7121bee0015ba680e6a55a304d2c5eeb51c6b8ae
[clinton/guile-figl.git] / doc / low-level-gl.texi
1
2 @c %start of fragment
3
4 The functions from this section may be had by loading the module:
5
6 @example
7 (use-modules (figl gl low-level)
8 @end example
9
10 @copying
11 This section of the manual was derived from the upstream OpenGL
12 documentation. Each function's documentation has its own copyright
13 statement; for full details, see the upstream documentation. The
14 copyright notices and licenses present in this section are as follows.
15
16 Copyright @copyright{} 1991-2006 Silicon Graphics, Inc. This document is
17 licensed under the SGI Free Software B License. For details, see
18 @uref{http://oss.sgi.com/projects/FreeB/,http://oss.sgi.com/projects/FreeB/}.
19
20 Copyright @copyright{} 2003-2005 3Dlabs Inc. Ltd. This material may be
21 distributed subject to the terms and conditions set forth in the Open
22 Publication License, v 1.0, 8 June 1999.
23 @uref{http://opencontent.org/openpub/,http://opencontent.org/openpub/}.
24
25 Copyright @copyright{} 2005 Addison-Wesley. This material may be
26 distributed subject to the terms and conditions set forth in the Open
27 Publication License, v 1.0, 8 June 1999.
28 @uref{http://opencontent.org/openpub/,http://opencontent.org/openpub/}.
29
30 Copyright @copyright{} 2006 Khronos Group. This material may be
31 distributed subject to the terms and conditions set forth in the Open
32 Publication License, v 1.0, 8 June 1999.
33 @uref{http://opencontent.org/openpub/,http://opencontent.org/openpub/}.
34
35 @end copying
36
37 @deftypefun void glAccum op value
38 Operate on the accumulation buffer.
39
40 @table @asis
41 @item @var{op}
42 Specifies the accumulation buffer operation. Symbolic constants
43 @code{GL_ACCUM}, @code{GL_LOAD}, @code{GL_ADD}, @code{GL_MULT}, and
44 @code{GL_RETURN} are accepted.
45
46 @item @var{value}
47 Specifies a floating-point value used in the accumulation buffer
48 operation. @var{op} determines how @var{value} is used.
49
50 @end table
51
52 The accumulation buffer is an extended-range color buffer. Images are
53 not rendered into it. Rather, images rendered into one of the color
54 buffers are added to the contents of the accumulation buffer after
55 rendering. Effects such as antialiasing (of points, lines, and
56 polygons), motion blur, and depth of field can be created by
57 accumulating images generated with different transformation matrices.
58
59 Each pixel in the accumulation buffer consists of red, green, blue, and
60 alpha values. The number of bits per component in the accumulation
61 buffer depends on the implementation. You can examine this number by
62 calling @code{glGetIntegerv} four times, with arguments
63 @code{GL_ACCUM_RED_BITS}, @code{GL_ACCUM_GREEN_BITS},
64 @code{GL_ACCUM_BLUE_BITS}, and @code{GL_ACCUM_ALPHA_BITS}. Regardless of
65 the number of bits per component, the range of values stored by each
66 component is @r{[-1,1]}. The accumulation buffer pixels are mapped
67 one-to-one with frame buffer pixels.
68
69 @code{glAccum} operates on the accumulation buffer. The first argument,
70 @var{op}, is a symbolic constant that selects an accumulation buffer
71 operation. The second argument, @var{value}, is a floating-point value
72 to be used in that operation. Five operations are specified:
73 @code{GL_ACCUM}, @code{GL_LOAD}, @code{GL_ADD}, @code{GL_MULT}, and
74 @code{GL_RETURN}.
75
76 All accumulation buffer operations are limited to the area of the
77 current scissor box and applied identically to the red, green, blue, and
78 alpha components of each pixel. If a @code{glAccum} operation results in
79 a value outside the range @r{[-1,1]}, the contents of an accumulation
80 buffer pixel component are undefined.
81
82 The operations are as follows:
83
84 @table @asis
85 @item @code{GL_ACCUM}
86 Obtains R, G, B, and A values from the buffer currently selected for
87 reading (see @code{glReadBuffer}). Each component value is divided by
88 @r{2^@var{n}-1}, where @r{@var{n}} is the number of bits allocated to
89 each color component in the currently selected buffer. The result is a
90 floating-point value in the range @r{[0,1]}, which is multiplied by
91 @var{value} and added to the corresponding pixel component in the
92 accumulation buffer, thereby updating the accumulation buffer.
93
94 @item @code{GL_LOAD}
95 Similar to @code{GL_ACCUM}, except that the current value in the
96 accumulation buffer is not used in the calculation of the new value.
97 That is, the R, G, B, and A values from the currently selected buffer
98 are divided by @r{2^@var{n}-1}, multiplied by @var{value}, and then
99 stored in the corresponding accumulation buffer cell, overwriting the
100 current value.
101
102 @item @code{GL_ADD}
103 Adds @var{value} to each R, G, B, and A in the accumulation buffer.
104
105 @item @code{GL_MULT}
106 Multiplies each R, G, B, and A in the accumulation buffer by @var{value}
107 and returns the scaled component to its corresponding accumulation
108 buffer location.
109
110 @item @code{GL_RETURN}
111 Transfers accumulation buffer values to the color buffer or buffers
112 currently selected for writing. Each R, G, B, and A component is
113 multiplied by @var{value}, then multiplied by @r{2^@var{n}-1}, clamped
114 to the range @r{[0,2^@var{n}-1]}, and stored in the corresponding
115 display buffer cell. The only fragment operations that are applied to
116 this transfer are pixel ownership, scissor, dithering, and color
117 writemasks.
118
119 @end table
120
121 To clear the accumulation buffer, call @code{glClearAccum} with R, G, B,
122 and A values to set it to, then call @code{glClear} with the
123 accumulation buffer enabled.
124
125 @code{GL_INVALID_ENUM} is generated if @var{op} is not an accepted
126 value.
127
128 @code{GL_INVALID_OPERATION} is generated if there is no accumulation
129 buffer.
130
131 @code{GL_INVALID_OPERATION} is generated if @code{glAccum} is executed
132 between the execution of @code{glBegin} and the corresponding execution
133 of @code{glEnd}.
134
135 @end deftypefun
136
137 @deftypefun void glActiveTexture texture
138 Select active texture unit.
139
140 @table @asis
141 @item @var{texture}
142 Specifies which texture unit to make active. The number of texture units
143 is implementation dependent, but must be at least two. @var{texture}
144 must be one of @code{GL_TEXTURE}@r{@var{i}}, where i ranges from 0 to
145 the larger of (@code{GL_MAX_TEXTURE_COORDS} - 1) and
146 (@code{GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS} - 1). The initial value is
147 @code{GL_TEXTURE0}.
148
149 @end table
150
151 @code{glActiveTexture} selects which texture unit subsequent texture
152 state calls will affect. The number of texture units an implementation
153 supports is implementation dependent, but must be at least 2.
154
155 Vertex arrays are client-side GL resources, which are selected by the
156 @code{glClientActiveTexture} routine.
157
158 @code{GL_INVALID_ENUM} is generated if @var{texture} is not one of
159 @code{GL_TEXTURE}@r{@var{i}}, where i ranges from 0 to the larger of
160 (@code{GL_MAX_TEXTURE_COORDS} - 1) and
161 (@code{GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS} - 1).
162
163 @end deftypefun
164
165 @deftypefun void glAlphaFunc func ref
166 Specify the alpha test function.
167
168 @table @asis
169 @item @var{func}
170 Specifies the alpha comparison function. Symbolic constants
171 @code{GL_NEVER}, @code{GL_LESS}, @code{GL_EQUAL}, @code{GL_LEQUAL},
172 @code{GL_GREATER}, @code{GL_NOTEQUAL}, @code{GL_GEQUAL}, and
173 @code{GL_ALWAYS} are accepted. The initial value is @code{GL_ALWAYS}.
174
175 @item @var{ref}
176 Specifies the reference value that incoming alpha values are compared
177 to. This value is clamped to the range @r{[0,1]}, where 0 represents the
178 lowest possible alpha value and 1 the highest possible value. The
179 initial reference value is 0.
180
181 @end table
182
183 The alpha test discards fragments depending on the outcome of a
184 comparison between an incoming fragment's alpha value and a constant
185 reference value. @code{glAlphaFunc} specifies the reference value and
186 the comparison function. The comparison is performed only if alpha
187 testing is enabled. By default, it is not enabled. (See @code{glEnable}
188 and @code{glDisable} of @code{GL_ALPHA_TEST}.)
189
190 @var{func} and @var{ref} specify the conditions under which the pixel is
191 drawn. The incoming alpha value is compared to @var{ref} using the
192 function specified by @var{func}. If the value passes the comparison,
193 the incoming fragment is drawn if it also passes subsequent stencil and
194 depth buffer tests. If the value fails the comparison, no change is made
195 to the frame buffer at that pixel location. The comparison functions are
196 as follows:
197
198 @table @asis
199 @item @code{GL_NEVER}
200 Never passes.
201
202 @item @code{GL_LESS}
203 Passes if the incoming alpha value is less than the reference value.
204
205 @item @code{GL_EQUAL}
206 Passes if the incoming alpha value is equal to the reference value.
207
208 @item @code{GL_LEQUAL}
209 Passes if the incoming alpha value is less than or equal to the
210 reference value.
211
212 @item @code{GL_GREATER}
213 Passes if the incoming alpha value is greater than the reference value.
214
215 @item @code{GL_NOTEQUAL}
216 Passes if the incoming alpha value is not equal to the reference value.
217
218 @item @code{GL_GEQUAL}
219 Passes if the incoming alpha value is greater than or equal to the
220 reference value.
221
222 @item @code{GL_ALWAYS}
223 Always passes (initial value).
224
225 @end table
226
227 @code{glAlphaFunc} operates on all pixel write operations, including
228 those resulting from the scan conversion of points, lines, polygons, and
229 bitmaps, and from pixel draw and copy operations. @code{glAlphaFunc}
230 does not affect screen clear operations.
231
232 @code{GL_INVALID_ENUM} is generated if @var{func} is not an accepted
233 value.
234
235 @code{GL_INVALID_OPERATION} is generated if @code{glAlphaFunc} is
236 executed between the execution of @code{glBegin} and the corresponding
237 execution of @code{glEnd}.
238
239 @end deftypefun
240
241 @deftypefun GLboolean glAreTexturesResident n textures residences
242 Determine if textures are loaded in texture memory.
243
244 @table @asis
245 @item @var{n}
246 Specifies the number of textures to be queried.
247
248 @item @var{textures}
249 Specifies an array containing the names of the textures to be queried.
250
251 @item @var{residences}
252 Specifies an array in which the texture residence status is returned.
253 The residence status of a texture named by an element of @var{textures}
254 is returned in the corresponding element of @var{residences}.
255
256 @end table
257
258 GL establishes a ``working set'' of textures that are resident in
259 texture memory. These textures can be bound to a texture target much
260 more efficiently than textures that are not resident.
261
262 @code{glAreTexturesResident} queries the texture residence status of the
263 @var{n} textures named by the elements of @var{textures}. If all the
264 named textures are resident, @code{glAreTexturesResident} returns
265 @code{GL_TRUE}, and the contents of @var{residences} are undisturbed. If
266 not all the named textures are resident, @code{glAreTexturesResident}
267 returns @code{GL_FALSE}, and detailed status is returned in the @var{n}
268 elements of @var{residences}. If an element of @var{residences} is
269 @code{GL_TRUE}, then the texture named by the corresponding element of
270 @var{textures} is resident.
271
272 The residence status of a single bound texture may also be queried by
273 calling @code{glGetTexParameter} with the @var{target} argument set to
274 the target to which the texture is bound, and the @var{pname} argument
275 set to @code{GL_TEXTURE_RESIDENT}. This is the only way that the
276 residence status of a default texture can be queried.
277
278 @code{GL_INVALID_VALUE} is generated if @var{n} is negative.
279
280 @code{GL_INVALID_VALUE} is generated if any element in @var{textures} is
281 0 or does not name a texture. In that case, the function returns
282 @code{GL_FALSE} and the contents of @var{residences} is indeterminate.
283
284 @code{GL_INVALID_OPERATION} is generated if @code{glAreTexturesResident}
285 is executed between the execution of @code{glBegin} and the
286 corresponding execution of @code{glEnd}.
287
288 @end deftypefun
289
290 @deftypefun void glArrayElement i
291 Render a vertex using the specified vertex array element.
292
293 @table @asis
294 @item @var{i}
295 Specifies an index into the enabled vertex data arrays.
296
297 @end table
298
299 @code{glArrayElement} commands are used within
300 @code{glBegin}/@code{glEnd} pairs to specify vertex and attribute data
301 for point, line, and polygon primitives. If @code{GL_VERTEX_ARRAY} is
302 enabled when @code{glArrayElement} is called, a single vertex is drawn,
303 using vertex and attribute data taken from location @var{i} of the
304 enabled arrays. If @code{GL_VERTEX_ARRAY} is not enabled, no drawing
305 occurs but the attributes corresponding to the enabled arrays are
306 modified.
307
308 Use @code{glArrayElement} to construct primitives by indexing vertex
309 data, rather than by streaming through arrays of data in first-to-last
310 order. Because each call specifies only a single vertex, it is possible
311 to explicitly specify per-primitive attributes such as a single normal
312 for each triangle.
313
314 Changes made to array data between the execution of @code{glBegin} and
315 the corresponding execution of @code{glEnd} may affect calls to
316 @code{glArrayElement} that are made within the same
317 @code{glBegin}/@code{glEnd} period in nonsequential ways. That is, a
318 call to @code{glArrayElement} that precedes a change to array data may
319 access the changed data, and a call that follows a change to array data
320 may access original data.
321
322 @code{GL_INVALID_VALUE} may be generated if @var{i} is negative.
323
324 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
325 name is bound to an enabled array and the buffer object's data store is
326 currently mapped.
327
328 @end deftypefun
329
330 @deftypefun void glAttachShader program shader
331 Attaches a shader object to a program object.
332
333 @table @asis
334 @item @var{program}
335 Specifies the program object to which a shader object will be attached.
336
337 @item @var{shader}
338 Specifies the shader object that is to be attached.
339
340 @end table
341
342 In order to create an executable, there must be a way to specify the
343 list of things that will be linked together. Program objects provide
344 this mechanism. Shaders that are to be linked together in a program
345 object must first be attached to that program object.
346 @code{glAttachShader} attaches the shader object specified by
347 @var{shader} to the program object specified by @var{program}. This
348 indicates that @var{shader} will be included in link operations that
349 will be performed on @var{program}.
350
351 All operations that can be performed on a shader object are valid
352 whether or not the shader object is attached to a program object. It is
353 permissible to attach a shader object to a program object before source
354 code has been loaded into the shader object or before the shader object
355 has been compiled. It is permissible to attach multiple shader objects
356 of the same type because each may contain a portion of the complete
357 shader. It is also permissible to attach a shader object to more than
358 one program object. If a shader object is deleted while it is attached
359 to a program object, it will be flagged for deletion, and deletion will
360 not occur until @code{glDetachShader} is called to detach it from all
361 program objects to which it is attached.
362
363 @code{GL_INVALID_VALUE} is generated if either @var{program} or
364 @var{shader} is not a value generated by OpenGL.
365
366 @code{GL_INVALID_OPERATION} is generated if @var{program} is not a
367 program object.
368
369 @code{GL_INVALID_OPERATION} is generated if @var{shader} is not a shader
370 object.
371
372 @code{GL_INVALID_OPERATION} is generated if @var{shader} is already
373 attached to @var{program}.
374
375 @code{GL_INVALID_OPERATION} is generated if @code{glAttachShader} is
376 executed between the execution of @code{glBegin} and the corresponding
377 execution of @code{glEnd}.
378
379 @end deftypefun
380
381 @deftypefun void glBeginQuery target id
382 @deftypefunx void glEndQuery target
383 Delimit the boundaries of a query object.
384
385 @table @asis
386 @item @var{target}
387 Specifies the target type of query object established between
388 @code{glBeginQuery} and the subsequent @code{glEndQuery}. The symbolic
389 constant must be @code{GL_SAMPLES_PASSED}.
390
391 @item @var{id}
392 Specifies the name of a query object.
393
394 @end table
395
396 @code{glBeginQuery} and @code{glEndQuery} delimit the boundaries of a
397 query object. If a query object with name @var{id} does not yet exist it
398 is created.
399
400 When @code{glBeginQuery} is executed, the query object's samples-passed
401 counter is reset to 0. Subsequent rendering will increment the counter
402 once for every sample that passes the depth test. When @code{glEndQuery}
403 is executed, the samples-passed counter is assigned to the query
404 object's result value. This value can be queried by calling
405 @code{glGetQueryObject} with @var{pname}@code{GL_QUERY_RESULT}.
