
2490      </td>
2491    </tr>
2492    <tr>
2493      <td style="vertical-align: top;">GL_CURRENT_RASTER_TEXTURE_COORDS<br>
2494      </td>
2495      <td style="vertical-align: top;">4<br>
2496      </td>
2497      <td style="vertical-align: top;">Current raster position texture
2498coordinates (s, t, r, q).<br>
2499      </td>
2500    </tr>
2501    <tr>
2502      <td style="vertical-align: top;">GL_CURRENT_RASTER_POSITION<br>
2503      </td>
2504      <td style="vertical-align: top;">4<br>
2505      </td>
2506      <td style="vertical-align: top;">Current raster position (x, y,
2507z, w).<br>
2508      </td>
2509    </tr>
2510    <tr>
2511      <td style="vertical-align: top;">GL_CURRENT_POSITION_VALID<br>
2512      </td>
2513      <td style="vertical-align: top;">1<br>
2514      </td>
2515      <td style="vertical-align: top;">Zero if current raster position
2516is invalid.<br>
2517One if current raster position is valid.<br>
2518      </td>
2519    </tr>
2520    <tr>
2521      <td style="vertical-align: top;">GL_CURRENT_TEXTURE_COORDS<br>
2522      </td>
2523      <td style="vertical-align: top;">4<br>
2524      </td>
2525      <td style="vertical-align: top;">Current texture coordinates (s,
2526t, r, q)<br>
2527      </td>
2528    </tr>
2529    <tr>
2530      <td style="vertical-align: top;">GL_DOUBLEBUFFER<br>
2531      </td>
2532      <td style="vertical-align: top;">1<br>
2533      </td>
2534      <td style="vertical-align: top;">Zero if color buffer is
2535single-buffered.<br>
2536One if color buffer is double-buffered.<br>
2537      </td>
2538    </tr>
2539    <tr>
2540      <td style="vertical-align: top;">GL_DRAW_BUFFER<br>
2541      </td>
2542      <td style="vertical-align: top;">1<br>
2543      </td>
2544      <td style="vertical-align: top;">Current color draw buffer:
2545GL_FRONT or GL_BACK.<br>
2546      </td>
2547    </tr>
2548    <tr>
2549      <td style="vertical-align: top;">GL_FRONT_FACE</td>
2550      <td style="vertical-align: top;">1<br>
2551      </td>
2552      <td style="vertical-align: top;">Polygon front-face winding:
2553GL_CW or GL_CCW.<br>
2554      </td>
2555    </tr>
2556    <tr>
2557      <td style="vertical-align: top;">GL_GREEN_BITS<br>
2558      </td>
2559      <td style="vertical-align: top;">1<br>
2560      </td>
2561      <td style="vertical-align: top;">Number of bits per green value
2562in the frame buffer.<br>
2563      </td>
2564    </tr>
2565    <tr>
2566      <td style="vertical-align: top;">GL_LINE_SMOOTH<br>
2567      </td>
2568      <td style="vertical-align: top;">1<br>
2569      </td>
2570      <td style="vertical-align: top;">Zero if line smoothing is
2571disabled.<br>
2572One if line smoothing is enabled.<br>
2573      </td>
2574    </tr>
2575    <tr>
2576      <td style="vertical-align: top;">GL_LINE_STIPPLE<br>
2577      </td>
2578      <td style="vertical-align: top;">1<br>
2579      </td>
2580      <td style="vertical-align: top;">Zero if line stippling is
2581disabled.<br>
2582One if line stippling is enabled.<br>
2583      </td>
2584    </tr>
2585    <tr>
2586      <td style="vertical-align: top;">GL_LINE_STIPPLE_PATTERN<br>
2587      </td>
2588      <td style="vertical-align: top;">1<br>
2589      </td>
2590      <td style="vertical-align: top;">Line stipple pattern.<br>
2591      </td>
2592    </tr>
2593    <tr>
2594      <td style="vertical-align: top;">GL_LINE_STIPPLE_REPEAT<br>
2595      </td>
2596      <td style="vertical-align: top;">1<br>
2597      </td>
2598      <td style="vertical-align: top;">Line stipple repeat factor.<br>
2599      </td>
2600    </tr>
2601    <tr>
2602      <td style="vertical-align: top;">GL_LINE_WIDTH<br>
2603      </td>
2604      <td style="vertical-align: top;">1<br>
2605      </td>
2606      <td style="vertical-align: top;">Line width in pixels.<br>
2607      </td>
2608    </tr>
2609    <tr>
2610      <td style="vertical-align: top;">GL_LINE_WIDTH_GRANULARITY<br>
2611      </td>
2612      <td style="vertical-align: top;">1<br>
2613      </td>
2614      <td style="vertical-align: top;">Aliased line width granularity.<br>
2615      </td>
2616    </tr>
2617    <tr>
2618      <td style="vertical-align: top;">GL_LINE_WIDTH_RANGE<br>
2619      </td>
2620      <td style="vertical-align: top;">2<br>
2621      </td>
2622      <td style="vertical-align: top;">Minimum and maximum aliased line
2623widths.<br>
2624      </td>
2625    </tr>
2626    <tr>
2627      <td style="vertical-align: top;">GL_ALIASED_LINE_WIDTH_RANGE<br>
2628      </td>
2629      <td style="vertical-align: top;">2<br>
2630      </td>
2631      <td style="vertical-align: top;">Minimum and maximum antialiased
2632line widths.</td>
2633    </tr>
2634    <tr>
2635      <td style="vertical-align: top;">GL_COLOR_LOGIC_OP<br>
2636      </td>
2637      <td style="vertical-align: top;">1<br>
2638      </td>
2639      <td style="vertical-align: top;">Zero if logicop is disabled.<br>
2640One if logicop is enabled.<br>