406
407 Querying the @code{GL_QUERY_RESULT} implicitly flushes the GL pipeline
408 until the rendering delimited by the query object has completed and the
409 result is available. @code{GL_QUERY_RESULT_AVAILABLE} can be queried to
410 determine if the result is immediately available or if the rendering is
411 not yet complete.
412
413 @code{GL_INVALID_ENUM} is generated if @var{target} is not
414 @code{GL_SAMPLES_PASSED}.
415
416 @code{GL_INVALID_OPERATION} is generated if @code{glBeginQuery} is
417 executed while a query object of the same @var{target} is already
418 active.
419
420 @code{GL_INVALID_OPERATION} is generated if @code{glEndQuery} is
421 executed when a query object of the same @var{target} is not active.
422
423 @code{GL_INVALID_OPERATION} is generated if @var{id} is 0.
424
425 @code{GL_INVALID_OPERATION} is generated if @var{id} is the name of an
426 already active query object.
427
428 @code{GL_INVALID_OPERATION} is generated if @code{glBeginQuery} or
429 @code{glEndQuery} is executed between the execution of @code{glBegin}
430 and the corresponding execution of @code{glEnd}.
431
432 @end deftypefun
433
434 @deftypefun void glBegin mode
435 @deftypefunx void glEnd
436 Delimit the vertices of a primitive or a group of like primitives.
437
438 @table @asis
439 @item @var{mode}
440 Specifies the primitive or primitives that will be created from vertices
441 presented between @code{glBegin} and the subsequent @code{glEnd}. Ten
442 symbolic constants are accepted: @code{GL_POINTS}, @code{GL_LINES},
443 @code{GL_LINE_STRIP}, @code{GL_LINE_LOOP}, @code{GL_TRIANGLES},
444 @code{GL_TRIANGLE_STRIP}, @code{GL_TRIANGLE_FAN}, @code{GL_QUADS},
445 @code{GL_QUAD_STRIP}, and @code{GL_POLYGON}.
446
447 @end table
448
449 @code{glBegin} and @code{glEnd} delimit the vertices that define a
450 primitive or a group of like primitives. @code{glBegin} accepts a single
451 argument that specifies in which of ten ways the vertices are
452 interpreted. Taking @r{@var{n}} as an integer count starting at one, and
453 @r{@var{N}} as the total number of vertices specified, the
454 interpretations are as follows:
455
456 @table @asis
457 @item @code{GL_POINTS}
458 Treats each vertex as a single point. Vertex @r{@var{n}} defines point
459 @r{@var{n}}. @r{@var{N}} points are drawn.
460
461 @item @code{GL_LINES}
462 Treats each pair of vertices as an independent line segment. Vertices
463 @r{2⁢@var{n}-1} and @r{2⁢@var{n}} define line @r{@var{n}}. @r{@var{N}/2}
464 lines are drawn.
465
466 @item @code{GL_LINE_STRIP}
467 Draws a connected group of line segments from the first vertex to the
468 last. Vertices @r{@var{n}} and @r{@var{n}+1} define line @r{@var{n}}.
469 @r{@var{N}-1} lines are drawn.
470
471 @item @code{GL_LINE_LOOP}
472 Draws a connected group of line segments from the first vertex to the
473 last, then back to the first. Vertices @r{@var{n}} and @r{@var{n}+1}
474 define line @r{@var{n}}. The last line, however, is defined by vertices
475 @r{@var{N}} and @r{1}. @r{@var{N}} lines are drawn.
476
477 @item @code{GL_TRIANGLES}
478 Treats each triplet of vertices as an independent triangle. Vertices
479 @r{3⁢@var{n}-2}, @r{3⁢@var{n}-1}, and @r{3⁢@var{n}} define triangle
480 @r{@var{n}}. @r{@var{N}/3} triangles are drawn.
481
482 @item @code{GL_TRIANGLE_STRIP}
483 Draws a connected group of triangles. One triangle is defined for each
484 vertex presented after the first two vertices. For odd @r{@var{n}},
485 vertices @r{@var{n}}, @r{@var{n}+1}, and @r{@var{n}+2} define triangle
486 @r{@var{n}}. For even @r{@var{n}}, vertices @r{@var{n}+1}, @r{@var{n}},
487 and @r{@var{n}+2} define triangle @r{@var{n}}. @r{@var{N}-2} triangles
488 are drawn.
489
490 @item @code{GL_TRIANGLE_FAN}
491 Draws a connected group of triangles. One triangle is defined for each
492 vertex presented after the first two vertices. Vertices @r{1},
493 @r{@var{n}+1}, and @r{@var{n}+2} define triangle @r{@var{n}}.
494 @r{@var{N}-2} triangles are drawn.
495
496 @item @code{GL_QUADS}
497 Treats each group of four vertices as an independent quadrilateral.
498 Vertices @r{4⁢@var{n}-3}, @r{4⁢@var{n}-2}, @r{4⁢@var{n}-1}, and
499 @r{4⁢@var{n}} define quadrilateral @r{@var{n}}. @r{@var{N}/4}
500 quadrilaterals are drawn.
501
502 @item @code{GL_QUAD_STRIP}
503 Draws a connected group of quadrilaterals. One quadrilateral is defined
504 for each pair of vertices presented after the first pair. Vertices
505 @r{2⁢@var{n}-1}, @r{2⁢@var{n}}, @r{2⁢@var{n}+2}, and @r{2⁢@var{n}+1}
506 define quadrilateral @r{@var{n}}. @r{@var{N}/2-1} quadrilaterals are
507 drawn. Note that the order in which vertices are used to construct a
508 quadrilateral from strip data is different from that used with
509 independent data.
510
511 @item @code{GL_POLYGON}
512 Draws a single, convex polygon. Vertices @r{1} through @r{@var{N}}
513 define this polygon.
514
515 @end table
516
517 Only a subset of GL commands can be used between @code{glBegin} and
518 @code{glEnd}. The commands are @code{glVertex}, @code{glColor},
519 @code{glSecondaryColor}, @code{glIndex}, @code{glNormal},
520 @code{glFogCoord}, @code{glTexCoord}, @code{glMultiTexCoord},
521 @code{glVertexAttrib}, @code{glEvalCoord}, @code{glEvalPoint},
522 @code{glArrayElement}, @code{glMaterial}, and @code{glEdgeFlag}. Also,
523 it is acceptable to use @code{glCallList} or @code{glCallLists} to
524 execute display lists that include only the preceding commands. If any
525 other GL command is executed between @code{glBegin} and @code{glEnd},
526 the error flag is set and the command is ignored.
527
528 Regardless of the value chosen for @var{mode}, there is no limit to the
529 number of vertices that can be defined between @code{glBegin} and
530 @code{glEnd}. Lines, triangles, quadrilaterals, and polygons that are
531 incompletely specified are not drawn. Incomplete specification results
532 when either too few vertices are provided to specify even a single
533 primitive or when an incorrect multiple of vertices is specified. The
534 incomplete primitive is ignored; the rest are drawn.
535
536 The minimum specification of vertices for each primitive is as follows:
537 1 for a point, 2 for a line, 3 for a triangle, 4 for a quadrilateral,
538 and 3 for a polygon. Modes that require a certain multiple of vertices
539 are @code{GL_LINES} (2), @code{GL_TRIANGLES} (3), @code{GL_QUADS} (4),
540 and @code{GL_QUAD_STRIP} (2).
541
542 @code{GL_INVALID_ENUM} is generated if @var{mode} is set to an
543 unaccepted value.
544
545 @code{GL_INVALID_OPERATION} is generated if @code{glBegin} is executed
546 between a @code{glBegin} and the corresponding execution of
547 @code{glEnd}.
548
549 @code{GL_INVALID_OPERATION} is generated if @code{glEnd} is executed
550 without being preceded by a @code{glBegin}.
551
552 @code{GL_INVALID_OPERATION} is generated if a command other than
553 @code{glVertex}, @code{glColor}, @code{glSecondaryColor},
554 @code{glIndex}, @code{glNormal}, @code{glFogCoord}, @code{glTexCoord},
555 @code{glMultiTexCoord}, @code{glVertexAttrib}, @code{glEvalCoord},
556 @code{glEvalPoint}, @code{glArrayElement}, @code{glMaterial},
557 @code{glEdgeFlag}, @code{glCallList}, or @code{glCallLists} is executed
558 between the execution of @code{glBegin} and the corresponding execution
559 @code{glEnd}.
560
561 Execution of @code{glEnableClientState}, @code{glDisableClientState},
562 @code{glEdgeFlagPointer}, @code{glFogCoordPointer},
563 @code{glTexCoordPointer}, @code{glColorPointer},
564 @code{glSecondaryColorPointer}, @code{glIndexPointer},
565 @code{glNormalPointer}, @code{glVertexPointer},
566 @code{glVertexAttribPointer}, @code{glInterleavedArrays}, or
567 @code{glPixelStore} is not allowed after a call to @code{glBegin} and
568 before the corresponding call to @code{glEnd}, but an error may or may
569 not be generated.
570
571 @end deftypefun
572
573 @deftypefun void glBindAttribLocation program index name
574 Associates a generic vertex attribute index with a named attribute
575 variable.
576
577 @table @asis
578 @item @var{program}
579 Specifies the handle of the program object in which the association is
580 to be made.
581
582 @item @var{index}
583 Specifies the index of the generic vertex attribute to be bound.
584
585 @item @var{name}
586 Specifies a null terminated string containing the name of the vertex
587 shader attribute variable to which @var{index} is to be bound.
588
589 @end table
590
591 @code{glBindAttribLocation} is used to associate a user-defined
592 attribute variable in the program object specified by @var{program} with
593 a generic vertex attribute index. The name of the user-defined attribute
594 variable is passed as a null terminated string in @var{name}. The
595 generic vertex attribute index to be bound to this variable is specified
596 by @var{index}. When @var{program} is made part of current state, values
597 provided via the generic vertex attribute @var{index} will modify the
598 value of the user-defined attribute variable specified by @var{name}.
599
600 If @var{name} refers to a matrix attribute variable, @var{index} refers
601 to the first column of the matrix. Other matrix columns are then
602 automatically bound to locations @var{index+1} for a matrix of type
603 mat2; @var{index+1} and @var{index+2} for a matrix of type mat3; and
604 @var{index+1}, @var{index+2}, and @var{index+3} for a matrix of type
605 mat4.
606
607 This command makes it possible for vertex shaders to use descriptive
608 names for attribute variables rather than generic variables that are
609 numbered from 0 to @code{GL_MAX_VERTEX_ATTRIBS} -1. The values sent to
610 each generic attribute index are part of current state, just like
611 standard vertex attributes such as color, normal, and vertex position.
612 If a different program object is made current by calling
613 @code{glUseProgram}, the generic vertex attributes are tracked in such a
614 way that the same values will be observed by attributes in the new
615 program object that are also bound to @var{index}.
616
617 Attribute variable name-to-generic attribute index bindings for a
618 program object can be explicitly assigned at any time by calling
619 @code{glBindAttribLocation}. Attribute bindings do not go into effect
620 until @code{glLinkProgram} is called. After a program object has been
621 linked successfully, the index values for generic attributes remain
622 fixed (and their values can be queried) until the next link command
623 occurs.
624
625 Applications are not allowed to bind any of the standard OpenGL vertex
626 attributes using this command, as they are bound automatically when
627 needed. Any attribute binding that occurs after the program object has
628 been linked will not take effect until the next time the program object
629 is linked.
630
631 @code{GL_INVALID_VALUE} is generated if @var{index} is greater than or
632 equal to @code{GL_MAX_VERTEX_ATTRIBS}.
633
634 @code{GL_INVALID_OPERATION} is generated if @var{name} starts with the
635 reserved prefix "gl_".
636
637 @code{GL_INVALID_VALUE} is generated if @var{program} is not a value
638 generated by OpenGL.
639
640 @code{GL_INVALID_OPERATION} is generated if @var{program} is not a
641 program object.
642
643 @code{GL_INVALID_OPERATION} is generated if @code{glBindAttribLocation}
644 is executed between the execution of @code{glBegin} and the
645 corresponding execution of @code{glEnd}.
646
647 @end deftypefun
648
649 @deftypefun void glBindBuffer target buffer
650 Bind a named buffer object.
651
652 @table @asis
653 @item @var{target}
654 Specifies the target to which the buffer object is bound. The symbolic
655 constant must be @code{GL_ARRAY_BUFFER}, @code{GL_ELEMENT_ARRAY_BUFFER},
656 @code{GL_PIXEL_PACK_BUFFER}, or @code{GL_PIXEL_UNPACK_BUFFER}.
657
658 @item @var{buffer}
659 Specifies the name of a buffer object.
660
661 @end table
662
663 @code{glBindBuffer} lets you create or use a named buffer object.
664 Calling @code{glBindBuffer} with @var{target} set to
665 @code{GL_ARRAY_BUFFER}, @code{GL_ELEMENT_ARRAY_BUFFER},
666 @code{GL_PIXEL_PACK_BUFFER} or @code{GL_PIXEL_UNPACK_BUFFER} and
667 @var{buffer} set to the name of the new buffer object binds the buffer
668 object name to the target. When a buffer object is bound to a target,
669 the previous binding for that target is automatically broken.
670
671 Buffer object names are unsigned integers. The value zero is reserved,
672 but there is no default buffer object for each buffer object target.
673 Instead, @var{buffer} set to zero effectively unbinds any buffer object
674 previously bound, and restores client memory usage for that buffer
675 object target. Buffer object names and the corresponding buffer object
676 contents are local to the shared display-list space (see
677 @code{glXCreateContext}) of the current GL rendering context; two
678 rendering contexts share buffer object names only if they also share
679 display lists.
680
681 You may use @code{glGenBuffers} to generate a set of new buffer object
682 names.
683
684 The state of a buffer object immediately after it is first bound is an
685 unmapped zero-sized memory buffer with @code{GL_READ_WRITE} access and
686 @code{GL_STATIC_DRAW} usage.
687
688 While a non-zero buffer object name is bound, GL operations on the
689 target to which it is bound affect the bound buffer object, and queries
690 of the target to which it is bound return state from the bound buffer
691 object. While buffer object name zero is bound, as in the initial state,
692 attempts to modify or query state on the target to which it is bound
693 generates an @code{GL_INVALID_OPERATION} error.
694
695 When vertex array pointer state is changed, for example by a call to
696 @code{glNormalPointer}, the current buffer object binding
697 (@code{GL_ARRAY_BUFFER_BINDING}) is copied into the corresponding client
698 state for the vertex array type being changed, for example
699 @code{GL_NORMAL_ARRAY_BUFFER_BINDING}. While a non-zero buffer object is
700 bound to the @code{GL_ARRAY_BUFFER} target, the vertex array pointer
701 parameter that is traditionally interpreted as a pointer to client-side
702 memory is instead interpreted as an offset within the buffer object
703 measured in basic machine units.
704
705 While a non-zero buffer object is bound to the
706 @code{GL_ELEMENT_ARRAY_BUFFER} target, the indices parameter of
707 @code{glDrawElements}, @code{glDrawRangeElements}, or
708 @code{glMultiDrawElements} that is traditionally interpreted as a
709 pointer to client-side memory is instead interpreted as an offset within
710 the buffer object measured in basic machine units.
711
712 While a non-zero buffer object is bound to the
713 @code{GL_PIXEL_PACK_BUFFER} target, the following commands are affected:
714 @code{glGetCompressedTexImage}, @code{glGetConvolutionFilter},
715 @code{glGetHistogram}, @code{glGetMinmax}, @code{glGetPixelMap},
716 @code{glGetPolygonStipple}, @code{glGetSeparableFilter},
717 @code{glGetTexImage}, and @code{glReadPixels}. The pointer parameter
718 that is traditionally interpreted as a pointer to client-side memory
719 where the pixels are to be packed is instead interpreted as an offset
720 within the buffer object measured in basic machine units.
721
722 While a non-zero buffer object is bound to the
723 @code{GL_PIXEL_UNPACK_BUFFER} target, the following commands are
724 affected: @code{glBitmap}, @code{glColorSubTable}, @code{glColorTable},
725 @code{glCompressedTexImage1D}, @code{glCompressedTexImage2D},
726 @code{glCompressedTexImage3D}, @code{glCompressedTexSubImage1D},
727 @code{glCompressedTexSubImage2D}, @code{glCompressedTexSubImage3D},
728 @code{glConvolutionFilter1D}, @code{glConvolutionFilter2D},
729 @code{glDrawPixels}, @code{glPixelMap}, @code{glPolygonStipple},
730 @code{glSeparableFilter2D}, @code{glTexImage1D}, @code{glTexImage2D},
731 @code{glTexImage3D}, @code{glTexSubImage1D}, @code{glTexSubImage2D}, and
732 @code{glTexSubImage3D}. The pointer parameter that is traditionally
733 interpreted as a pointer to client-side memory from which the pixels are
734 to be unpacked is instead interpreted as an offset within the buffer
735 object measured in basic machine units.