2641      </td>
2642    </tr>
2643    <tr>
2644      <td style="vertical-align: top;">GL_LOGIC_OP_MODE<br>
2645      </td>
2646      <td style="vertical-align: top;">1<br>
2647      </td>
2648      <td style="vertical-align: top;">Logicop function.<br>
2649      </td>
2650    </tr>
2651    <tr>
2652      <td style="vertical-align: top;">GL_MATRIX_MODE<br>
2653      </td>
2654      <td style="vertical-align: top;">1<br>
2655      </td>
2656      <td style="vertical-align: top;">Matrix mode: GL_MODELVIEW or
2657GL_PROJECTION.<br>
2658      </td>
2659    </tr>
2660    <tr>
2661      <td style="vertical-align: top;">GL_MAX_MODELVIEW_STACK_DEPTH<br>
2662      </td>
2663      <td style="vertical-align: top;">1<br>
2664      </td>
2665      <td style="vertical-align: top;">Maximum size of the modelview
2666matrix stack.<br>
2667      </td>
2668    </tr>
2669    <tr>
2670      <td style="vertical-align: top;">GL_MAX_NAME_STACK_DEPTH<br>
2671      </td>
2672      <td style="vertical-align: top;">1<br>
2673      </td>
2674      <td style="vertical-align: top;">Maximum size of the selection
2675name stack.<br>
2676      </td>
2677    </tr>
2678    <tr>
2679      <td style="vertical-align: top;">GL_MAX_PROJECTION_STACK_DEPTH<br>
2680      </td>
2681      <td style="vertical-align: top;">1<br>
2682      </td>
2683      <td style="vertical-align: top;">Maximum size of the projection
2684matrix stack.<br>
2685      </td>
2686    </tr>
2687    <tr>
2688      <td style="vertical-align: top;">GL_MAX_TEXTURE_SIZE<br>
2689      </td>
2690      <td style="vertical-align: top;">1<br>
2691      </td>
2692      <td style="vertical-align: top;">Maximum 2D texture image width
2693and height.<br>
2694      </td>
2695    </tr>
2696    <tr>
2697      <td style="vertical-align: top;">GL_MAX_VIEWPORT_DIMS<br>
2698      </td>
2699      <td style="vertical-align: top;">2</td>
2700      <td style="vertical-align: top;">Maximum viewport width and
2701height in pixels.<br>
2702      </td>
2703    </tr>
2704    <tr>
2705      <td style="vertical-align: top;">GL_MODELVIEW_MATRIX<br>
2706      </td>
2707      <td style="vertical-align: top;">16<br>
2708      </td>
2709      <td style="vertical-align: top;">Current/top modelview matrix
2710values.<br>
2711      </td>
2712    </tr>
2713    <tr>
2714      <td style="vertical-align: top;">GL_MODELVIEW_MATRIX_STACK_DEPTH<br>
2715      </td>
2716      <td style="vertical-align: top;">1<br>
2717      </td>
2718      <td style="vertical-align: top;">Current size of the modelview
2719matrix stack.<br>
2720      </td>
2721    </tr>
2722    <tr>
2723      <td style="vertical-align: top;">GL_NAME_STACK_DEPTH<br>
2724      </td>
2725      <td style="vertical-align: top;">1<br>
2726      </td>
2727      <td style="vertical-align: top;">Current size of the selection
2728name stack.<br>
2729      </td>
2730    </tr>
2731    <tr>
2732      <td style="vertical-align: top;">GL_PACK_ROW_LENGTH<br>
2733      </td>
2734      <td style="vertical-align: top;">1<br>
2735      </td>
2736      <td style="vertical-align: top;">Pixel packing row length.<br>
2737      </td>
2738    </tr>
2739    <tr>
2740      <td style="vertical-align: top;">GL_POLYGON_SMOOTH<br>
2741      </td>
2742      <td style="vertical-align: top;">1<br>
2743      </td>
2744      <td style="vertical-align: top;">Zero if polygon smoothing is
2745disabled.<br>
2746One if polygon smoothing is enabled.<br>
2747      </td>
2748    </tr>
2749    <tr>
2750      <td style="vertical-align: top;">GL_PROJECTION_MATRIX<br>
2751      </td>
2752      <td style="vertical-align: top;">16<br>
2753      </td>
2754      <td style="vertical-align: top;">Current/top projection matrix
2755values.<br>
2756      </td>
2757    </tr>
2758    <tr>
2759      <td style="vertical-align: top;">GL_PROJECTION_STACK_DEPTH<br>
2760      </td>
2761      <td style="vertical-align: top;">1<br>
2762      </td>
2763      <td style="vertical-align: top;">Current size of projection
2764matrix stack.<br>
2765      </td>
2766    </tr>
2767    <tr>
2768      <td style="vertical-align: top;">GL_READ_BUFFER<br>
2769      </td>
2770      <td style="vertical-align: top;">1<br>
2771      </td>
2772      <td style="vertical-align: top;">Current read buffer: GL_FRONT or
2773GL_BACK.<br>
2774      </td>
2775    </tr>
2776    <tr>
2777      <td style="vertical-align: top;">GL_RED_BITS<br>
2778      </td>
2779      <td style="vertical-align: top;">1<br>
2780      </td>
2781      <td style="vertical-align: top;">Number of bits per red value in
2782the frame buffer.<br>
2783      </td>
2784    </tr>
2785    <tr>
2786      <td style="vertical-align: top;">GL_RENDER_MODE<br>
2787      </td>
2788      <td style="vertical-align: top;">1<br>
2789      </td>
2790      <td style="vertical-align: top;">Current rendering mode:
2791GL_RENDER or GL_SELECTION.<br>
2792      </td>
2793    </tr>
2794    <tr>
2795      <td style="vertical-align: top;">GL_RGBA_MODE<br>
2796      </td>