736
737 A buffer object binding created with @code{glBindBuffer} remains active
738 until a different buffer object name is bound to the same target, or
739 until the bound buffer object is deleted with @code{glDeleteBuffers}.
740
741 Once created, a named buffer object may be re-bound to any target as
742 often as needed. However, the GL implementation may make choices about
743 how to optimize the storage of a buffer object based on its initial
744 binding target.
745
746 @code{GL_INVALID_ENUM} is generated if @var{target} is not one of the
747 allowable values.
748
749 @code{GL_INVALID_OPERATION} is generated if @code{glBindBuffer} is
750 executed between the execution of @code{glBegin} and the corresponding
751 execution of @code{glEnd}.
752
753 @end deftypefun
754
755 @deftypefun void glBindTexture target texture
756 Bind a named texture to a texturing target.
757
758 @table @asis
759 @item @var{target}
760 Specifies the target to which the texture is bound. Must be either
761 @code{GL_TEXTURE_1D}, @code{GL_TEXTURE_2D}, @code{GL_TEXTURE_3D}, or
762 @code{GL_TEXTURE_CUBE_MAP}.
763
764 @item @var{texture}
765 Specifies the name of a texture.
766
767 @end table
768
769 @code{glBindTexture} lets you create or use a named texture. Calling
770 @code{glBindTexture} with @var{target} set to @code{GL_TEXTURE_1D},
771 @code{GL_TEXTURE_2D}, @code{GL_TEXTURE_3D} or @code{GL_TEXTURE_CUBE_MAP}
772 and @var{texture} set to the name of the new texture binds the texture
773 name to the target. When a texture is bound to a target, the previous
774 binding for that target is automatically broken.
775
776 Texture names are unsigned integers. The value zero is reserved to
777 represent the default texture for each texture target. Texture names and
778 the corresponding texture contents are local to the shared display-list
779 space (see @code{glXCreateContext}) of the current GL rendering context;
780 two rendering contexts share texture names only if they also share
781 display lists.
782
783 You may use @code{glGenTextures} to generate a set of new texture names.
784
785 When a texture is first bound, it assumes the specified target: A
786 texture first bound to @code{GL_TEXTURE_1D} becomes one-dimensional
787 texture, a texture first bound to @code{GL_TEXTURE_2D} becomes
788 two-dimensional texture, a texture first bound to @code{GL_TEXTURE_3D}
789 becomes three-dimensional texture, and a texture first bound to
790 @code{GL_TEXTURE_CUBE_MAP} becomes a cube-mapped texture. The state of a
791 one-dimensional texture immediately after it is first bound is
792 equivalent to the state of the default @code{GL_TEXTURE_1D} at GL
793 initialization, and similarly for two- and three-dimensional textures
794 and cube-mapped textures.
795
796 While a texture is bound, GL operations on the target to which it is
797 bound affect the bound texture, and queries of the target to which it is
798 bound return state from the bound texture. If texture mapping is active
799 on the target to which a texture is bound, the bound texture is used. In
800 effect, the texture targets become aliases for the textures currently
801 bound to them, and the texture name zero refers to the default textures
802 that were bound to them at initialization.
803
804 A texture binding created with @code{glBindTexture} remains active until
805 a different texture is bound to the same target, or until the bound
806 texture is deleted with @code{glDeleteTextures}.
807
808 Once created, a named texture may be re-bound to its same original
809 target as often as needed. It is usually much faster to use
810 @code{glBindTexture} to bind an existing named texture to one of the
811 texture targets than it is to reload the texture image using
812 @code{glTexImage1D}, @code{glTexImage2D}, or @code{glTexImage3D}. For
813 additional control over performance, use @code{glPrioritizeTextures}.
814
815 @code{glBindTexture} is included in display lists.
816
817 @code{GL_INVALID_ENUM} is generated if @var{target} is not one of the
818 allowable values.
819
820 @code{GL_INVALID_OPERATION} is generated if @var{texture} was previously
821 created with a target that doesn't match that of @var{target}.
822
823 @code{GL_INVALID_OPERATION} is generated if @code{glBindTexture} is
824 executed between the execution of @code{glBegin} and the corresponding
825 execution of @code{glEnd}.
826
827 @end deftypefun
828
829 @deftypefun void glBitmap width height xorig yorig xmove ymove bitmap
830 Draw a bitmap.
831
832 @table @asis
833 @item @var{width}
834 @itemx @var{height}
835 Specify the pixel width and height of the bitmap image.
836
837 @item @var{xorig}
838 @itemx @var{yorig}
839 Specify the location of the origin in the bitmap image. The origin is
840 measured from the lower left corner of the bitmap, with right and up
841 being the positive axes.
842
843 @item @var{xmove}
844 @itemx @var{ymove}
845 Specify the @var{x} and @var{y} offsets to be added to the current
846 raster position after the bitmap is drawn.
847
848 @item @var{bitmap}
849 Specifies the address of the bitmap image.
850
851 @end table
852
853 A bitmap is a binary image. When drawn, the bitmap is positioned
854 relative to the current raster position, and frame buffer pixels
855 corresponding to 1's in the bitmap are written using the current raster
856 color or index. Frame buffer pixels corresponding to 0's in the bitmap
857 are not modified.
858
859 @code{glBitmap} takes seven arguments. The first pair specifies the
860 width and height of the bitmap image. The second pair specifies the
861 location of the bitmap origin relative to the lower left corner of the
862 bitmap image. The third pair of arguments specifies @var{x} and @var{y}
863 offsets to be added to the current raster position after the bitmap has
864 been drawn. The final argument is a pointer to the bitmap image itself.
865
866 If a non-zero named buffer object is bound to the
867 @code{GL_PIXEL_UNPACK_BUFFER} target (see @code{glBindBuffer}) while a
868 bitmap image is specified, @var{bitmap} is treated as a byte offset into
869 the buffer object's data store.
870
871 The bitmap image is interpreted like image data for the
872 @code{glDrawPixels} command, with @var{width} and @var{height}
873 corresponding to the width and height arguments of that command, and
874 with @var{type} set to @code{GL_BITMAP} and @var{format} set to
875 @code{GL_COLOR_INDEX}. Modes specified using @code{glPixelStore} affect
876 the interpretation of bitmap image data; modes specified using
877 @code{glPixelTransfer} do not.
878
879 If the current raster position is invalid, @code{glBitmap} is ignored.
880 Otherwise, the lower left corner of the bitmap image is positioned at
881 the window coordinates
882
883 @r{@var{x}_@var{w}=⌊@var{x}_@var{r}-@var{x}_@var{o},⌋}
884
885 @r{@var{y}_@var{w}=⌊@var{y}_@var{r}-@var{y}_@var{o},⌋}
886
887 where @r{(@var{x}_@var{r},@var{y}_@var{r})} is the raster position and
888 @r{(@var{x}_@var{o},@var{y}_@var{o})} is the bitmap origin. Fragments
889 are then generated for each pixel corresponding to a 1 (one) in the
890 bitmap image. These fragments are generated using the current raster
891 @var{z} coordinate, color or color index, and current raster texture
892 coordinates. They are then treated just as if they had been generated by
893 a point, line, or polygon, including texture mapping, fogging, and all
894 per-fragment operations such as alpha and depth testing.
895
896 After the bitmap has been drawn, the @var{x} and @var{y} coordinates of
897 the current raster position are offset by @var{xmove} and @var{ymove}.
898 No change is made to the @var{z} coordinate of the current raster
899 position, or to the current raster color, texture coordinates, or index.
900
901 @code{GL_INVALID_VALUE} is generated if @var{width} or @var{height} is
902 negative.
903
904 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
905 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the buffer
906 object's data store is currently mapped.
907
908 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
909 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the data
910 would be unpacked from the buffer object such that the memory reads
911 required would exceed the data store size.
912
913 @code{GL_INVALID_OPERATION} is generated if @code{glBitmap} is executed
914 between the execution of @code{glBegin} and the corresponding execution
915 of @code{glEnd}.
916
917 @end deftypefun
918
919 @deftypefun void glBlendColor red green blue alpha
920 Set the blend color.
921
922 @table @asis
923 @item @var{red}
924 @itemx @var{green}
925 @itemx @var{blue}
926 @itemx @var{alpha}
927 specify the components of @code{GL_BLEND_COLOR}
928
929 @end table
930
931 The @code{GL_BLEND_COLOR} may be used to calculate the source and
932 destination blending factors. The color components are clamped to the
933 range @r{[0,1]} before being stored. See @code{glBlendFunc} for a
934 complete description of the blending operations. Initially the
935 @code{GL_BLEND_COLOR} is set to (0, 0, 0, 0).
936
937 @code{GL_INVALID_OPERATION} is generated if @code{glBlendColor} is
938 executed between the execution of @code{glBegin} and the corresponding
939 execution of @code{glEnd}.
940
941
942
943 @end deftypefun
944
945 @deftypefun void glBlendEquationSeparate modeRGB modeAlpha
946 Set the RGB blend equation and the alpha blend equation separately.
947
948 @table @asis
949 @item @var{modeRGB}
950 specifies the RGB blend equation, how the red, green, and blue
951 components of the source and destination colors are combined. It must be
952 @code{GL_FUNC_ADD}, @code{GL_FUNC_SUBTRACT},
953 @code{GL_FUNC_REVERSE_SUBTRACT}, @code{GL_MIN}, @code{GL_MAX}.
954
955 @item @var{modeAlpha}
956 specifies the alpha blend equation, how the alpha component of the
957 source and destination colors are combined. It must be
958 @code{GL_FUNC_ADD}, @code{GL_FUNC_SUBTRACT},
959 @code{GL_FUNC_REVERSE_SUBTRACT}, @code{GL_MIN}, @code{GL_MAX}.
960
961 @end table
962
963 The blend equations determines how a new pixel (the ''source'' color) is
964 combined with a pixel already in the framebuffer (the ''destination''
965 color). This function specifies one blend equation for the RGB-color
966 components and one blend equation for the alpha component.
967
968 The blend equations use the source and destination blend factors
969 specified by either @code{glBlendFunc} or @code{glBlendFuncSeparate}.
970 See @code{glBlendFunc} or @code{glBlendFuncSeparate} for a description
971 of the various blend factors.
972
973 In the equations that follow, source and destination color components
974 are referred to as
975 @r{(@var{R}_@var{s},@var{G}_@var{s}@var{B}_@var{s}@var{A}_@var{s})} and
976 @r{(@var{R}_@var{d},@var{G}_@var{d}@var{B}_@var{d}@var{A}_@var{d})},
977 respectively. The result color is referred to as
978 @r{(@var{R}_@var{r},@var{G}_@var{r}@var{B}_@var{r}@var{A}_@var{r})}. The
979 source and destination blend factors are denoted
980 @r{(@var{s}_@var{R},@var{s}_@var{G}@var{s}_@var{B}@var{s}_@var{A})} and
981 @r{(@var{d}_@var{R},@var{d}_@var{G}@var{d}_@var{B}@var{d}_@var{A})},
982 respectively. For these equations all color components are understood to
983 have values in the range @r{[0,1]}.
984
985 @table @asis
986 @item @strong{Mode}
987 @strong{RGB Components}, @strong{Alpha Component}
988
989 @item @code{GL_FUNC_ADD}
990 @r{@var{Rr}=@var{R}_@var{s}⁢@var{s}_@var{R}+@var{R}_@var{d}⁢@var{d}_@var{R}}@r{@var{Gr}=@var{G}_@var{s}⁢@var{s}_@var{G}+@var{G}_@var{d}⁢@var{d}_@var{G}}@r{@var{Br}=@var{B}_@var{s}⁢@var{s}_@var{B}+@var{B}_@var{d}⁢@var{d}_@var{B}},
991 @r{@var{Ar}=@var{A}_@var{s}⁢@var{s}_@var{A}+@var{A}_@var{d}⁢@var{d}_@var{A}}
992
993 @item @code{GL_FUNC_SUBTRACT}
994 @r{@var{Rr}=@var{R}_@var{s}⁢@var{s}_@var{R}-@var{R}_@var{d}⁢@var{d}_@var{R}}@r{@var{Gr}=@var{G}_@var{s}⁢@var{s}_@var{G}-@var{G}_@var{d}⁢@var{d}_@var{G}}@r{@var{Br}=@var{B}_@var{s}⁢@var{s}_@var{B}-@var{B}_@var{d}⁢@var{d}_@var{B}},
995 @r{@var{Ar}=@var{A}_@var{s}⁢@var{s}_@var{A}-@var{A}_@var{d}⁢@var{d}_@var{A}}
996
997 @item @code{GL_FUNC_REVERSE_SUBTRACT}
998 @r{@var{Rr}=@var{R}_@var{d}⁢@var{d}_@var{R}-@var{R}_@var{s}⁢@var{s}_@var{R}}@r{@var{Gr}=@var{G}_@var{d}⁢@var{d}_@var{G}-@var{G}_@var{s}⁢@var{s}_@var{G}}@r{@var{Br}=@var{B}_@var{d}⁢@var{d}_@var{B}-@var{B}_@var{s}⁢@var{s}_@var{B}},
999 @r{@var{Ar}=@var{A}_@var{d}⁢@var{d}_@var{A}-@var{A}_@var{s}⁢@var{s}_@var{A}}
1000
1001 @item @code{GL_MIN}
1002 @r{@var{Rr}=@var{min}⁡(@var{R}_@var{s},@var{R}_@var{d})}@r{@var{Gr}=@var{min}⁡(@var{G}_@var{s},@var{G}_@var{d})}@r{@var{Br}=@var{min}⁡(@var{B}_@var{s},@var{B}_@var{d})},
1003 @r{@var{Ar}=@var{min}⁡(@var{A}_@var{s},@var{A}_@var{d})}
1004
1005 @item @code{GL_MAX}
1006 @r{@var{Rr}=@var{max}⁡(@var{R}_@var{s},@var{R}_@var{d})}@r{@var{Gr}=@var{max}⁡(@var{G}_@var{s},@var{G}_@var{d})}@r{@var{Br}=@var{max}⁡(@var{B}_@var{s},@var{B}_@var{d})},
1007 @r{@var{Ar}=@var{max}⁡(@var{A}_@var{s},@var{A}_@var{d})}
1008
1009 @end table
1010
1011 The results of these equations are clamped to the range @r{[0,1]}.
1012
1013 The @code{GL_MIN} and @code{GL_MAX} equations are useful for
1014 applications that analyze image data (image thresholding against a
1015 constant color, for example). The @code{GL_FUNC_ADD} equation is useful
1016 for antialiasing and transparency, among other things.
1017
1018 Initially, both the RGB blend equation and the alpha blend equation are
1019 set to @code{GL_FUNC_ADD}.
1020
1021
1022
1023 @code{GL_INVALID_ENUM} is generated if either @var{modeRGB} or
1024 @var{modeAlpha} is not one of @code{GL_FUNC_ADD},
1025 @code{GL_FUNC_SUBTRACT}, @code{GL_FUNC_REVERSE_SUBTRACT}, @code{GL_MAX},
1026 or @code{GL_MIN}.
1027
1028 @code{GL_INVALID_OPERATION} is generated if
1029 @code{glBlendEquationSeparate} is executed between the execution of
1030 @code{glBegin} and the corresponding execution of @code{glEnd}.
1031
1032 @end deftypefun
1033
1034 @deftypefun void glBlendEquation mode
1035 Specify the equation used for both the RGB blend equation and the Alpha
1036 blend equation.
1037
1038 @table @asis
1039 @item @var{mode}
1040 specifies how source and destination colors are combined. It must be
1041 @code{GL_FUNC_ADD}, @code{GL_FUNC_SUBTRACT},
1042 @code{GL_FUNC_REVERSE_SUBTRACT}, @code{GL_MIN}, @code{GL_MAX}.
1043
1044 @end table
1045
1046 The blend equations determine how a new pixel (the ''source'' color) is
1047 combined with a pixel already in the framebuffer (the ''destination''
1048 color). This function sets both the RGB blend equation and the alpha
1049 blend equation to a single equation.
1050
1051 These equations use the source and destination blend factors specified
1052 by either @code{glBlendFunc} or @code{glBlendFuncSeparate}. See
1053 @code{glBlendFunc} or @code{glBlendFuncSeparate} for a description of
1054 the various blend factors.
1055
1056 In the equations that follow, source and destination color components
1057 are referred to as
1058 @r{(@var{R}_@var{s},@var{G}_@var{s}@var{B}_@var{s}@var{A}_@var{s})} and
1059 @r{(@var{R}_@var{d},@var{G}_@var{d}@var{B}_@var{d}@var{A}_@var{d})},
1060 respectively. The result color is referred to as
1061 @r{(@var{R}_@var{r},@var{G}_@var{r}@var{B}_@var{r}@var{A}_@var{r})}. The
1062 source and destination blend factors are denoted
1063 @r{(@var{s}_@var{R},@var{s}_@var{G}@var{s}_@var{B}@var{s}_@var{A})} and
1064 @r{(@var{d}_@var{R},@var{d}_@var{G}@var{d}_@var{B}@var{d}_@var{A})},
1065 respectively. For these equations all color components are understood to
1066 have values in the range @r{[0,1]}.
1067
1068 @table @asis
1069 @item @strong{Mode}
1070 @strong{RGB Components}, @strong{Alpha Component}
1071
1072 @item @code{GL_FUNC_ADD}
1073 @r{@var{Rr}=@var{R}_@var{s}⁢@var{s}_@var{R}+@var{R}_@var{d}⁢@var{d}_@var{R}}@r{@var{Gr}=@var{G}_@var{s}⁢@var{s}_@var{G}+@var{G}_@var{d}⁢@var{d}_@var{G}}@r{@var{Br}=@var{B}_@var{s}⁢@var{s}_@var{B}+@var{B}_@var{d}⁢@var{d}_@var{B}},
1074 @r{@var{Ar}=@var{A}_@var{s}⁢@var{s}_@var{A}+@var{A}_@var{d}⁢@var{d}_@var{A}}
1075
1076 @item @code{GL_FUNC_SUBTRACT}
1077 @r{@var{Rr}=@var{R}_@var{s}⁢@var{s}_@var{R}-@var{R}_@var{d}⁢@var{d}_@var{R}}@r{@var{Gr}=@var{G}_@var{s}⁢@var{s}_@var{G}-@var{G}_@var{d}⁢@var{d}_@var{G}}@r{@var{Br}=@var{B}_@var{s}⁢@var{s}_@var{B}-@var{B}_@var{d}⁢@var{d}_@var{B}},
1078 @r{@var{Ar}=@var{A}_@var{s}⁢@var{s}_@var{A}-@var{A}_@var{d}⁢@var{d}_@var{A}}
1079
1080 @item @code{GL_FUNC_REVERSE_SUBTRACT}
1081 @r{@var{Rr}=@var{R}_@var{d}⁢@var{d}_@var{R}-@var{R}_@var{s}⁢@var{s}_@var{R}}@r{@var{Gr}=@var{G}_@var{d}⁢@var{d}_@var{G}-@var{G}_@var{s}⁢@var{s}_@var{G}}@r{@var{Br}=@var{B}_@var{d}⁢@var{d}_@var{B}-@var{B}_@var{s}⁢@var{s}_@var{B}},
1082 @r{@var{Ar}=@var{A}_@var{d}⁢@var{d}_@var{A}-@var{A}_@var{s}⁢@var{s}_@var{A}}
1083
1084 @item @code{GL_MIN}
1085 @r{@var{Rr}=@var{min}⁡(@var{R}_@var{s},@var{R}_@var{d})}@r{@var{Gr}=@var{min}⁡(@var{G}_@var{s},@var{G}_@var{d})}@r{@var{Br}=@var{min}⁡(@var{B}_@var{s},@var{B}_@var{d})},
1086 @r{@var{Ar}=@var{min}⁡(@var{A}_@var{s},@var{A}_@var{d})}
1087
1088 @item @code{GL_MAX}
1089 @r{@var{Rr}=@var{max}⁡(@var{R}_@var{s},@var{R}_@var{d})}@r{@var{Gr}=@var{max}⁡(@var{G}_@var{s},@var{G}_@var{d})}@r{@var{Br}=@var{max}⁡(@var{B}_@var{s},@var{B}_@var{d})},
1090 @r{@var{Ar}=@var{max}⁡(@var{A}_@var{s},@var{A}_@var{d})}
1091
1092 @end table
1093
1094 The results of these equations are clamped to the range @r{[0,1]}.
1095
1096 The @code{GL_MIN} and @code{GL_MAX} equations are useful for
1097 applications that analyze image data (image thresholding against a
1098 constant color, for example). The @code{GL_FUNC_ADD} equation is useful
1099 for antialiasing and transparency, among other things.
1100
1101 Initially, both the RGB blend equation and the alpha blend equation are
1102 set to @code{GL_FUNC_ADD}.
1103
1104
1105
1106 @code{GL_INVALID_ENUM} is generated if @var{mode} is not one of
1107 @code{GL_FUNC_ADD}, @code{GL_FUNC_SUBTRACT},
1108 @code{GL_FUNC_REVERSE_SUBTRACT}, @code{GL_MAX}, or @code{GL_MIN}.
1109
1110 @code{GL_INVALID_OPERATION} is generated if @code{glBlendEquation} is
1111 executed between the execution of @code{glBegin} and the corresponding
1112 execution of @code{glEnd}.
1113
1114 @end deftypefun
1115
1116 @deftypefun void glBlendFuncSeparate srcRGB dstRGB srcAlpha dstAlpha
1117 Specify pixel arithmetic for RGB and alpha components separately.
1118
1119 @table @asis
1120 @item @var{srcRGB}
1121 Specifies how the red, green, and blue blending factors are computed.
1122 The following symbolic constants are accepted: @code{GL_ZERO},
1123 @code{GL_ONE}, @code{GL_SRC_COLOR}, @code{GL_ONE_MINUS_SRC_COLOR},
1124 @code{GL_DST_COLOR}, @code{GL_ONE_MINUS_DST_COLOR}, @code{GL_SRC_ALPHA},
1125 @code{GL_ONE_MINUS_SRC_ALPHA}, @code{GL_DST_ALPHA},
1126 @code{GL_ONE_MINUS_DST_ALPHA}, @code{GL_CONSTANT_COLOR},
1127 @code{GL_ONE_MINUS_CONSTANT_COLOR}, @code{GL_CONSTANT_ALPHA},
1128 @code{GL_ONE_MINUS_CONSTANT_ALPHA}, and @code{GL_SRC_ALPHA_SATURATE}.
1129 The initial value is @code{GL_ONE}.
1130
1131 @item @var{dstRGB}
1132 Specifies how the red, green, and blue destination blending factors are
1133 computed. The following symbolic constants are accepted: @code{GL_ZERO},
1134 @code{GL_ONE}, @code{GL_SRC_COLOR}, @code{GL_ONE_MINUS_SRC_COLOR},
1135 @code{GL_DST_COLOR}, @code{GL_ONE_MINUS_DST_COLOR}, @code{GL_SRC_ALPHA},
1136 @code{GL_ONE_MINUS_SRC_ALPHA}, @code{GL_DST_ALPHA},
1137 @code{GL_ONE_MINUS_DST_ALPHA}. @code{GL_CONSTANT_COLOR},
1138 @code{GL_ONE_MINUS_CONSTANT_COLOR}, @code{GL_CONSTANT_ALPHA}, and
1139 @code{GL_ONE_MINUS_CONSTANT_ALPHA}. The initial value is @code{GL_ZERO}.
1140
1141 @item @var{srcAlpha}
1142 Specified how the alpha source blending factor is computed. The same
1143 symbolic constants are accepted as for @var{srcRGB}. The initial value
1144 is @code{GL_ONE}.
1145
1146 @item @var{dstAlpha}
1147 Specified how the alpha destination blending factor is computed. The
1148 same symbolic constants are accepted as for @var{dstRGB}. The initial
1149 value is @code{GL_ZERO}.
1150
1151 @end table
1152
1153 In RGBA mode, pixels can be drawn using a function that blends the
1154 incoming (source) RGBA values with the RGBA values that are already in
1155 the frame buffer (the destination values). Blending is initially
1156 disabled. Use @code{glEnable} and @code{glDisable} with argument
1157 @code{GL_BLEND} to enable and disable blending.
1158
1159 @code{glBlendFuncSeparate} defines the operation of blending when it is
1160 enabled. @var{srcRGB} specifies which method is used to scale the source
1161 RGB-color components. @var{dstRGB} specifies which method is used to
1162 scale the destination RGB-color components. Likewise, @var{srcAlpha}
1163 specifies which method is used to scale the source alpha color
1164 component, and @var{dstAlpha} specifies which method is used to scale
1165 the destination alpha component. The possible methods are described in
1166 the following table. Each method defines four scale factors, one each
1167 for red, green, blue, and alpha.
1168
1169 In the table and in subsequent equations, source and destination color
1170 components are referred to as
1171 @r{(@var{R}_@var{s},@var{G}_@var{s}@var{B}_@var{s}@var{A}_@var{s})} and
1172 @r{(@var{R}_@var{d},@var{G}_@var{d}@var{B}_@var{d}@var{A}_@var{d})}. The
1173 color specified by @code{glBlendColor} is referred to as
1174 @r{(@var{R}_@var{c},@var{G}_@var{c}@var{B}_@var{c}@var{A}_@var{c})}.
1175 They are understood to have integer values between 0 and
1176 @r{(@var{k}_@var{R},@var{k}_@var{G}@var{k}_@var{B}@var{k}_@var{A})},
1177 where
1178
1179 @r{@var{k}_@var{c}=2^@var{m}_@var{c},-1}
1180
1181 and @r{(@var{m}_@var{R},@var{m}_@var{G}@var{m}_@var{B}@var{m}_@var{A})}
1182 is the number of red, green, blue, and alpha bitplanes.
1183
1184 Source and destination scale factors are referred to as
1185 @r{(@var{s}_@var{R},@var{s}_@var{G}@var{s}_@var{B}@var{s}_@var{A})} and
1186 @r{(@var{d}_@var{R},@var{d}_@var{G}@var{d}_@var{B}@var{d}_@var{A})}. All
1187 scale factors have range @r{[0,1]}.
1188
1189
1190
1191 @table @asis
1192 @item @strong{Parameter}
1193 @strong{RGB Factor}, @strong{Alpha Factor}
1194
1195 @item @code{GL_ZERO}
1196 @r{(0,00)}, @r{0}
1197
1198 @item @code{GL_ONE}
1199 @r{(1,11)}, @r{1}
1200
1201 @item @code{GL_SRC_COLOR}
1202 @r{(@var{R}_@var{s}/@var{k}_@var{R},@var{G}_@var{s}/@var{k}_@var{G}@var{B}_@var{s}/@var{k}_@var{B})},
1203 @r{@var{A}_@var{s}/@var{k}_@var{A}}
1204
1205 @item @code{GL_ONE_MINUS_SRC_COLOR}
1206 @r{(1,111)-(@var{R}_@var{s}/@var{k}_@var{R},@var{G}_@var{s}/@var{k}_@var{G}@var{B}_@var{s}/@var{k}_@var{B})},
1207 @r{1-@var{A}_@var{s}/@var{k}_@var{A}}
1208
1209 @item @code{GL_DST_COLOR}
1210 @r{(@var{R}_@var{d}/@var{k}_@var{R},@var{G}_@var{d}/@var{k}_@var{G}@var{B}_@var{d}/@var{k}_@var{B})},
1211 @r{@var{A}_@var{d}/@var{k}_@var{A}}
1212
1213 @item @code{GL_ONE_MINUS_DST_COLOR}
1214 @r{(1,11)-(@var{R}_@var{d}/@var{k}_@var{R},@var{G}_@var{d}/@var{k}_@var{G}@var{B}_@var{d}/@var{k}_@var{B})},
1215 @r{1-@var{A}_@var{d}/@var{k}_@var{A}}
1216
1217 @item @code{GL_SRC_ALPHA}
1218 @r{(@var{A}_@var{s}/@var{k}_@var{A},@var{A}_@var{s}/@var{k}_@var{A}@var{A}_@var{s}/@var{k}_@var{A})},
1219 @r{@var{A}_@var{s}/@var{k}_@var{A}}
1220
1221 @item @code{GL_ONE_MINUS_SRC_ALPHA}
1222 @r{(1,11)-(@var{A}_@var{s}/@var{k}_@var{A},@var{A}_@var{s}/@var{k}_@var{A}@var{A}_@var{s}/@var{k}_@var{A})},
1223 @r{1-@var{A}_@var{s}/@var{k}_@var{A}}
1224
1225 @item @code{GL_DST_ALPHA}
1226 @r{(@var{A}_@var{d}/@var{k}_@var{A},@var{A}_@var{d}/@var{k}_@var{A}@var{A}_@var{d}/@var{k}_@var{A})},
1227 @r{@var{A}_@var{d}/@var{k}_@var{A}}
1228
1229 @item @code{GL_ONE_MINUS_DST_ALPHA}
1230 @r{(1,11)-(@var{A}_@var{d}/@var{k}_@var{A},@var{A}_@var{d}/@var{k}_@var{A}@var{A}_@var{d}/@var{k}_@var{A})},
1231 @r{1-@var{A}_@var{d}/@var{k}_@var{A}}
1232
1233 @item @code{GL_CONSTANT_COLOR}
1234 @r{(@var{R}_@var{c},@var{G}_@var{c}@var{B}_@var{c})},
1235 @r{@var{A}_@var{c}}
1236
1237 @item @code{GL_ONE_MINUS_CONSTANT_COLOR}
1238 @r{(1,11)-(@var{R}_@var{c},@var{G}_@var{c}@var{B}_@var{c})},
1239 @r{1-@var{A}_@var{c}}
1240
1241 @item @code{GL_CONSTANT_ALPHA}
1242 @r{(@var{A}_@var{c},@var{A}_@var{c}@var{A}_@var{c})},
1243 @r{@var{A}_@var{c}}
1244
1245 @item @code{GL_ONE_MINUS_CONSTANT_ALPHA}
1246 @r{(1,11)-(@var{A}_@var{c},@var{A}_@var{c}@var{A}_@var{c})},
1247 @r{1-@var{A}_@var{c}}
1248
1249 @item @code{GL_SRC_ALPHA_SATURATE}
1250 @r{(@var{i},@var{i}@var{i})}, @r{1}
1251
1252 @end table
1253
1254 In the table,
1255
1256 @r{@var{i}=@var{min}⁡(@var{A}_@var{s},1-@var{A}_@var{d},)}
1257
1258 To determine the blended RGBA values of a pixel when drawing in RGBA
1259 mode, the system uses the following equations:
1260
1261 @r{@var{R}_@var{d}=@var{min}⁡(@var{k}_@var{R},@var{R}_@var{s}⁢@var{s}_@var{R}+@var{R}_@var{d}⁢@var{d}_@var{R})}@r{@var{G}_@var{d}=@var{min}⁡(@var{k}_@var{G},@var{G}_@var{s}⁢@var{s}_@var{G}+@var{G}_@var{d}⁢@var{d}_@var{G})}@r{@var{B}_@var{d}=@var{min}⁡(@var{k}_@var{B},@var{B}_@var{s}⁢@var{s}_@var{B}+@var{B}_@var{d}⁢@var{d}_@var{B})}@r{@var{A}_@var{d}=@var{min}⁡(@var{k}_@var{A},@var{A}_@var{s}⁢@var{s}_@var{A}+@var{A}_@var{d}⁢@var{d}_@var{A})}
1262
1263 Despite the apparent precision of the above equations, blending
1264 arithmetic is not exactly specified, because blending operates with
1265 imprecise integer color values. However, a blend factor that should be
1266 equal to 1 is guaranteed not to modify its multiplicand, and a blend
1267 factor equal to 0 reduces its multiplicand to 0. For example, when
1268 @var{srcRGB} is @code{GL_SRC_ALPHA}, @var{dstRGB} is
1269 @code{GL_ONE_MINUS_SRC_ALPHA}, and @r{@var{A}_@var{s}} is equal to
1270 @r{@var{k}_@var{A}}, the equations reduce to simple replacement:
1271
1272 @r{@var{R}_@var{d}=@var{R}_@var{s}}@r{@var{G}_@var{d}=@var{G}_@var{s}}@r{@var{B}_@var{d}=@var{B}_@var{s}}@r{@var{A}_@var{d}=@var{A}_@var{s}}
1273
1274
1275
1276 @code{GL_INVALID_ENUM} is generated if either @var{srcRGB} or
1277 @var{dstRGB} is not an accepted value.
1278
1279 @code{GL_INVALID_OPERATION} is generated if @code{glBlendFuncSeparate}
1280 is executed between the execution of @code{glBegin} and the
1281 corresponding execution of @code{glEnd}.
1282
1283 @end deftypefun
1284
1285 @deftypefun void glBlendFunc sfactor dfactor
1286 Specify pixel arithmetic.
1287
1288 @table @asis
1289 @item @var{sfactor}
1290 Specifies how the red, green, blue, and alpha source blending factors
1291 are computed. The following symbolic constants are accepted:
1292 @code{GL_ZERO}, @code{GL_ONE}, @code{GL_SRC_COLOR},
1293 @code{GL_ONE_MINUS_SRC_COLOR}, @code{GL_DST_COLOR},
1294 @code{GL_ONE_MINUS_DST_COLOR}, @code{GL_SRC_ALPHA},
1295 @code{GL_ONE_MINUS_SRC_ALPHA}, @code{GL_DST_ALPHA},
1296 @code{GL_ONE_MINUS_DST_ALPHA}, @code{GL_CONSTANT_COLOR},
1297 @code{GL_ONE_MINUS_CONSTANT_COLOR}, @code{GL_CONSTANT_ALPHA},
1298 @code{GL_ONE_MINUS_CONSTANT_ALPHA}, and @code{GL_SRC_ALPHA_SATURATE}.