2797      <td style="vertical-align: top;">1<br>
2798      </td>
2799      <td style="vertical-align: top;">Always one.<br>
2800      </td>
2801    </tr>
2802    <tr>
2803      <td style="vertical-align: top;">GL_SCISSOR_BOX<br>
2804      </td>
2805      <td style="vertical-align: top;">4<br>
2806      </td>
2807      <td style="vertical-align: top;">Scissor box (x, y, width,
2808height).<br>
2809      </td>
2810    </tr>
2811    <tr>
2812      <td style="vertical-align: top;">GL_SCISSOR_TEST<br>
2813      </td>
2814      <td style="vertical-align: top;">1<br>
2815      </td>
2816      <td style="vertical-align: top;">Zero if scissor test is disabled.<br>
2817One if scissor test is enabled.<br>
2818      </td>
2819    </tr>
2820    <tr>
2821      <td style="vertical-align: top;">GL_SELECTION_BUFFER_SIZE<br>
2822      </td>
2823      <td style="vertical-align: top;">1<br>
2824      </td>
2825      <td style="vertical-align: top;">Size of selection buffer.<br>
2826      </td>
2827    </tr>
2828    <tr>
2829      <td style="vertical-align: top;">GL_SHADE_MODEL<br>
2830      </td>
2831      <td style="vertical-align: top;">1<br>
2832      </td>
2833      <td style="vertical-align: top;">Shade model: GL_FLAT or
2834GL_SMOOTH.<br>
2835      </td>
2836    </tr>
2837    <tr>
2838      <td style="vertical-align: top;">GL_STENCIL_BITS<br>
2839      </td>
2840      <td style="vertical-align: top;">1<br>
2841      </td>
2842      <td style="vertical-align: top;">Number of bits per stencil value
2843in the frame buffer.<br>
2844      </td>
2845    </tr>
2846    <tr>
2847      <td style="vertical-align: top;">GL_STENCIL_CLEAR_VALUE<br>
2848      </td>
2849      <td style="vertical-align: top;">1<br>
2850      </td>
2851      <td style="vertical-align: top;">Stencil buffer clear value.<br>
2852      </td>
2853    </tr>
2854    <tr>
2855      <td style="vertical-align: top;">GL_STENCIL_FAIL<br>
2856      </td>
2857      <td style="vertical-align: top;">1<br>
2858      </td>
2859      <td style="vertical-align: top;">Stencil fail operation.<br>
2860      </td>
2861    </tr>
2862    <tr>
2863      <td style="vertical-align: top;">GL_STENCIL_FUNC<br>
2864      </td>
2865      <td style="vertical-align: top;">1<br>
2866      </td>
2867      <td style="vertical-align: top;">Stencil function.<br>
2868      </td>
2869    </tr>
2870    <tr>
2871      <td style="vertical-align: top;">GL_STENCIL_REF<br>
2872      </td>
2873      <td style="vertical-align: top;">1<br>
2874      </td>
2875      <td style="vertical-align: top;">Stencil reference value.<br>
2876      </td>
2877    </tr>
2878    <tr>
2879      <td style="vertical-align: top;">GL_STENCIL_TEST<br>
2880      </td>
2881      <td style="vertical-align: top;">1<br>
2882      </td>
2883      <td style="vertical-align: top;">Zero if stencil test is disabled.<br>
2884One if stencil test is enabled.<br>
2885      </td>
2886    </tr>
2887    <tr>
2888      <td style="vertical-align: top;">GL_STENCIL_VALUE_MASK<br>
2889      </td>
2890      <td style="vertical-align: top;">1<br>
2891      </td>
2892      <td style="vertical-align: top;">Stencil mask value.<br>
2893      </td>
2894    </tr>
2895    <tr>
2896      <td style="vertical-align: top;">GL_STENCIL_WRITE_MASK<br>
2897      </td>
2898      <td style="vertical-align: top;">1<br>
2899      </td>
2900      <td style="vertical-align: top;">Stencil buffer write mask.<br>
2901      </td>
2902    </tr>
2903    <tr>
2904      <td style="vertical-align: top;">GL_TEXTURE_2D<br>
2905      </td>
2906      <td style="vertical-align: top;">1<br>
2907      </td>
2908      <td style="vertical-align: top;">Zero if 2D texture mapping is
2909disabled.<br>
2910One if 2D texture mapping is enabled.<br>
2911      </td>
2912    </tr>
2913    <tr>
2914      <td style="vertical-align: top;">GL_TEXTURE_BINDING_2D</td>
2915      <td style="vertical-align: top;">1<br>
2916      </td>
2917      <td style="vertical-align: top;">Name of currently bound 2D
2918texture object.<br>
2919      </td>
2920    </tr>
2921    <tr>
2922      <td style="vertical-align: top;">GL_TEXTURE_ENV_COLOR<br>
2923      </td>
2924      <td style="vertical-align: top;">4<br>
2925      </td>
2926      <td style="vertical-align: top;">Texture environment color (red,
2927green, blue, alpha).<br>
2928      </td>
2929    </tr>
2930    <tr>
2931      <td style="vertical-align: top;">GL_TEXTURE_ENV_MODE<br>
2932      </td>
2933      <td style="vertical-align: top;">1<br>
2934      </td>
2935      <td style="vertical-align: top;">Texture environment mode.<br>
2936      </td>
2937    </tr>
2938    <tr>
2939      <td style="vertical-align: top;">GL_UNPACK_ROW_LENGTH<br>
2940      </td>
2941      <td style="vertical-align: top;">1<br>
2942      </td>
2943      <td style="vertical-align: top;">Pixel unpacking row length.<br>
2944      </td>
2945    </tr>
2946    <tr>
2947      <td style="vertical-align: top;">GL_UNPACK_LSB_FIRST<br>
2948      </td>