1299 The initial value is @code{GL_ONE}.
1300
1301 @item @var{dfactor}
1302 Specifies how the red, green, blue, and alpha destination blending
1303 factors are computed. The following symbolic constants are accepted:
1304 @code{GL_ZERO}, @code{GL_ONE}, @code{GL_SRC_COLOR},
1305 @code{GL_ONE_MINUS_SRC_COLOR}, @code{GL_DST_COLOR},
1306 @code{GL_ONE_MINUS_DST_COLOR}, @code{GL_SRC_ALPHA},
1307 @code{GL_ONE_MINUS_SRC_ALPHA}, @code{GL_DST_ALPHA},
1308 @code{GL_ONE_MINUS_DST_ALPHA}. @code{GL_CONSTANT_COLOR},
1309 @code{GL_ONE_MINUS_CONSTANT_COLOR}, @code{GL_CONSTANT_ALPHA}, and
1310 @code{GL_ONE_MINUS_CONSTANT_ALPHA}. The initial value is @code{GL_ZERO}.
1311
1312 @end table
1313
1314 In RGBA mode, pixels can be drawn using a function that blends the
1315 incoming (source) RGBA values with the RGBA values that are already in
1316 the frame buffer (the destination values). Blending is initially
1317 disabled. Use @code{glEnable} and @code{glDisable} with argument
1318 @code{GL_BLEND} to enable and disable blending.
1319
1320 @code{glBlendFunc} defines the operation of blending when it is enabled.
1321 @var{sfactor} specifies which method is used to scale the source color
1322 components. @var{dfactor} specifies which method is used to scale the
1323 destination color components. The possible methods are described in the
1324 following table. Each method defines four scale factors, one each for
1325 red, green, blue, and alpha. In the table and in subsequent equations,
1326 source and destination color components are referred to as
1327 @r{(@var{R}_@var{s},@var{G}_@var{s}@var{B}_@var{s}@var{A}_@var{s})} and
1328 @r{(@var{R}_@var{d},@var{G}_@var{d}@var{B}_@var{d}@var{A}_@var{d})}. The
1329 color specified by @code{glBlendColor} is referred to as
1330 @r{(@var{R}_@var{c},@var{G}_@var{c}@var{B}_@var{c}@var{A}_@var{c})}.
1331 They are understood to have integer values between 0 and
1332 @r{(@var{k}_@var{R},@var{k}_@var{G}@var{k}_@var{B}@var{k}_@var{A})},
1333 where
1334
1335 @r{@var{k}_@var{c}=2^@var{m}_@var{c},-1}
1336
1337 and @r{(@var{m}_@var{R},@var{m}_@var{G}@var{m}_@var{B}@var{m}_@var{A})}
1338 is the number of red, green, blue, and alpha bitplanes.
1339
1340 Source and destination scale factors are referred to as
1341 @r{(@var{s}_@var{R},@var{s}_@var{G}@var{s}_@var{B}@var{s}_@var{A})} and
1342 @r{(@var{d}_@var{R},@var{d}_@var{G}@var{d}_@var{B}@var{d}_@var{A})}. The
1343 scale factors described in the table, denoted
1344 @r{(@var{f}_@var{R},@var{f}_@var{G}@var{f}_@var{B}@var{f}_@var{A})},
1345 represent either source or destination factors. All scale factors have
1346 range @r{[0,1]}.
1347
1348
1349
1350 @table @asis
1351 @item @strong{Parameter}
1352 @strong{@r{(@var{f}_@var{R},@var{f}_@var{G}@var{f}_@var{B}@var{f}_@var{A})}}
1353
1354 @item @code{GL_ZERO}
1355 @r{(0,000)}
1356
1357 @item @code{GL_ONE}
1358 @r{(1,111)}
1359
1360 @item @code{GL_SRC_COLOR}
1361 @r{(@var{R}_@var{s}/@var{k}_@var{R},@var{G}_@var{s}/@var{k}_@var{G}@var{B}_@var{s}/@var{k}_@var{B}@var{A}_@var{s}/@var{k}_@var{A})}
1362
1363 @item @code{GL_ONE_MINUS_SRC_COLOR}
1364 @r{(1,111)-(@var{R}_@var{s}/@var{k}_@var{R},@var{G}_@var{s}/@var{k}_@var{G}@var{B}_@var{s}/@var{k}_@var{B}@var{A}_@var{s}/@var{k}_@var{A})}
1365
1366 @item @code{GL_DST_COLOR}
1367 @r{(@var{R}_@var{d}/@var{k}_@var{R},@var{G}_@var{d}/@var{k}_@var{G}@var{B}_@var{d}/@var{k}_@var{B}@var{A}_@var{d}/@var{k}_@var{A})}
1368
1369 @item @code{GL_ONE_MINUS_DST_COLOR}
1370 @r{(1,111)-(@var{R}_@var{d}/@var{k}_@var{R},@var{G}_@var{d}/@var{k}_@var{G}@var{B}_@var{d}/@var{k}_@var{B}@var{A}_@var{d}/@var{k}_@var{A})}
1371
1372 @item @code{GL_SRC_ALPHA}
1373 @r{(@var{A}_@var{s}/@var{k}_@var{A},@var{A}_@var{s}/@var{k}_@var{A}@var{A}_@var{s}/@var{k}_@var{A}@var{A}_@var{s}/@var{k}_@var{A})}
1374
1375 @item @code{GL_ONE_MINUS_SRC_ALPHA}
1376 @r{(1,111)-(@var{A}_@var{s}/@var{k}_@var{A},@var{A}_@var{s}/@var{k}_@var{A}@var{A}_@var{s}/@var{k}_@var{A}@var{A}_@var{s}/@var{k}_@var{A})}
1377
1378 @item @code{GL_DST_ALPHA}
1379 @r{(@var{A}_@var{d}/@var{k}_@var{A},@var{A}_@var{d}/@var{k}_@var{A}@var{A}_@var{d}/@var{k}_@var{A}@var{A}_@var{d}/@var{k}_@var{A})}
1380
1381 @item @code{GL_ONE_MINUS_DST_ALPHA}
1382 @r{(1,111)-(@var{A}_@var{d}/@var{k}_@var{A},@var{A}_@var{d}/@var{k}_@var{A}@var{A}_@var{d}/@var{k}_@var{A}@var{A}_@var{d}/@var{k}_@var{A})}
1383
1384 @item @code{GL_CONSTANT_COLOR}
1385 @r{(@var{R}_@var{c},@var{G}_@var{c}@var{B}_@var{c}@var{A}_@var{c})}
1386
1387 @item @code{GL_ONE_MINUS_CONSTANT_COLOR}
1388 @r{(1,111)-(@var{R}_@var{c},@var{G}_@var{c}@var{B}_@var{c}@var{A}_@var{c})}
1389
1390 @item @code{GL_CONSTANT_ALPHA}
1391 @r{(@var{A}_@var{c},@var{A}_@var{c}@var{A}_@var{c}@var{A}_@var{c})}
1392
1393 @item @code{GL_ONE_MINUS_CONSTANT_ALPHA}
1394 @r{(1,111)-(@var{A}_@var{c},@var{A}_@var{c}@var{A}_@var{c}@var{A}_@var{c})}
1395
1396 @item @code{GL_SRC_ALPHA_SATURATE}
1397 @r{(@var{i},@var{i}@var{i}1)}
1398
1399 @end table
1400
1401 In the table,
1402
1403 @r{@var{i}=@var{min}⁡(@var{A}_@var{s},@var{k}_@var{A}-@var{A}_@var{d})/@var{k}_@var{A}}
1404
1405 To determine the blended RGBA values of a pixel when drawing in RGBA
1406 mode, the system uses the following equations:
1407
1408 @r{@var{R}_@var{d}=@var{min}⁡(@var{k}_@var{R},@var{R}_@var{s}⁢@var{s}_@var{R}+@var{R}_@var{d}⁢@var{d}_@var{R})}@r{@var{G}_@var{d}=@var{min}⁡(@var{k}_@var{G},@var{G}_@var{s}⁢@var{s}_@var{G}+@var{G}_@var{d}⁢@var{d}_@var{G})}@r{@var{B}_@var{d}=@var{min}⁡(@var{k}_@var{B},@var{B}_@var{s}⁢@var{s}_@var{B}+@var{B}_@var{d}⁢@var{d}_@var{B})}@r{@var{A}_@var{d}=@var{min}⁡(@var{k}_@var{A},@var{A}_@var{s}⁢@var{s}_@var{A}+@var{A}_@var{d}⁢@var{d}_@var{A})}
1409
1410 Despite the apparent precision of the above equations, blending
1411 arithmetic is not exactly specified, because blending operates with
1412 imprecise integer color values. However, a blend factor that should be
1413 equal to 1 is guaranteed not to modify its multiplicand, and a blend
1414 factor equal to 0 reduces its multiplicand to 0. For example, when
1415 @var{sfactor} is @code{GL_SRC_ALPHA}, @var{dfactor} is
1416 @code{GL_ONE_MINUS_SRC_ALPHA}, and @r{@var{A}_@var{s}} is equal to
1417 @r{@var{k}_@var{A}}, the equations reduce to simple replacement:
1418
1419 @r{@var{R}_@var{d}=@var{R}_@var{s}}@r{@var{G}_@var{d}=@var{G}_@var{s}}@r{@var{B}_@var{d}=@var{B}_@var{s}}@r{@var{A}_@var{d}=@var{A}_@var{s}}
1420
1421
1422
1423 @code{GL_INVALID_ENUM} is generated if either @var{sfactor} or
1424 @var{dfactor} is not an accepted value.
1425
1426 @code{GL_INVALID_OPERATION} is generated if @code{glBlendFunc} is
1427 executed between the execution of @code{glBegin} and the corresponding
1428 execution of @code{glEnd}.
1429
1430 @end deftypefun
1431
1432 @deftypefun void glBufferData target size data usage
1433 Creates and initializes a buffer object's data store.
1434
1435 @table @asis
1436 @item @var{target}
1437 Specifies the target buffer object. The symbolic constant must be
1438 @code{GL_ARRAY_BUFFER}, @code{GL_ELEMENT_ARRAY_BUFFER},
1439 @code{GL_PIXEL_PACK_BUFFER}, or @code{GL_PIXEL_UNPACK_BUFFER}.
1440
1441 @item @var{size}
1442 Specifies the size in bytes of the buffer object's new data store.
1443
1444 @item @var{data}
1445 Specifies a pointer to data that will be copied into the data store for
1446 initialization, or @code{NULL} if no data is to be copied.
1447
1448 @item @var{usage}
1449 Specifies the expected usage pattern of the data store. The symbolic
1450 constant must be @code{GL_STREAM_DRAW}, @code{GL_STREAM_READ},
1451 @code{GL_STREAM_COPY}, @code{GL_STATIC_DRAW}, @code{GL_STATIC_READ},
1452 @code{GL_STATIC_COPY}, @code{GL_DYNAMIC_DRAW}, @code{GL_DYNAMIC_READ},
1453 or @code{GL_DYNAMIC_COPY}.
1454
1455 @end table
1456
1457 @code{glBufferData} creates a new data store for the buffer object
1458 currently bound to @var{target}. Any pre-existing data store is deleted.
1459 The new data store is created with the specified @var{size} in bytes and
1460 @var{usage}. If @var{data} is not @code{NULL}, the data store is
1461 initialized with data from this pointer. In its initial state, the new
1462 data store is not mapped, it has a @code{NULL} mapped pointer, and its
1463 mapped access is @code{GL_READ_WRITE}.
1464
1465 @var{usage} is a hint to the GL implementation as to how a buffer
1466 object's data store will be accessed. This enables the GL implementation
1467 to make more intelligent decisions that may significantly impact buffer
1468 object performance. It does not, however, constrain the actual usage of
1469 the data store. @var{usage} can be broken down into two parts: first,
1470 the frequency of access (modification and usage), and second, the nature
1471 of that access. The frequency of access may be one of these:
1472
1473 @table @asis
1474 @item STREAM
1475 The data store contents will be modified once and used at most a few
1476 times.
1477
1478 @item STATIC
1479 The data store contents will be modified once and used many times.
1480
1481 @item DYNAMIC
1482 The data store contents will be modified repeatedly and used many times.
1483
1484 @end table
1485
1486 The nature of access may be one of these:
1487
1488 @table @asis
1489 @item DRAW
1490 The data store contents are modified by the application, and used as the
1491 source for GL drawing and image specification commands.
1492
1493 @item READ
1494 The data store contents are modified by reading data from the GL, and
1495 used to return that data when queried by the application.
1496
1497 @item COPY
1498 The data store contents are modified by reading data from the GL, and
1499 used as the source for GL drawing and image specification commands.
1500
1501 @end table
1502
1503 @code{GL_INVALID_ENUM} is generated if @var{target} is not
1504 @code{GL_ARRAY_BUFFER}, @code{GL_ELEMENT_ARRAY_BUFFER},
1505 @code{GL_PIXEL_PACK_BUFFER}, or @code{GL_PIXEL_UNPACK_BUFFER}.
1506
1507 @code{GL_INVALID_ENUM} is generated if @var{usage} is not
1508 @code{GL_STREAM_DRAW}, @code{GL_STREAM_READ}, @code{GL_STREAM_COPY},
1509 @code{GL_STATIC_DRAW}, @code{GL_STATIC_READ}, @code{GL_STATIC_COPY},
1510 @code{GL_DYNAMIC_DRAW}, @code{GL_DYNAMIC_READ}, or
1511 @code{GL_DYNAMIC_COPY}.
1512
1513 @code{GL_INVALID_VALUE} is generated if @var{size} is negative.
1514
1515 @code{GL_INVALID_OPERATION} is generated if the reserved buffer object
1516 name 0 is bound to @var{target}.
1517
1518 @code{GL_OUT_OF_MEMORY} is generated if the GL is unable to create a
1519 data store with the specified @var{size}.
1520
1521 @code{GL_INVALID_OPERATION} is generated if @code{glBufferData} is
1522 executed between the execution of @code{glBegin} and the corresponding
1523 execution of @code{glEnd}.
1524
1525 @end deftypefun
1526
1527 @deftypefun void glBufferSubData target offset size data
1528 Updates a subset of a buffer object's data store.
1529
1530 @table @asis
1531 @item @var{target}
1532 Specifies the target buffer object. The symbolic constant must be
1533 @code{GL_ARRAY_BUFFER}, @code{GL_ELEMENT_ARRAY_BUFFER},
1534 @code{GL_PIXEL_PACK_BUFFER}, or @code{GL_PIXEL_UNPACK_BUFFER}.
1535
1536 @item @var{offset}
1537 Specifies the offset into the buffer object's data store where data
1538 replacement will begin, measured in bytes.
1539
1540 @item @var{size}
1541 Specifies the size in bytes of the data store region being replaced.
1542
1543 @item @var{data}
1544 Specifies a pointer to the new data that will be copied into the data
1545 store.
1546
1547 @end table
1548
1549 @code{glBufferSubData} redefines some or all of the data store for the
1550 buffer object currently bound to @var{target}. Data starting at byte
1551 offset @var{offset} and extending for @var{size} bytes is copied to the
1552 data store from the memory pointed to by @var{data}. An error is thrown
1553 if @var{offset} and @var{size} together define a range beyond the bounds
1554 of the buffer object's data store.
1555
1556 @code{GL_INVALID_ENUM} is generated if @var{target} is not
1557 @code{GL_ARRAY_BUFFER}, @code{GL_ELEMENT_ARRAY_BUFFER},
1558 @code{GL_PIXEL_PACK_BUFFER}, or @code{GL_PIXEL_UNPACK_BUFFER}.
1559
1560 @code{GL_INVALID_VALUE} is generated if @var{offset} or @var{size} is
1561 negative, or if together they define a region of memory that extends
1562 beyond the buffer object's allocated data store.
1563
1564 @code{GL_INVALID_OPERATION} is generated if the reserved buffer object
1565 name 0 is bound to @var{target}.
1566
1567 @code{GL_INVALID_OPERATION} is generated if the buffer object being
1568 updated is mapped.
1569
1570 @code{GL_INVALID_OPERATION} is generated if @code{glBufferSubData} is
1571 executed between the execution of @code{glBegin} and the corresponding
1572 execution of @code{glEnd}.
1573
1574 @end deftypefun
1575
1576 @deftypefun void glCallLists n type lists
1577 Execute a list of display lists.
1578
1579 @table @asis
1580 @item @var{n}
1581 Specifies the number of display lists to be executed.
1582
1583 @item @var{type}
1584 Specifies the type of values in @var{lists}. Symbolic constants
1585 @code{GL_BYTE}, @code{GL_UNSIGNED_BYTE}, @code{GL_SHORT},
1586 @code{GL_UNSIGNED_SHORT}, @code{GL_INT}, @code{GL_UNSIGNED_INT},
1587 @code{GL_FLOAT}, @code{GL_2_BYTES}, @code{GL_3_BYTES}, and
1588 @code{GL_4_BYTES} are accepted.
1589
1590 @item @var{lists}
1591 Specifies the address of an array of name offsets in the display list.
1592 The pointer type is void because the offsets can be bytes, shorts, ints,
1593 or floats, depending on the value of @var{type}.
1594
1595 @end table
1596
1597 @code{glCallLists} causes each display list in the list of names passed
1598 as @var{lists} to be executed. As a result, the commands saved in each
1599 display list are executed in order, just as if they were called without
1600 using a display list. Names of display lists that have not been defined
1601 are ignored.
1602
1603 @code{glCallLists} provides an efficient means for executing more than
1604 one display list. @var{type} allows lists with various name formats to
1605 be accepted. The formats are as follows:
1606
1607 @table @asis
1608 @item @code{GL_BYTE}
1609 @var{lists} is treated as an array of signed bytes, each in the range
1610 @r{-128} through 127.
1611
1612 @item @code{GL_UNSIGNED_BYTE}
1613 @var{lists} is treated as an array of unsigned bytes, each in the range
1614 0 through 255.
1615
1616 @item @code{GL_SHORT}
1617 @var{lists} is treated as an array of signed two-byte integers, each in
1618 the range @r{-32768} through 32767.
1619
1620 @item @code{GL_UNSIGNED_SHORT}
1621 @var{lists} is treated as an array of unsigned two-byte integers, each
1622 in the range 0 through 65535.
1623
1624 @item @code{GL_INT}
1625 @var{lists} is treated as an array of signed four-byte integers.
1626
1627 @item @code{GL_UNSIGNED_INT}
1628 @var{lists} is treated as an array of unsigned four-byte integers.
1629
1630 @item @code{GL_FLOAT}
1631 @var{lists} is treated as an array of four-byte floating-point values.
1632
1633 @item @code{GL_2_BYTES}
1634 @var{lists} is treated as an array of unsigned bytes. Each pair of bytes
1635 specifies a single display-list name. The value of the pair is computed
1636 as 256 times the unsigned value of the first byte plus the unsigned
1637 value of the second byte.
1638
1639 @item @code{GL_3_BYTES}
1640 @var{lists} is treated as an array of unsigned bytes. Each triplet of
1641 bytes specifies a single display-list name. The value of the triplet is
1642 computed as 65536 times the unsigned value of the first byte, plus 256
1643 times the unsigned value of the second byte, plus the unsigned value of
1644 the third byte.
1645
1646 @item @code{GL_4_BYTES}
1647 @var{lists} is treated as an array of unsigned bytes. Each quadruplet of
1648 bytes specifies a single display-list name. The value of the quadruplet
1649 is computed as 16777216 times the unsigned value of the first byte, plus
1650 65536 times the unsigned value of the second byte, plus 256 times the
1651 unsigned value of the third byte, plus the unsigned value of the fourth
1652 byte.
1653
1654 @end table
1655
1656 The list of display-list names is not null-terminated. Rather, @var{n}
1657 specifies how many names are to be taken from @var{lists}.
1658
1659 An additional level of indirection is made available with the
1660 @code{glListBase} command, which specifies an unsigned offset that is
1661 added to each display-list name specified in @var{lists} before that
1662 display list is executed.
1663
1664 @code{glCallLists} can appear inside a display list. To avoid the
1665 possibility of infinite recursion resulting from display lists calling
1666 one another, a limit is placed on the nesting level of display lists
1667 during display-list execution. This limit must be at least 64, and it
1668 depends on the implementation.
1669
1670 GL state is not saved and restored across a call to @code{glCallLists}.
1671 Thus, changes made to GL state during the execution of the display lists
1672 remain after execution is completed. Use @code{glPushAttrib},
1673 @code{glPopAttrib}, @code{glPushMatrix}, and @code{glPopMatrix} to
1674 preserve GL state across @code{glCallLists} calls.
1675
1676 @code{GL_INVALID_VALUE} is generated if @var{n} is negative.
1677
1678 @code{GL_INVALID_ENUM} is generated if @var{type} is not one of
1679 @code{GL_BYTE}, @code{GL_UNSIGNED_BYTE}, @code{GL_SHORT},
1680 @code{GL_UNSIGNED_SHORT}, @code{GL_INT}, @code{GL_UNSIGNED_INT},
1681 @code{GL_FLOAT}, @code{GL_2_BYTES}, @code{GL_3_BYTES},
1682 @code{GL_4_BYTES}.
1683
1684 @end deftypefun
1685
1686 @deftypefun void glCallList list
1687 Execute a display list.
1688
1689 @table @asis
1690 @item @var{list}
1691 Specifies the integer name of the display list to be executed.
1692
1693 @end table
1694
1695 @code{glCallList} causes the named display list to be executed. The
1696 commands saved in the display list are executed in order, just as if
1697 they were called without using a display list. If @var{list} has not
1698 been defined as a display list, @code{glCallList} is ignored.
1699
1700 @code{glCallList} can appear inside a display list. To avoid the
1701 possibility of infinite recursion resulting from display lists calling
1702 one another, a limit is placed on the nesting level of display lists
1703 during display-list execution. This limit is at least 64, and it depends
1704 on the implementation.
1705
1706 GL state is not saved and restored across a call to @code{glCallList}.
1707 Thus, changes made to GL state during the execution of a display list
1708 remain after execution of the display list is completed. Use
1709 @code{glPushAttrib}, @code{glPopAttrib}, @code{glPushMatrix}, and
1710 @code{glPopMatrix} to preserve GL state across @code{glCallList} calls.
1711
1712 @end deftypefun
1713
1714 @deftypefun void glClearAccum red green blue alpha
1715 Specify clear values for the accumulation buffer.
1716
1717 @table @asis
1718 @item @var{red}
1719 @itemx @var{green}
1720 @itemx @var{blue}
1721 @itemx @var{alpha}
1722 Specify the red, green, blue, and alpha values used when the
1723 accumulation buffer is cleared. The initial values are all 0.
1724
1725 @end table
1726
1727 @code{glClearAccum} specifies the red, green, blue, and alpha values
1728 used by @code{glClear} to clear the accumulation buffer.
1729
1730 Values specified by @code{glClearAccum} are clamped to the range
1731 @r{[-1,1]}.
1732
1733 @code{GL_INVALID_OPERATION} is generated if @code{glClearAccum} is
1734 executed between the execution of @code{glBegin} and the corresponding
1735 execution of @code{glEnd}.
1736
1737 @end deftypefun
1738
1739 @deftypefun void glClearColor red green blue alpha
1740 Specify clear values for the color buffers.
1741
1742 @table @asis
1743 @item @var{red}
1744 @itemx @var{green}
1745 @itemx @var{blue}
1746 @itemx @var{alpha}
1747 Specify the red, green, blue, and alpha values used when the color
1748 buffers are cleared. The initial values are all 0.
1749
1750 @end table
1751
1752 @code{glClearColor} specifies the red, green, blue, and alpha values
1753 used by @code{glClear} to clear the color buffers. Values specified by
1754 @code{glClearColor} are clamped to the range @r{[0,1]}.
1755
1756 @code{GL_INVALID_OPERATION} is generated if @code{glClearColor} is
1757 executed between the execution of @code{glBegin} and the corresponding
1758 execution of @code{glEnd}.
1759
1760 @end deftypefun
1761
1762 @deftypefun void glClearDepth depth
1763 Specify the clear value for the depth buffer.
1764
1765 @table @asis
1766 @item @var{depth}
1767 Specifies the depth value used when the depth buffer is cleared. The
1768 initial value is 1.
1769
1770 @end table
1771
1772 @code{glClearDepth} specifies the depth value used by @code{glClear} to
1773 clear the depth buffer. Values specified by @code{glClearDepth} are
1774 clamped to the range @r{[0,1]}.
1775
1776 @code{GL_INVALID_OPERATION} is generated if @code{glClearDepth} is
1777 executed between the execution of @code{glBegin} and the corresponding
1778 execution of @code{glEnd}.
1779
1780 @end deftypefun
1781
1782 @deftypefun void glClearIndex c
1783 Specify the clear value for the color index buffers.
1784
1785 @table @asis
1786 @item @var{c}
1787 Specifies the index used when the color index buffers are cleared. The
1788 initial value is 0.
1789
1790 @end table
1791
1792 @code{glClearIndex} specifies the index used by @code{glClear} to clear
1793 the color index buffers. @var{c} is not clamped. Rather, @var{c} is
1794 converted to a fixed-point value with unspecified precision to the right
1795 of the binary point. The integer part of this value is then masked with
1796 @r{2^@var{m}-1}, where @r{@var{m}} is the number of bits in a color
1797 index stored in the frame buffer.
1798
1799 @code{GL_INVALID_OPERATION} is generated if @code{glClearIndex} is
1800 executed between the execution of @code{glBegin} and the corresponding
1801 execution of @code{glEnd}.
1802
1803 @end deftypefun
1804
1805 @deftypefun void glClearStencil s
1806 Specify the clear value for the stencil buffer.
1807
1808 @table @asis
1809 @item @var{s}
1810 Specifies the index used when the stencil buffer is cleared. The initial
1811 value is 0.
1812
1813 @end table
1814
1815 @code{glClearStencil} specifies the index used by @code{glClear} to
1816 clear the stencil buffer. @var{s} is masked with @r{2^@var{m}-1}, where
1817 @r{@var{m}} is the number of bits in the stencil buffer.
1818
1819 @code{GL_INVALID_OPERATION} is generated if @code{glClearStencil} is
1820 executed between the execution of @code{glBegin} and the corresponding
1821 execution of @code{glEnd}.
1822
1823 @end deftypefun
1824
1825 @deftypefun void glClear mask
1826 Clear buffers to preset values.
1827
1828 @table @asis
1829 @item @var{mask}
1830 Bitwise OR of masks that indicate the buffers to be cleared. The four
1831 masks are @code{GL_COLOR_BUFFER_BIT}, @code{GL_DEPTH_BUFFER_BIT},
1832 @code{GL_ACCUM_BUFFER_BIT}, and @code{GL_STENCIL_BUFFER_BIT}.
1833
1834 @end table
1835
1836 @code{glClear} sets the bitplane area of the window to values previously
1837 selected by @code{glClearColor}, @code{glClearIndex},
1838 @code{glClearDepth}, @code{glClearStencil}, and @code{glClearAccum}.
1839 Multiple color buffers can be cleared simultaneously by selecting more
1840 than one buffer at a time using @code{glDrawBuffer}.
1841
1842 The pixel ownership test, the scissor test, dithering, and the buffer
1843 writemasks affect the operation of @code{glClear}. The scissor box
1844 bounds the cleared region. Alpha function, blend function, logical
1845 operation, stenciling, texture mapping, and depth-buffering are ignored
1846 by @code{glClear}.
1847
1848 @code{glClear} takes a single argument that is the bitwise OR of several
1849 values indicating which buffer is to be cleared.
1850
1851 The values are as follows:
1852
1853 @table @asis
1854 @item @code{GL_COLOR_BUFFER_BIT}
1855 Indicates the buffers currently enabled for color writing.
1856
1857 @item @code{GL_DEPTH_BUFFER_BIT}
1858 Indicates the depth buffer.
1859
1860 @item @code{GL_ACCUM_BUFFER_BIT}
1861 Indicates the accumulation buffer.
1862
1863 @item @code{GL_STENCIL_BUFFER_BIT}
1864 Indicates the stencil buffer.
1865
1866 @end table
1867
1868 The value to which each buffer is cleared depends on the setting of the
1869 clear value for that buffer.
1870
1871 @code{GL_INVALID_VALUE} is generated if any bit other than the four
1872 defined bits is set in @var{mask}.
1873
1874 @code{GL_INVALID_OPERATION} is generated if @code{glClear} is executed
1875 between the execution of @code{glBegin} and the corresponding execution
1876 of @code{glEnd}.
1877
1878 @end deftypefun
1879
1880 @deftypefun void glClientActiveTexture texture
1881 Select active texture unit.
1882
1883 @table @asis
1884 @item @var{texture}
1885 Specifies which texture unit to make active. The number of texture units
1886 is implementation dependent, but must be at least two. @var{texture}
1887 must be one of @code{GL_TEXTURE}@r{@var{i}}, where i ranges from 0 to
1888 the value of @code{GL_MAX_TEXTURE_COORDS} - 1, which is an
1889 implementation-dependent value. The initial value is @code{GL_TEXTURE0}.
1890
1891 @end table
1892
1893 @code{glClientActiveTexture} selects the vertex array client state
1894 parameters to be modified by @code{glTexCoordPointer}, and enabled or
1895 disabled with @code{glEnableClientState} or @code{glDisableClientState},
1896 respectively, when called with a parameter of
1897 @code{GL_TEXTURE_COORD_ARRAY}.
1898
1899 @code{GL_INVALID_ENUM} is generated if @var{texture} is not one of
1900 @code{GL_TEXTURE}@r{@var{i}}, where i ranges from 0 to the value of
1901 @code{GL_MAX_TEXTURE_COORDS} - 1.
1902
1903 @end deftypefun
1904
1905 @deftypefun void glClipPlane plane equation
1906 Specify a plane against which all geometry is clipped.
1907
1908 @table @asis
1909 @item @var{plane}
1910 Specifies which clipping plane is being positioned. Symbolic names of
1911 the form @code{GL_CLIP_PLANE}@var{i}, where @var{i} is an integer
1912 between 0 and @code{GL_MAX_CLIP_PLANES}@r{-1}, are accepted.
1913
1914 @item @var{equation}
1915 Specifies the address of an array of four double-precision
1916 floating-point values. These values are interpreted as a plane equation.
1917
1918 @end table
1919
1920 Geometry is always clipped against the boundaries of a six-plane frustum
1921 in @var{x}, @var{y}, and @var{z}. @code{glClipPlane} allows the
1922 specification of additional planes, not necessarily perpendicular to the
1923 @var{x}, @var{y}, or @var{z} axis, against which all geometry is
1924 clipped. To determine the maximum number of additional clipping planes,
1925 call @code{glGetIntegerv} with argument @code{GL_MAX_CLIP_PLANES}. All
1926 implementations support at least six such clipping planes. Because the
1927 resulting clipping region is the intersection of the defined
1928 half-spaces, it is always convex.
1929
1930 @code{glClipPlane} specifies a half-space using a four-component plane
1931 equation. When @code{glClipPlane} is called, @var{equation} is
1932 transformed by the inverse of the modelview matrix and stored in the
1933 resulting eye coordinates. Subsequent changes to the modelview matrix
1934 have no effect on the stored plane-equation components. If the dot
1935 product of the eye coordinates of a vertex with the stored plane
1936 equation components is positive or zero, the vertex is @var{in} with
1937 respect to that clipping plane. Otherwise, it is @var{out}.
1938
1939 To enable and disable clipping planes, call @code{glEnable} and
1940 @code{glDisable} with the argument @code{GL_CLIP_PLANE}@var{i}, where
1941 @var{i} is the plane number.
1942
1943 All clipping planes are initially defined as (0, 0, 0, 0) in eye
1944 coordinates and are disabled.
1945
1946 @code{GL_INVALID_ENUM} is generated if @var{plane} is not an accepted
1947 value.
1948
1949 @code{GL_INVALID_OPERATION} is generated if @code{glClipPlane} is
1950 executed between the execution of @code{glBegin} and the corresponding
1951 execution of @code{glEnd}.
1952
1953 @end deftypefun
1954
1955 @deftypefun void glColorMask red green blue alpha
1956 Enable and disable writing of frame buffer color components.
1957
1958 @table @asis
1959 @item @var{red}
1960 @itemx @var{green}
1961 @itemx @var{blue}
1962 @itemx @var{alpha}
1963 Specify whether red, green, blue, and alpha can or cannot be written
1964 into the frame buffer. The initial values are all @code{GL_TRUE},
1965 indicating that the color components can be written.
1966
1967 @end table
1968
1969 @code{glColorMask} specifies whether the individual color components in
1970 the frame buffer can or cannot be written. If @var{red} is
1971 @code{GL_FALSE}, for example, no change is made to the red component of
1972 any pixel in any of the color buffers, regardless of the drawing
1973 operation attempted.