2949      <td style="vertical-align: top;">1<br>
2950      </td>
2951      <td style="vertical-align: top;">Zero if most significant bit is
2952unpacked first for bitmaps.<br>
2953One if least significant bit is unpacked first for bitmaps.<br>
2954      </td>
2955    </tr>
2956    <tr>
2957      <td style="vertical-align: top;">GL_VIEWPORT<br>
2958      </td>
2959      <td style="vertical-align: top;">4<br>
2960      </td>
2961      <td style="vertical-align: top;">Current viewport (x, y, width,
2962height).<br>
2963      </td>
2964    </tr>
2965  </tbody>
2966</table>
2967<br>
2968<br>
2969<h2>9.2 String Queries</h2>
2970The command<br>
2971<br>
2972<div style="margin-left: 40px;">const GLubyte *<span
2973 style="font-weight: bold;">glGetString</span>(GLenum <span
2974 style="font-style: italic;">name</span>)<br>
2975</div>
2976<br>
2977is used to query string-valued values. &nbsp;The legal values for <span
2978 style="font-style: italic;">name</span> are described in the following
2979table:<br>
2980<br>
2981<table cellpadding="2" cellspacing="2" border="1"
2982 style="text-align: left; width: 80%; margin-left: auto; margin-right: auto;">
2983  <tbody>
2984    <tr>
2985      <td style="vertical-align: top;"><span style="font-style: italic;">name</span><br>
2986      </td>
2987      <td style="vertical-align: top;">Return value<br>
2988      </td>
2989    </tr>
2990    <tr>
2991      <td style="vertical-align: top;">GL_VERSION<br>
2992      </td>
2993      <td style="vertical-align: top;">The library version, such as
2994"1.2".<br>
2995      </td>
2996    </tr>
2997    <tr>
2998      <td style="vertical-align: top;">GL_RENDERER<br>
2999      </td>
3000      <td style="vertical-align: top;">The renderer, such as "Mesa DRI
3001Radeon".<br>
3002      </td>
3003    </tr>
3004    <tr>
3005      <td style="vertical-align: top;">GL_VENDOR<br>
3006      </td>
3007      <td style="vertical-align: top;">The vendor of this
3008implementation, such as "Tungsten Graphics, Inc."<br>
3009      </td>
3010    </tr>
3011    <tr>
3012      <td style="vertical-align: top;">GL_EXTENSIONS<br>
3013      </td>
3014      <td style="vertical-align: top;">A white-space separated list of
3015the supported extensions. </td>
3016    </tr>
3017  </tbody>
3018</table>
3019<br>
3020<h2>9.3 Error Queries</h2>
3021The command<br>
3022<br>
3023<div style="margin-left: 40px;">GLenum <span style="font-weight: bold;">glGetError</span>(void)<br>
3024</div>
3025<br>
3026returns the current error code. &nbsp;The current error code will be
3027set by a GL command when an error condition has been detected. &nbsp;If
3028the current error code is already set, subsequent errors will not be
3029recorded. &nbsp;The error code is reset/cleared to GL_NO_ERROR when <span
3030 style="font-weight: bold;">glGetError</span> returns. &nbsp;The
3031following error codes are possible:<br>
3032<br>
3033<table cellpadding="2" cellspacing="2" border="1"
3034 style="text-align: left; width: 80%; margin-left: auto; margin-right: auto;">
3035  <tbody>
3036    <tr>
3037      <td style="vertical-align: top;">Error code<br>
3038      </td>
3039      <td style="vertical-align: top;">Meaning<br>
3040      </td>
3041    </tr>
3042    <tr>
3043      <td style="vertical-align: top;">GL_NO_ERROR<br>
3044      </td>
3045      <td style="vertical-align: top;">No error has been recorded.<br>
3046      </td>
3047    </tr>
3048    <tr>
3049      <td style="vertical-align: top;">GL_INVALID_ENUM<br>
3050      </td>
3051      <td style="vertical-align: top;">An enum parameter had an invalid
3052value.<br>
3053      </td>
3054    </tr>
3055    <tr>
3056      <td style="vertical-align: top;">GL_INVALID_VALUE<br>
3057      </td>
3058      <td style="vertical-align: top;">A numeric parameter had an
3059invalid value.<br>
3060      </td>
3061    </tr>
3062    <tr>
3063      <td style="vertical-align: top;">GL_INVALID_OPERATION<br>
3064      </td>
3065      <td style="vertical-align: top;">A function was called when not
3066legal to do so.<br>
3067      </td>
3068    </tr>
3069    <tr>
3070      <td style="vertical-align: top;">GL_STACK_OVERFLOW<br>
3071      </td>
3072      <td style="vertical-align: top;">The current transformation
3073matrix stack is full.<br>
3074      </td>
3075    </tr>
3076    <tr>
3077      <td style="vertical-align: top;">GL_STACK_UNDERFLOW<br>
3078      </td>
3079      <td style="vertical-align: top;">The current transformation
3080matrix stack is empty.<br>
3081      </td>
3082    </tr>
3083    <tr>
3084      <td style="vertical-align: top;">GL_OUT_OF_MEMORY<br>
3085      </td>
3086      <td style="vertical-align: top;">The system ran out of dynamic
3087memory.<br>
3088      </td>
3089    </tr>
3090  </tbody>
3091</table>
3092<br>
3093<br>
3094<h1>10. Unsupported Features</h1>
3095This section lists other features and functions which are not supported
3096and not previously discussed.<br>
3097<br>
3098<h2>10.1 Feedback Mode</h2>
3099Feedback mode and the following related functions are not supported.<br>
3100<br>
3101<div style="margin-left: 40px;"><span style="font-weight: bold;">glFeedbackBuffer</span><br>
3102<span style="font-weight: bold;">glPassThrough</span><br>
3103</div>
3104<br>
3105<h2>10.2 1D and 3D Textures<br>
3106</h2>
3107Only 2D texture images are supported. &nbsp;The following functions
3108used to specify 1D and 3D texture images are not supported:<br>
3109<br>
3110<div style="margin-left: 40px;"><span style="font-weight: bold;">glTexImage1D</span><br
3111 style="font-weight: bold;">
3112<span style="font-weight: bold;">glTexImage3D</span><br
3113 style="font-weight: bold;">
3114<span style="font-weight: bold;">glTexSubImage1D</span><br
3115 style="font-weight: bold;">
3116<span style="font-weight: bold;"> glTexSubImage3D</span><br
3117 style="font-weight: bold;">
3118<span style="font-weight: bold;">glCopyTexImage1D</span><br
3119 style="font-weight: bold;">
3120<span style="font-weight: bold;"> glCopyTexSubImage1D</span><br
3121 style="font-weight: bold;">
3122<span style="font-weight: bold;"> glCopyTexSubImage3D</span><br>
3123</div>
3124<br>
3125<h2>10.3 Alternate Texture Image Commands<br>
3126</h2>
3127Texture images may only be specified with <span
3128 style="font-weight: bold;">glTexImage2D</span>. &nbsp;The following
3129alternate texture image commands are not supported:<br>
3130<br>
3131<div style="margin-left: 40px; font-weight: bold;">glTexSubImage2D<br>
3132glCopyTexImage2D<br>
3133glCopyTexSubImage2D<br>
3134</div>
3135<br>
3136<h2>10.4 Proxy Textures</h2>
3137Proxy textures are not supported and the GL_PROXY_TEXTURE_2D token is
3138not supported by any function.<br>
3139<br>
3140<br>
3141<h2>10.5 Other Texture Commands</h2>
3142The following commands related to texture mapping are not supported by
3143the subset:<br>
3144<br>
3145<div style="margin-left: 40px; font-weight: bold;"> glPrioritizeTextures<br>
3146glAreTexturesResident<br>
3147glIsTexture<br>
3148glTexEnviv<br>
3149glTexEnvf<br>
3150glTexParameterf<br>
3151glTexParameteriv<br>
3152glTexParameterfv<br>
3153</div>
3154<br>
3155<br>
3156<h2>10.6 Copy and Draw Pixels<br>
3157</h2>
3158The following commands are not supported:<br>
3159<br>
3160<div style="margin-left: 40px;"><span style="font-weight: bold;">glDrawPixels<br>
3161glCopyPixels<br>
3162glPixelZoom<br>
3163<br>
3164</span></div>
3165<h2>10.7 Color Index Mode<br>
3166</h2>
3167Color index mode and the following related commands are not supported:<br>
3168<br>
3169<span style="font-weight: bold;"></span>
3170<div style="margin-left: 40px;"><span style="font-weight: bold;">glIndexub<br>
3171</span><span style="font-weight: bold;">glIndexi</span><br>
3172<span style="font-weight: bold;">glIndexs<br>
3173glIndexf<br>
3174glIndexd<br>
3175</span><span style="font-weight: bold;">glIndexubv<br>
3176</span><span style="font-weight: bold;">glIndexiv</span><br>
3177<span style="font-weight: bold;">glIndexsv<br>
3178glIndexfv<br>
3179glIndexdv</span><span style="font-weight: bold;"><br>
3180glIndexMask<br>
3181</span><span style="font-weight: bold;">glClearIndex<br>
3182glIndexPointer</span><br style="font-weight: bold;">
3183<br>
3184</div>
3185<h2>10.8 Pixel Transfer Operations</h2>
3186The pixel transfer operations (scale, bias, look-up table, etc) are not
3187supported and the following commands are omitted:<br>
3188<br style="font-weight: bold;">
3189<div style="margin-left: 40px;"><span style="font-weight: bold;">glPixelTransferf</span><br
3190 style="font-weight: bold;">
3191<span style="font-weight: bold;">glPixelTransferi</span><br
3192 style="font-weight: bold;">
3193<span style="font-weight: bold;">glPixelMapfv</span><br
3194 style="font-weight: bold;">
3195<span style="font-weight: bold;">glPixelMapuiv</span><br
3196 style="font-weight: bold;">
3197<span style="font-weight: bold;">glPixelMapusv</span><br
3198 style="font-weight: bold;">
3199<span style="font-weight: bold;">glGetPixelMapfv</span><br
3200 style="font-weight: bold;">
3201<span style="font-weight: bold;">glGetPixelMapuiv</span><br
3202 style="font-weight: bold;">
3203<span style="font-weight: bold;">glGetPixelMapusv</span><br>
3204</div>
3205<br>
3206<h2>10.9 Hints</h2>
3207Hints and the following related command is not supported:<br>
3208<br>
3209<div style="margin-left: 40px;"><span style="font-weight: bold;">glHint<br>
3210</span><br>
3211</div>
3212<h2>10.10 State Query Commands<br>
3213</h2>
3214The following state query commands are not supported:<br>
3215<br>
3216<div style="margin-left: 40px; font-weight: bold;">glGetBooleanv<br>
3217glGetIntegerv<br>
3218glGetDoublev<br>
3219glGetPointerv<br>
3220glGetTexEnvi<br>
3221glGetTexEnvf<br>
3222glGetTexParameteriv<br>
3223glGetTexParameterfv<br>
3224glGetTexLevelParameteriv<br>
3225glGetTexLevelParameterfv<br>
3226glGetTexImage<br>
3227glGetClipPlane<br>
3228</div>
3229<br>
3230<h2>10.11 Attribute Stacks</h2>