1974
1975 Changes to individual bits of components cannot be controlled. Rather,
1976 changes are either enabled or disabled for entire color components.
1977
1978 @code{GL_INVALID_OPERATION} is generated if @code{glColorMask} is
1979 executed between the execution of @code{glBegin} and the corresponding
1980 execution of @code{glEnd}.
1981
1982 @end deftypefun
1983
1984 @deftypefun void glColorMaterial face mode
1985 Cause a material color to track the current color.
1986
1987 @table @asis
1988 @item @var{face}
1989 Specifies whether front, back, or both front and back material
1990 parameters should track the current color. Accepted values are
1991 @code{GL_FRONT}, @code{GL_BACK}, and @code{GL_FRONT_AND_BACK}. The
1992 initial value is @code{GL_FRONT_AND_BACK}.
1993
1994 @item @var{mode}
1995 Specifies which of several material parameters track the current color.
1996 Accepted values are @code{GL_EMISSION}, @code{GL_AMBIENT},
1997 @code{GL_DIFFUSE}, @code{GL_SPECULAR}, and
1998 @code{GL_AMBIENT_AND_DIFFUSE}. The initial value is
1999 @code{GL_AMBIENT_AND_DIFFUSE}.
2000
2001 @end table
2002
2003 @code{glColorMaterial} specifies which material parameters track the
2004 current color. When @code{GL_COLOR_MATERIAL} is enabled, the material
2005 parameter or parameters specified by @var{mode}, of the material or
2006 materials specified by @var{face}, track the current color at all times.
2007
2008 To enable and disable @code{GL_COLOR_MATERIAL}, call @code{glEnable} and
2009 @code{glDisable} with argument @code{GL_COLOR_MATERIAL}.
2010 @code{GL_COLOR_MATERIAL} is initially disabled.
2011
2012 @code{GL_INVALID_ENUM} is generated if @var{face} or @var{mode} is not
2013 an accepted value.
2014
2015 @code{GL_INVALID_OPERATION} is generated if @code{glColorMaterial} is
2016 executed between the execution of @code{glBegin} and the corresponding
2017 execution of @code{glEnd}.
2018
2019 @end deftypefun
2020
2021 @deftypefun void glColorPointer size type stride pointer
2022 Define an array of colors.
2023
2024 @table @asis
2025 @item @var{size}
2026 Specifies the number of components per color. Must be 3 or 4. The
2027 initial value is 4.
2028
2029 @item @var{type}
2030 Specifies the data type of each color component in the array. Symbolic
2031 constants @code{GL_BYTE}, @code{GL_UNSIGNED_BYTE}, @code{GL_SHORT},
2032 @code{GL_UNSIGNED_SHORT}, @code{GL_INT}, @code{GL_UNSIGNED_INT},
2033 @code{GL_FLOAT}, and @code{GL_DOUBLE} are accepted. The initial value is
2034 @code{GL_FLOAT}.
2035
2036 @item @var{stride}
2037 Specifies the byte offset between consecutive colors. If @var{stride} is
2038 0, the colors are understood to be tightly packed in the array. The
2039 initial value is 0.
2040
2041 @item @var{pointer}
2042 Specifies a pointer to the first component of the first color element in
2043 the array. The initial value is 0.
2044
2045 @end table
2046
2047 @code{glColorPointer} specifies the location and data format of an array
2048 of color components to use when rendering. @var{size} specifies the
2049 number of components per color, and must be 3 or 4. @var{type} specifies
2050 the data type of each color component, and @var{stride} specifies the
2051 byte stride from one color to the next, allowing vertices and attributes
2052 to be packed into a single array or stored in separate arrays.
2053 (Single-array storage may be more efficient on some implementations; see
2054 @code{glInterleavedArrays}.)
2055
2056 If a non-zero named buffer object is bound to the @code{GL_ARRAY_BUFFER}
2057 target (see @code{glBindBuffer}) while a color array is specified,
2058 @var{pointer} is treated as a byte offset into the buffer object's data
2059 store. Also, the buffer object binding (@code{GL_ARRAY_BUFFER_BINDING})
2060 is saved as color vertex array client-side state
2061 (@code{GL_COLOR_ARRAY_BUFFER_BINDING}).
2062
2063 When a color array is specified, @var{size}, @var{type}, @var{stride},
2064 and @var{pointer} are saved as client-side state, in addition to the
2065 current vertex array buffer object binding.
2066
2067 To enable and disable the color array, call @code{glEnableClientState}
2068 and @code{glDisableClientState} with the argument @code{GL_COLOR_ARRAY}.
2069 If enabled, the color array is used when @code{glDrawArrays},
2070 @code{glMultiDrawArrays}, @code{glDrawElements},
2071 @code{glMultiDrawElements}, @code{glDrawRangeElements}, or
2072 @code{glArrayElement} is called.
2073
2074 @code{GL_INVALID_VALUE} is generated if @var{size} is not 3 or 4.
2075
2076 @code{GL_INVALID_ENUM} is generated if @var{type} is not an accepted
2077 value.
2078
2079 @code{GL_INVALID_VALUE} is generated if @var{stride} is negative.
2080
2081 @end deftypefun
2082
2083 @deftypefun void glColorSubTable target start count format type data
2084 Respecify a portion of a color table.
2085
2086 @table @asis
2087 @item @var{target}
2088 Must be one of @code{GL_COLOR_TABLE},
2089 @code{GL_POST_CONVOLUTION_COLOR_TABLE}, or
2090 @code{GL_POST_COLOR_MATRIX_COLOR_TABLE}.
2091
2092 @item @var{start}
2093 The starting index of the portion of the color table to be replaced.
2094
2095 @item @var{count}
2096 The number of table entries to replace.
2097
2098 @item @var{format}
2099 The format of the pixel data in @var{data}. The allowable values are
2100 @code{GL_RED}, @code{GL_GREEN}, @code{GL_BLUE}, @code{GL_ALPHA},
2101 @code{GL_LUMINANCE}, @code{GL_LUMINANCE_ALPHA}, @code{GL_RGB},
2102 @code{GL_BGR}, @code{GL_RGBA}, and @code{GL_BGRA}.
2103
2104 @item @var{type}
2105 The type of the pixel data in @var{data}. The allowable values are
2106 @code{GL_UNSIGNED_BYTE}, @code{GL_BYTE}, @code{GL_UNSIGNED_SHORT},
2107 @code{GL_SHORT}, @code{GL_UNSIGNED_INT}, @code{GL_INT}, @code{GL_FLOAT},
2108 @code{GL_UNSIGNED_BYTE_3_3_2}, @code{GL_UNSIGNED_BYTE_2_3_3_REV},
2109 @code{GL_UNSIGNED_SHORT_5_6_5}, @code{GL_UNSIGNED_SHORT_5_6_5_REV},
2110 @code{GL_UNSIGNED_SHORT_4_4_4_4}, @code{GL_UNSIGNED_SHORT_4_4_4_4_REV},
2111 @code{GL_UNSIGNED_SHORT_5_5_5_1}, @code{GL_UNSIGNED_SHORT_1_5_5_5_REV},
2112 @code{GL_UNSIGNED_INT_8_8_8_8}, @code{GL_UNSIGNED_INT_8_8_8_8_REV},
2113 @code{GL_UNSIGNED_INT_10_10_10_2}, and
2114 @code{GL_UNSIGNED_INT_2_10_10_10_REV}.
2115
2116 @item @var{data}
2117 Pointer to a one-dimensional array of pixel data that is processed to
2118 replace the specified region of the color table.
2119
2120 @end table
2121
2122 @code{glColorSubTable} is used to respecify a contiguous portion of a
2123 color table previously defined using @code{glColorTable}. The pixels
2124 referenced by @var{data} replace the portion of the existing table from
2125 indices @var{start} to @r{@var{start}+@var{count}-1}, inclusive. This
2126 region may not include any entries outside the range of the color table
2127 as it was originally specified. It is not an error to specify a
2128 subtexture with width of 0, but such a specification has no effect.
2129
2130 If a non-zero named buffer object is bound to the
2131 @code{GL_PIXEL_UNPACK_BUFFER} target (see @code{glBindBuffer}) while a
2132 portion of a color table is respecified, @var{data} is treated as a byte
2133 offset into the buffer object's data store.
2134
2135 @code{GL_INVALID_ENUM} is generated if @var{target} is not one of the
2136 allowable values.
2137
2138 @code{GL_INVALID_ENUM} is generated if @var{format} is not one of the
2139 allowable values.
2140
2141 @code{GL_INVALID_ENUM} is generated if @var{type} is not one of the
2142 allowable values.
2143
2144 @code{GL_INVALID_VALUE} is generated if
2145 @r{@var{start}+@var{count}>@var{width}}.
2146
2147 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
2148 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the buffer
2149 object's data store is currently mapped.
2150
2151 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
2152 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the data
2153 would be unpacked from the buffer object such that the memory reads
2154 required would exceed the data store size.
2155
2156 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
2157 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and @var{data}
2158 is not evenly divisible into the number of bytes needed to store in
2159 memory a datum indicated by @var{type}.
2160
2161 @code{GL_INVALID_OPERATION} is generated if @code{glColorSubTable} is
2162 executed between the execution of @code{glBegin} and the corresponding
2163 execution of @code{glEnd}.
2164
2165 @end deftypefun
2166
2167 @deftypefun void glColorTable target internalformat width format type data
2168 Define a color lookup table.
2169
2170 @table @asis
2171 @item @var{target}
2172 Must be one of @code{GL_COLOR_TABLE},
2173 @code{GL_POST_CONVOLUTION_COLOR_TABLE},
2174 @code{GL_POST_COLOR_MATRIX_COLOR_TABLE}, @code{GL_PROXY_COLOR_TABLE},
2175 @code{GL_PROXY_POST_CONVOLUTION_COLOR_TABLE}, or
2176 @code{GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE}.
2177
2178 @item @var{internalformat}
2179 The internal format of the color table. The allowable values are
2180 @code{GL_ALPHA}, @code{GL_ALPHA4}, @code{GL_ALPHA8}, @code{GL_ALPHA12},
2181 @code{GL_ALPHA16}, @code{GL_LUMINANCE}, @code{GL_LUMINANCE4},
2182 @code{GL_LUMINANCE8}, @code{GL_LUMINANCE12}, @code{GL_LUMINANCE16},
2183 @code{GL_LUMINANCE_ALPHA}, @code{GL_LUMINANCE4_ALPHA4},
2184 @code{GL_LUMINANCE6_ALPHA2}, @code{GL_LUMINANCE8_ALPHA8},
2185 @code{GL_LUMINANCE12_ALPHA4}, @code{GL_LUMINANCE12_ALPHA12},
2186 @code{GL_LUMINANCE16_ALPHA16}, @code{GL_INTENSITY},
2187 @code{GL_INTENSITY4}, @code{GL_INTENSITY8}, @code{GL_INTENSITY12},
2188 @code{GL_INTENSITY16}, @code{GL_R3_G3_B2}, @code{GL_RGB},
2189 @code{GL_RGB4}, @code{GL_RGB5}, @code{GL_RGB8}, @code{GL_RGB10},
2190 @code{GL_RGB12}, @code{GL_RGB16}, @code{GL_RGBA}, @code{GL_RGBA2},
2191 @code{GL_RGBA4}, @code{GL_RGB5_A1}, @code{GL_RGBA8}, @code{GL_RGB10_A2},
2192 @code{GL_RGBA12}, and @code{GL_RGBA16}.
2193
2194 @item @var{width}
2195 The number of entries in the color lookup table specified by @var{data}.
2196
2197 @item @var{format}
2198 The format of the pixel data in @var{data}. The allowable values are
2199 @code{GL_RED}, @code{GL_GREEN}, @code{GL_BLUE}, @code{GL_ALPHA},
2200 @code{GL_LUMINANCE}, @code{GL_LUMINANCE_ALPHA}, @code{GL_RGB},
2201 @code{GL_BGR}, @code{GL_RGBA}, and @code{GL_BGRA}.
2202
2203 @item @var{type}
2204 The type of the pixel data in @var{data}. The allowable values are
2205 @code{GL_UNSIGNED_BYTE}, @code{GL_BYTE}, @code{GL_UNSIGNED_SHORT},
2206 @code{GL_SHORT}, @code{GL_UNSIGNED_INT}, @code{GL_INT}, @code{GL_FLOAT},
2207 @code{GL_UNSIGNED_BYTE_3_3_2}, @code{GL_UNSIGNED_BYTE_2_3_3_REV},
2208 @code{GL_UNSIGNED_SHORT_5_6_5}, @code{GL_UNSIGNED_SHORT_5_6_5_REV},
2209 @code{GL_UNSIGNED_SHORT_4_4_4_4}, @code{GL_UNSIGNED_SHORT_4_4_4_4_REV},
2210 @code{GL_UNSIGNED_SHORT_5_5_5_1}, @code{GL_UNSIGNED_SHORT_1_5_5_5_REV},
2211 @code{GL_UNSIGNED_INT_8_8_8_8}, @code{GL_UNSIGNED_INT_8_8_8_8_REV},
2212 @code{GL_UNSIGNED_INT_10_10_10_2}, and
2213 @code{GL_UNSIGNED_INT_2_10_10_10_REV}.
2214
2215 @item @var{data}
2216 Pointer to a one-dimensional array of pixel data that is processed to
2217 build the color table.
2218
2219 @end table
2220
2221 @code{glColorTable} may be used in two ways: to test the actual size and
2222 color resolution of a lookup table given a particular set of parameters,
2223 or to load the contents of a color lookup table. Use the targets
2224 @code{GL_PROXY_*} for the first case and the other targets for the
2225 second case.
2226
2227 If a non-zero named buffer object is bound to the
2228 @code{GL_PIXEL_UNPACK_BUFFER} target (see @code{glBindBuffer}) while a
2229 color table is specified, @var{data} is treated as a byte offset into
2230 the buffer object's data store.
2231
2232 If @var{target} is @code{GL_COLOR_TABLE},
2233 @code{GL_POST_CONVOLUTION_COLOR_TABLE}, or
2234 @code{GL_POST_COLOR_MATRIX_COLOR_TABLE}, @code{glColorTable} builds a
2235 color lookup table from an array of pixels. The pixel array specified by
2236 @var{width}, @var{format}, @var{type}, and @var{data} is extracted from
2237 memory and processed just as if @code{glDrawPixels} were called, but
2238 processing stops after the final expansion to RGBA is completed.
2239
2240 The four scale parameters and the four bias parameters that are defined
2241 for the table are then used to scale and bias the R, G, B, and A
2242 components of each pixel. (Use @code{glColorTableParameter} to set these
2243 scale and bias parameters.)
2244
2245 Next, the R, G, B, and A values are clamped to the range @r{[0,1]}. Each
2246 pixel is then converted to the internal format specified by
2247 @var{internalformat}. This conversion simply maps the component values
2248 of the pixel (R, G, B, and A) to the values included in the internal
2249 format (red, green, blue, alpha, luminance, and intensity). The mapping
2250 is as follows:
2251
2252
2253
2254 @table @asis
2255 @item @strong{Internal Format}
2256 @strong{Red}, @strong{Green}, @strong{Blue}, @strong{Alpha},
2257 @strong{Luminance}, @strong{Intensity}
2258
2259 @item @code{GL_ALPHA}
2260 , , , A , ,
2261
2262 @item @code{GL_LUMINANCE}
2263 , , , , R ,
2264
2265 @item @code{GL_LUMINANCE_ALPHA}
2266 , , , A , R ,
2267
2268 @item @code{GL_INTENSITY}
2269 , , , , , R
2270
2271 @item @code{GL_RGB}
2272 R , G , B , , ,
2273
2274 @item @code{GL_RGBA}
2275 R , G , B , A , ,
2276
2277 @end table
2278
2279 Finally, the red, green, blue, alpha, luminance, and/or intensity
2280 components of the resulting pixels are stored in the color table. They
2281 form a one-dimensional table with indices in the range
2282 @r{[0,@var{width}-1]}.
2283
2284 If @var{target} is @code{GL_PROXY_*}, @code{glColorTable} recomputes and
2285 stores the values of the proxy color table's state variables
2286 @code{GL_COLOR_TABLE_FORMAT}, @code{GL_COLOR_TABLE_WIDTH},
2287 @code{GL_COLOR_TABLE_RED_SIZE}, @code{GL_COLOR_TABLE_GREEN_SIZE},
2288 @code{GL_COLOR_TABLE_BLUE_SIZE}, @code{GL_COLOR_TABLE_ALPHA_SIZE},
2289 @code{GL_COLOR_TABLE_LUMINANCE_SIZE}, and
2290 @code{GL_COLOR_TABLE_INTENSITY_SIZE}. There is no effect on the image or
2291 state of any actual color table. If the specified color table is too
2292 large to be supported, then all the proxy state variables listed above
2293 are set to zero. Otherwise, the color table could be supported by
2294 @code{glColorTable} using the corresponding non-proxy target, and the
2295 proxy state variables are set as if that target were being defined.