3231State attribute stacks and the following related commands are not
3232supported:<br>
3233<br>
3234<div style="margin-left: 40px;"><span style="font-weight: bold;">glPushAttrib</span><br
3235 style="font-weight: bold;">
3236<span style="font-weight: bold;">glPopAtttrib</span><br>
3237<br style="font-weight: bold;">
3238</div>
3239<h2>10.12 Double-Valued Functions</h2>
3240All functions which take double-precision floating point values, but
3241for which there is an equivalent single-precision valued function, are
3242omitted. &nbsp;This includes, but is not limited to:<br>
3243<br>
3244<div style="margin-left: 40px;"><span style="font-weight: bold;">glVertex2d</span><br
3245 style="font-weight: bold;">
3246<span style="font-weight: bold;">glVertex2dv</span><br
3247 style="font-weight: bold;">
3248<span style="font-weight: bold;">glVertex3d</span><br
3249 style="font-weight: bold;">
3250<span style="font-weight: bold;"> glVertex3dv</span><br
3251 style="font-weight: bold;">
3252<span style="font-weight: bold;">glVertex4d</span><br
3253 style="font-weight: bold;">
3254<span style="font-weight: bold;"> glVertex4dv</span><br
3255 style="font-weight: bold;">
3256<span style="font-weight: bold;">glColor3d</span><br
3257 style="font-weight: bold;">
3258<span style="font-weight: bold;">glColor3d</span><span
3259 style="font-weight: bold;">v</span><br style="font-weight: bold;">
3260<span style="font-weight: bold;">glColor4d</span><br
3261 style="font-weight: bold;">
3262<span style="font-weight: bold;"> glColor4dv</span><br
3263 style="font-weight: bold;">
3264<span style="font-weight: bold;">glTexCoord1d</span><br
3265 style="font-weight: bold;">
3266<span style="font-weight: bold;">glTexCoord1d</span><span
3267 style="font-weight: bold;">v</span><br style="font-weight: bold;">
3268<span style="font-weight: bold;">glTexCoord2d</span><br
3269 style="font-weight: bold;">
3270<span style="font-weight: bold;"> glTexCoord2dv</span><br
3271 style="font-weight: bold;">
3272<span style="font-weight: bold;">glTexCoord3d</span><br
3273 style="font-weight: bold;">
3274<span style="font-weight: bold;"> glTexCoord3dv</span><br
3275 style="font-weight: bold;">
3276<span style="font-weight: bold;">glTexCoord4d</span><br
3277 style="font-weight: bold;">
3278<span style="font-weight: bold;"> glTexCoord4dv</span><br
3279 style="font-weight: bold;">
3280<span style="font-weight: bold;">glRasterPos2d</span><br
3281 style="font-weight: bold;">
3282<span style="font-weight: bold;"> glRasterPos2dv</span><br
3283 style="font-weight: bold;">
3284<span style="font-weight: bold;">glRasterPos3d</span><br
3285 style="font-weight: bold;">
3286<span style="font-weight: bold;"> glRasterPos3dv</span><br
3287 style="font-weight: bold;">
3288<span style="font-weight: bold;">glRasterPos4d</span><br
3289 style="font-weight: bold;">
3290<span style="font-weight: bold;"> glRasterPos4dv</span><br
3291 style="font-weight: bold;">
3292<span style="font-weight: bold;">glLoadMatrixd</span><br
3293 style="font-weight: bold;">
3294<span style="font-weight: bold;">glMultMatrixd</span><br
3295 style="font-weight: bold;">
3296<span style="font-weight: bold;">glScaled</span><br
3297 style="font-weight: bold;">
3298<span style="font-weight: bold;">glRotated</span><br
3299 style="font-weight: bold;">
3300<span style="font-weight: bold;">glTranslated<br>
3301glRectd<br>
3302glRectdv<br>
3303</span> <span style="font-weight: bold;"><br>
3304</span> </div>
3305<h2>10.13 Evaluators</h2>
3306Evaluators and the following related commands are not supported:<br>
3307<br>
3308<div style="margin-left: 40px;"><span style="font-weight: bold;">glMap1f</span><br
3309 style="font-weight: bold;">
3310<span style="font-weight: bold;">glMap2d</span><br
3311 style="font-weight: bold;">
3312<span style="font-weight: bold;">glMap2f</span><br
3313 style="font-weight: bold;">
3314<span style="font-weight: bold;">glGetMapdv</span><br
3315 style="font-weight: bold;">
3316<span style="font-weight: bold;">glGetMapfv</span><br
3317 style="font-weight: bold;">
3318<span style="font-weight: bold;">glGetMapiv</span><br
3319 style="font-weight: bold;">
3320<span style="font-weight: bold;">glEvalCoord1d</span><br
3321 style="font-weight: bold;">
3322<span style="font-weight: bold;">glEvalCoord1f</span><br
3323 style="font-weight: bold;">
3324<span style="font-weight: bold;">glEvalCoord1dv</span><br
3325 style="font-weight: bold;">
3326<span style="font-weight: bold;">glEvalCoord1fv</span><br
3327 style="font-weight: bold;">
3328<span style="font-weight: bold;">glEvalCoord2d</span><br
3329 style="font-weight: bold;">
3330<span style="font-weight: bold;">glEvalCoord2f</span><br
3331 style="font-weight: bold;">
3332<span style="font-weight: bold;">glEvalCoord2dv</span><br
3333 style="font-weight: bold;">
3334<span style="font-weight: bold;">glEvalCoord2fv</span><br
3335 style="font-weight: bold;">
3336<span style="font-weight: bold;">glMapGrid1d</span><br
3337 style="font-weight: bold;">
3338<span style="font-weight: bold;">glMapGrid1f</span><br
3339 style="font-weight: bold;">
3340<span style="font-weight: bold;">glMapGrid2d</span><br
3341 style="font-weight: bold;">
3342<span style="font-weight: bold;">glMapGrid2f</span><br
3343 style="font-weight: bold;">
3344<span style="font-weight: bold;">glEvalPoint1</span><br
3345 style="font-weight: bold;">
3346<span style="font-weight: bold;">glEvalPoint2</span><br
3347 style="font-weight: bold;">
3348<span style="font-weight: bold;">glEvalMesh1</span><br
3349 style="font-weight: bold;">
3350<span style="font-weight: bold;">glEvalMesh2</span><br
3351 style="font-weight: bold;">
3352</div>
3353<br>
3354<h2>10.14 Display Lists</h2>
3355Display lists and the following related commands are not supported:<br>
3356<br>
3357<div style="margin-left: 40px; font-weight: bold;">glIsList<br>
3358glDeleteLists<br>
3359glGenLists<br>
3360glNewList<br>
3361glEndList<br>
3362glCallList<br>
3363glCallLists<br>
3364glListBase<br>
3365</div>
3366<br>
3367<h2>10.15 Accumulation Buffer</h2>
3368The accumulation buffer and the following related commands are not
3369supported:<br>
3370<br style="font-weight: bold;">
3371<div style="margin-left: 40px;"><span style="font-weight: bold;">glAccum</span><br
3372 style="font-weight: bold;">
3373<span style="font-weight: bold;">glClearAccum</span><br>
3374</div>
3375<br>
3376<h2>10.16 Fog</h2>
3377Fog and the following related commands are not supported:<br>
3378<br>
3379<div style="margin-left: 40px; font-weight: bold;"> glFogi<br>
3380glFogf<br>
3381glFogiv<br>
3382glFogfv<br>
3383</div>
3384<br>
3385<h2>10.17 Depth Test</h2>
3386Depth testing and the following related commands are not supported:<br>
3387<br>
3388<div style="margin-left: 40px;"><span style="font-weight: bold;">glDepthFunc</span><br
3389 style="font-weight: bold;">
3390<span style="font-weight: bold;">glDepthMask</span><br
3391 style="font-weight: bold;">
3392<span style="font-weight: bold;">glDepthRange</span><br
3393 style="font-weight: bold;">
3394<span style="font-weight: bold;">glClearDepth</span><br>
3395</div>
3396<br>
3397<h2>10.18 Imaging Subset</h2>
3398The OpenGL imaging subset (which implements features such as
3399convolution, histogram, min/max recording, color matrix and color
3400tables) is not supported.<br>
3401<br>
3402<br>
3403<h1>Appendix A: Issues</h1>
3404This appendix lists documentation and subset issues with their current
3405status. &nbsp;For items which are still open, the documentation (above)
3406follows the recommended solution.<br>
3407<br>
3408<h2>A.1 Vertex Arrays</h2>
3409Should vertex arrays be supported? &nbsp;Is there a performance
3410advantage?<br>
3411<br>
3412RESOLUTION: No, there isn't enough of a performance advantage to
3413justify them.<br>
3414<br>
3415<h2>A.2 Polygon Antialiasing and Edge Flags</h2>
3416Should edge flags be supported for antialiasing?<br>
3417<br>
3418Edge flags don't effect antialiasing, at least not normally. &nbsp;A
3419number of approaches to antialiasing have been summarized in email.<br>
3420<br>
3421RECOMMENDATION: don't support edge flags. &nbsp;They don't effect
3422polygon antialiasing.<br>
3423<br>
3424RESOLUTION: closed, as of 26 Feb 2003.<br>
3425<br>
3426<h2>A.3 glRasterPos vs. glWindowPos</h2>
3427Should glRasterPos and/or glWindowPos commands be supported?<br>
3428<br>
3429RESOLUTION: Closed: implement glRasterPos commands, but not glWindowPos
3430commands.<br>
3431<br>
3432<h2>A.4 GL_IBM_rasterpos_clip extension</h2>
3433Should the GL_IBM_rasterpos_clip extension be implemented?<br>
3434<br>
3435RESOLUTION: &nbsp;No. &nbsp;It's not required.<br>
3436<br>
3437<h2>A.5 Image Formats and Types</h2>
3438Which image formats and types should be supported for <span
3439 style="font-weight: bold;">glTexImage2D</span> and <span
3440 style="font-weight: bold;">glReadPixels</span>?<br>
3441<br>
3442OpenGL specifies a <span style="font-weight: bold;">large</span>
3443variety of image formats and data types. &nbsp;Only a few are commonly
3444used.<br>
3445<br>
3446RECOMMENDATION: &nbsp;we propose a subset:<br>
3447<br>
3448For <span style="font-weight: bold;">glTexImage2D</span> only allow <span
3449 style="font-style: italic;">type</span>=GL_UNSIGNED_BYTE and <span
3450 style="font-style: italic;">format</span>=GL_RGBA, GL_RGB,
3451GL_INTENSITY. &nbsp; Only allow <span style="font-style: italic;">internalFormat</span>
3452to be GL_RGBA, GL_RGB or GL_INTENSITY as well.&nbsp; Basically, only
3453support image formats/types that are directly supported by the Radeon
3454hardware. &nbsp;This will allow <span style="font-weight: bold;">glTexImage2D</span>
3455to basically just use <span style="font-weight: bold;">memcpy</span> to
3456copy texture images.<br>
3457<br>
3458For <span style="font-weight: bold;">glReadPixels</span>, only allow <span
3459 style="font-style: italic;">type</span> = GL_UNSIGNED_BYTE or GL_FLOAT.
3460&nbsp;Only allow <span style="font-style: italic;">format</span> =
3461GL_RGB or GL_RGBA. &nbsp;This is just enough to support the OpenGL
3462conformance tests.<br>
3463<br>
3464RESOLUTION: open<br>
3465<br>
3466<h2>A.6 Texture Environment Modes</h2>
3467Which texture environment modes should be supported? &nbsp;OpenGL 1.2
3468has GL_REPLACE, GL_MODULATE, GL_DECAL and GL_BLEND. &nbsp;GL_DECAL isn't
3469defined for all base internal texture formats. &nbsp;GL_ADD is another
3470useful mode. &nbsp;Perhaps drop GL_DECAL mode and add GL_ADD mode.<br>
3471<br>
3472RECOMMENDATION: implement the standard modes GL_REPLACE, GL_MODULATE,
3473GL_DECAL and GL_BLEND.<br>
3474<br>
3475RESOLUTION: open<br>
3476<br>
3477<h2>A.7 Truncated Mipmaps and LOD Control</h2>
3478Should we support the GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL,
3479GL_TEXTURE_MIN_LOD and GL_TEXTURE_MAX_LOD texture parameters?<br>
3480<br>
3481RECOMMENDATION: &nbsp;We propose omitting these features at this time,
3482in the interest of simplifying the driver.<br>
3483<br>
3484RESOLUTION: open<br>
3485<br>
3486<h2>A.8 Texture Priorities and Residency</h2>
3487Should the subset support texture priorities via <span
3488 style="font-weight: bold;">glPrioritizeTextures</span> and the <span
3489 style="font-weight: bold;">glAreTexturesResident</span> command?<br>
3490<br>
3491RECOMMENDATION: &nbsp;Few applications use these features and
3492functions. &nbsp;We propose omitting them to simplify the driver.<br>
3493<br>
3494RESOLUTION: open<br>
3495<br>
3496<h2>A.9 Pixel Pack/Unpack Alignment Control</h2>
3497Should we support the GL_PACK_ALIGNMENT and GL_UNPACK_ALIGNMENT options?<br>
3498<br>
3499These are used to align pixel data addresses to 1, 2 and 4-byte
3500multiples for <span style="font-weight: bold;">glBitmap, glTexImage2D</span>
3501and <span style="font-weight: bold;">glReadPixels</span>. &nbsp;These
3502aren't strictly needed since the user can provide a 1, 2 or 4-byte
3503aligned address and appropriate GL_PACK_ROW_LENGTH or
3504GL_UNPACK_ROW_LENGTH values instead.<br>
3505<br>
3506RECOMMENDATION: &nbsp;We recommend omitting them to simplify the driver.<br>
3507<br>
3508RESOLUTION: open<br>
3509<br>
3510<h2>A.10 Pixel Pack/Unpack Skip Rows/Pixels Control</h2>
3511Should we support the GL_UNPACK_SKIP_PIXELS, GL_UNPACK_SKIP_ROWS,
3512GL_PACK_SKIP_PIXELS and GL_PACK_SKIP_ROWS options for pixel
3513unpacking/packing?<br>
3514<br>
3515These options aren't really needed since the user can adjust the start
3516address and GL_PACK/UNPACK_ROW_LENGTH parameters to achieve the same
3517effect.<br>
3518<br>
3519RECOMMENDATION: &nbsp;omit these parameters.<br>
3520<br>
3521RESOLUTION: open<br>
3522<br>
3523<h2>A.11 Texture State Queries</h2>
3524Should we support the command <span style="font-weight: bold;">glGetTexEnvi/fv,
3525glGetTexParameteri/fv</span> and <span style="font-weight: bold;">glGetTexLevelParameteri/fv</span>?<br>
3526<br>
3527RECOMMENDATION: &nbsp;No.&nbsp;They're seldom needed and their
3528implementation is several hundred lines of code in length.<br>
3529<br>
3530RESOLUTION: &nbsp;open<br>
3531<br>
3532<h2>A.12 glGetIntegerv, glGetBooleanv and glGetDoublev</h2>
3533Should we support the commands <span style="font-weight: bold;">glGetIntegerv,
3534glGetBooleanv </span>and <span style="font-weight: bold;">glGetDoublev</span>
3535in addition to <span style="font-weight: bold;">glGetFloatv</span>?<br>
3536<br>
3537RECOMMENDATION: &nbsp;Omit the boolean, integer and double-valued
3538functions. All state values which can be queried by these commands can
3539be expressed as floating point values and queried with <span
3540 style="font-weight: bold;">glGetFloatv</span>. &nbsp;The
3541implementation of the other three commands involves many lines of code.<br>
3542<br>
3543RESOLUTION: &nbsp;open<br>
3544<br>
3545<h2>A.13 glBitmap and Per-Fragment Operations</h2>
3546Should bitmaps rendered with <span style="font-weight: bold;">glBitmap</span>
3547be subjected to the per-fragment operations?<br>
3548<br>
3549If bitmaps are implemented with points it will be easy to implement the
3550per-fragment operations. &nbsp;Otherwise, it could be difficult.<br>
3551<br>
3552RECOMMENDATION: &nbsp;Implement glBitmap by drawing points/pixels with
3553the hardware. &nbsp;This will make supporting the per-fragments
3554trivially easy. &nbsp;Also, it makes portrait-mode display relatively
3555easy.<br>
3556<br>
3557RESOLUTION: &nbsp;open<br>
3558<br>
3559<h2>A.14 Reduced gl.h Header File</h2>
3560Should we produce a reduced gl.h header file which only defines the
3561tokens and functions which are implemented by the subset?<br>
3562<br>
3563RECOMMENDATION: yes. &nbsp;It would be a useful reference to
3564programmers to quickly determine which functions and tokens are
3565supported.<br>
3566<br>
3567RESOLUTION: open<br>
3568<br>
3569<h2>A.15 glPolygonMode</h2>
3570Is <span style="font-weight: bold;">glPolygonMode</span> needed?<br>
3571<br>
3572RECOMMENDATION: No. &nbsp;Omit it.<br>
3573<br>
3574RESOLUTION: closed, as of 26 Feb 2003<br>
3575<br>
3576<br>
3577<p> </p>
3578</body>
3579</html>
3580