2296
2297 The proxy state variables can be retrieved by calling
2298 @code{glGetColorTableParameter} with a target of @code{GL_PROXY_*}. This
2299 allows the application to decide if a particular @code{glColorTable}
2300 command would succeed, and to determine what the resulting color table
2301 attributes would be.
2302
2303 If a color table is enabled, and its width is non-zero, then its
2304 contents are used to replace a subset of the components of each RGBA
2305 pixel group, based on the internal format of the table.
2306
2307 Each pixel group has color components (R, G, B, A) that are in the range
2308 @r{[0.0,1.0]}. The color components are rescaled to the size of the
2309 color lookup table to form an index. Then a subset of the components
2310 based on the internal format of the table are replaced by the table
2311 entry selected by that index. If the color components and contents of
2312 the table are represented as follows:
2313
2314
2315
2316 @table @asis
2317 @item @strong{Representation}
2318 @strong{Meaning}
2319
2320 @item @code{r}
2321 Table index computed from @code{R}
2322
2323 @item @code{g}
2324 Table index computed from @code{G}
2325
2326 @item @code{b}
2327 Table index computed from @code{B}
2328
2329 @item @code{a}
2330 Table index computed from @code{A}
2331
2332 @item @code{L[i]}
2333 Luminance value at table index @code{i}
2334
2335 @item @code{I[i]}
2336 Intensity value at table index @code{i}
2337
2338 @item @code{R[i]}
2339 Red value at table index @code{i}
2340
2341 @item @code{G[i]}
2342 Green value at table index @code{i}
2343
2344 @item @code{B[i]}
2345 Blue value at table index @code{i}
2346
2347 @item @code{A[i]}
2348 Alpha value at table index @code{i}
2349
2350 @end table
2351
2352 then the result of color table lookup is as follows:
2353
2354
2355
2356 @table @asis
2357 @item @strong{}
2358 @strong{Resulting Texture Components}
2359
2360 @item @strong{Table Internal Format}
2361 @strong{R}, @strong{G}, @strong{B}, @strong{A}
2362
2363 @item @code{GL_ALPHA}
2364 @code{R}, @code{G}, @code{B}, @code{A[a]}
2365
2366 @item @code{GL_LUMINANCE}
2367 @code{L[r]}, @code{L[g]}, @code{L[b]}, @code{At}
2368
2369 @item @code{GL_LUMINANCE_ALPHA}
2370 @code{L[r]}, @code{L[g]}, @code{L[b]}, @code{A[a]}
2371
2372 @item @code{GL_INTENSITY}
2373 @code{I[r]}, @code{I[g]}, @code{I[b]}, @code{I[a]}
2374
2375 @item @code{GL_RGB}
2376 @code{R[r]}, @code{G[g]}, @code{B[b]}, @code{A}
2377
2378 @item @code{GL_RGBA}
2379 @code{R[r]}, @code{G[g]}, @code{B[b]}, @code{A[a]}
2380
2381 @end table
2382
2383 When @code{GL_COLOR_TABLE} is enabled, the colors resulting from the
2384 pixel map operation (if it is enabled) are mapped by the color lookup
2385 table before being passed to the convolution operation. The colors
2386 resulting from the convolution operation are modified by the post
2387 convolution color lookup table when
2388 @code{GL_POST_CONVOLUTION_COLOR_TABLE} is enabled. These modified colors
2389 are then sent to the color matrix operation. Finally, if
2390 @code{GL_POST_COLOR_MATRIX_COLOR_TABLE} is enabled, the colors resulting
2391 from the color matrix operation are mapped by the post color matrix
2392 color lookup table before being used by the histogram operation.
2393
2394
2395
2396 @code{GL_INVALID_ENUM} is generated if @var{target} is not one of the
2397 allowable values.
2398
2399 @code{GL_INVALID_ENUM} is generated if @var{internalformat} is not one
2400 of the allowable values.
2401
2402 @code{GL_INVALID_ENUM} is generated if @var{format} is not one of the
2403 allowable values.
2404
2405 @code{GL_INVALID_ENUM} is generated if @var{type} is not one of the
2406 allowable values.
2407
2408 @code{GL_INVALID_VALUE} is generated if @var{width} is less than zero.
2409
2410 @code{GL_TABLE_TOO_LARGE} is generated if the requested color table is
2411 too large to be supported by the implementation, and @var{target} is not
2412 a @code{GL_PROXY_*} target.
2413
2414 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
2415 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the buffer
2416 object's data store is currently mapped.
2417
2418 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
2419 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the data
2420 would be unpacked from the buffer object such that the memory reads
2421 required would exceed the data store size.
2422
2423 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
2424 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and @var{data}
2425 is not evenly divisible into the number of bytes needed to store in
2426 memory a datum indicated by @var{type}.
2427
2428 @code{GL_INVALID_OPERATION} is generated if @code{glColorTable} is
2429 executed between the execution of @code{glBegin} and the corresponding
2430 execution of @code{glEnd}.
2431
2432 @end deftypefun
2433
2434 @deftypefun void glColor3i red green blue
2435 @deftypefunx void glColor3f red green blue
2436 @deftypefunx void glColor3ui red green blue
2437 @deftypefunx void glColor4i red green blue alpha
2438 @deftypefunx void glColor4f red green blue alpha
2439 @deftypefunx void glColor4ui red green blue alpha
2440 Set the current color.
2441
2442 @table @asis
2443 @item @var{red}
2444 @itemx @var{green}
2445 @itemx @var{blue}
2446 Specify new red, green, and blue values for the current color.
2447
2448 @item @var{alpha}
2449 Specifies a new alpha value for the current color. Included only in the
2450 four-argument @code{glColor4} commands.
2451
2452 @end table
2453
2454 The GL stores both a current single-valued color index and a current
2455 four-valued RGBA color. @code{glColor} sets a new four-valued RGBA
2456 color. @code{glColor} has two major variants: @code{glColor3} and
2457 @code{glColor4}. @code{glColor3} variants specify new red, green, and
2458 blue values explicitly and set the current alpha value to 1.0 (full
2459 intensity) implicitly. @code{glColor4} variants specify all four color
2460 components explicitly.
2461
2462 @code{glColor3b}, @code{glColor4b}, @code{glColor3s}, @code{glColor4s},
2463 @code{glColor3i}, and @code{glColor4i} take three or four signed byte,
2464 short, or long integers as arguments. When @strong{v} is appended to the
2465 name, the color commands can take a pointer to an array of such values.
2466
2467 Current color values are stored in floating-point format, with
2468 unspecified mantissa and exponent sizes. Unsigned integer color
2469 components, when specified, are linearly mapped to floating-point values
2470 such that the largest representable value maps to 1.0 (full intensity),
2471 and 0 maps to 0.0 (zero intensity). Signed integer color components,
2472 when specified, are linearly mapped to floating-point values such that
2473 the most positive representable value maps to 1.0, and the most negative
2474 representable value maps to @r{-1.0}. (Note that this mapping does not
2475 convert 0 precisely to 0.0.) Floating-point values are mapped directly.
2476
2477 Neither floating-point nor signed integer values are clamped to the
2478 range @r{[0,1]} before the current color is updated. However, color
2479 components are clamped to this range before they are interpolated or
2480 written into a color buffer.
2481
2482 @end deftypefun
2483
2484 @deftypefun void glCompileShader shader
2485 Compiles a shader object.
2486
2487 @table @asis
2488 @item @var{shader}
2489 Specifies the shader object to be compiled.
2490
2491 @end table
2492
2493 @code{glCompileShader} compiles the source code strings that have been
2494 stored in the shader object specified by @var{shader}.
2495
2496 The compilation status will be stored as part of the shader object's
2497 state. This value will be set to @code{GL_TRUE} if the shader was
2498 compiled without errors and is ready for use, and @code{GL_FALSE}
2499 otherwise. It can be queried by calling @code{glGetShader} with
2500 arguments @var{shader} and @code{GL_COMPILE_STATUS}.
2501
2502 Compilation of a shader can fail for a number of reasons as specified by
2503 the OpenGL Shading Language Specification. Whether or not the
2504 compilation was successful, information about the compilation can be
2505 obtained from the shader object's information log by calling
2506 @code{glGetShaderInfoLog}.
2507
2508 @code{GL_INVALID_VALUE} is generated if @var{shader} is not a value
2509 generated by OpenGL.
2510
2511 @code{GL_INVALID_OPERATION} is generated if @var{shader} is not a shader
2512 object.
2513
2514 @code{GL_INVALID_OPERATION} is generated if @code{glCompileShader} is
2515 executed between the execution of @code{glBegin} and the corresponding
2516 execution of @code{glEnd}.
2517
2518 @end deftypefun
2519
2520 @deftypefun void glCompressedTexImage1D target level internalformat width border imageSize data
2521 Specify a one-dimensional texture image in a compressed format.
2522
2523 @table @asis
2524 @item @var{target}
2525 Specifies the target texture. Must be @code{GL_TEXTURE_1D} or
2526 @code{GL_PROXY_TEXTURE_1D}.
2527
2528 @item @var{level}
2529 Specifies the level-of-detail number. Level 0 is the base image level.
2530 Level @var{n} is the @var{n}th mipmap reduction image.
2531
2532 @item @var{internalformat}
2533 Specifies the format of the compressed image data stored at address
2534 @var{data}.
2535
2536 @item @var{width}
2537 Specifies the width of the texture image including the border if any. If
2538 the GL version does not support non-power-of-two sizes, this value must
2539 be @r{2^@var{n}+2⁡(@var{border},)} for some integer @r{@var{n}}. All
2540 implementations support texture images that are at least 64 texels wide.
2541 The height of the 1D texture image is 1.
2542
2543 @item @var{border}
2544 Specifies the width of the border. Must be either 0 or 1.
2545
2546 @item @var{imageSize}
2547 Specifies the number of unsigned bytes of image data starting at the
2548 address specified by @var{data}.
2549
2550 @item @var{data}
2551 Specifies a pointer to the compressed image data in memory.
2552
2553 @end table
2554
2555 Texturing maps a portion of a specified texture image onto each
2556 graphical primitive for which texturing is enabled. To enable and
2557 disable one-dimensional texturing, call @code{glEnable} and
2558 @code{glDisable} with argument @code{GL_TEXTURE_1D}.
2559
2560 @code{glCompressedTexImage1D} loads a previously defined, and retrieved,
2561 compressed one-dimensional texture image if @var{target} is
2562 @code{GL_TEXTURE_1D} (see @code{glTexImage1D}).
2563
2564 If @var{target} is @code{GL_PROXY_TEXTURE_1D}, no data is read from
2565 @var{data}, but all of the texture image state is recalculated, checked
2566 for consistency, and checked against the implementation's capabilities.
2567 If the implementation cannot handle a texture of the requested texture
2568 size, it sets all of the image state to 0, but does not generate an
2569 error (see @code{glGetError}). To query for an entire mipmap array, use
2570 an image array level greater than or equal to 1.
2571
2572 @var{internalformat} must be extension-specified compressed-texture
2573 format. When a texture is loaded with @code{glTexImage1D} using a
2574 generic compressed texture format (e.g., @code{GL_COMPRESSED_RGB}) the
2575 GL selects from one of its extensions supporting compressed textures. In
2576 order to load the compressed texture image using
2577 @code{glCompressedTexImage1D}, query the compressed texture image's size
2578 and format using @code{glGetTexLevelParameter}.
2579
2580 If a non-zero named buffer object is bound to the
2581 @code{GL_PIXEL_UNPACK_BUFFER} target (see @code{glBindBuffer}) while a
2582 texture image is specified, @var{data} is treated as a byte offset into
2583 the buffer object's data store.
2584
2585 @code{GL_INVALID_ENUM} is generated if @var{internalformat} is one of
2586 the generic compressed internal formats: @code{GL_COMPRESSED_ALPHA},
2587 @code{GL_COMPRESSED_LUMINANCE}, @code{GL_COMPRESSED_LUMINANCE_ALPHA},
2588 @code{GL_COMPRESSED_INTENSITY}, @code{GL_COMPRESSED_RGB}, or
2589 @code{GL_COMPRESSED_RGBA}.
2590
2591 @code{GL_INVALID_VALUE} is generated if @var{imageSize} is not
2592 consistent with the format, dimensions, and contents of the specified
2593 compressed image data.
2594
2595 @code{GL_INVALID_OPERATION} is generated if parameter combinations are
2596 not supported by the specific compressed internal format as specified in
2597 the specific texture compression extension.
2598
2599 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
2600 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the buffer
2601 object's data store is currently mapped.
2602
2603 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
2604 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the data
2605 would be unpacked from the buffer object such that the memory reads
2606 required would exceed the data store size.
2607
2608 @code{GL_INVALID_OPERATION} is generated if
2609 @code{glCompressedTexImage1D} is executed between the execution of
2610 @code{glBegin} and the corresponding execution of @code{glEnd}.
2611
2612 Undefined results, including abnormal program termination, are generated
2613 if @var{data} is not encoded in a manner consistent with the extension
2614 specification defining the internal compression format.
2615
2616 @end deftypefun
2617
2618 @deftypefun void glCompressedTexImage2D target level internalformat width height border imageSize data
2619 Specify a two-dimensional texture image in a compressed format.
2620
2621 @table @asis
2622 @item @var{target}
2623 Specifies the target texture. Must be @code{GL_TEXTURE_2D},
2624 @code{GL_PROXY_TEXTURE_2D}, @code{GL_TEXTURE_CUBE_MAP_POSITIVE_X},
2625 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_X},
2626 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Y},
2627 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Y},
2628 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Z},
2629 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Z}, or
2630 @code{GL_PROXY_TEXTURE_CUBE_MAP}.
2631
2632 @item @var{level}
2633 Specifies the level-of-detail number. Level 0 is the base image level.
2634 Level @var{n} is the @var{n}th mipmap reduction image.
2635
2636 @item @var{internalformat}
2637 Specifies the format of the compressed image data stored at address
2638 @var{data}.
2639
2640 @item @var{width}
2641 Specifies the width of the texture image including the border if any. If
2642 the GL version does not support non-power-of-two sizes, this value must
2643 be @r{2^@var{n}+2⁡(@var{border},)} for some integer @r{@var{n}}. All
2644 implementations support 2D texture images that are at least 64 texels
2645 wide and cube-mapped texture images that are at least 16 texels wide.
2646
2647 @item @var{height}
2648 Specifies the height of the texture image including the border if any.
2649 If the GL version does not support non-power-of-two sizes, this value
2650 must be Must be @r{2^@var{n}+2⁡(@var{border},)} for some integer
2651 @r{@var{n}}. All implementations support 2D texture images that are at
2652 least 64 texels high and cube-mapped texture images that are at least 16
2653 texels high.
2654
2655 @item @var{border}
2656 Specifies the width of the border. Must be either 0 or 1.
2657
2658 @item @var{imageSize}
2659 Specifies the number of unsigned bytes of image data starting at the
2660 address specified by @var{data}.
2661
2662 @item @var{data}
2663 Specifies a pointer to the compressed image data in memory.
2664
2665 @end table
2666
2667 Texturing maps a portion of a specified texture image onto each
2668 graphical primitive for which texturing is enabled. To enable and
2669 disable two-dimensional texturing, call @code{glEnable} and
2670 @code{glDisable} with argument @code{GL_TEXTURE_2D}. To enable and
2671 disable texturing using cube-mapped textures, call @code{glEnable} and
2672 @code{glDisable} with argument @code{GL_TEXTURE_CUBE_MAP}.
2673
2674 @code{glCompressedTexImage2D} loads a previously defined, and retrieved,
2675 compressed two-dimensional texture image if @var{target} is
2676 @code{GL_TEXTURE_2D} (see @code{glTexImage2D}).
2677
2678 If @var{target} is @code{GL_PROXY_TEXTURE_2D}, no data is read from
2679 @var{data}, but all of the texture image state is recalculated, checked
2680 for consistency, and checked against the implementation's capabilities.
2681 If the implementation cannot handle a texture of the requested texture
2682 size, it sets all of the image state to 0, but does not generate an
2683 error (see @code{glGetError}). To query for an entire mipmap array, use
2684 an image array level greater than or equal to 1.
2685
2686 @var{internalformat} must be an extension-specified compressed-texture
2687 format. When a texture is loaded with @code{glTexImage2D} using a
2688 generic compressed texture format (e.g., @code{GL_COMPRESSED_RGB}), the
2689 GL selects from one of its extensions supporting compressed textures. In
2690 order to load the compressed texture image using
2691 @code{glCompressedTexImage2D}, query the compressed texture image's size
2692 and format using @code{glGetTexLevelParameter}.
2693
2694 If a non-zero named buffer object is bound to the
2695 @code{GL_PIXEL_UNPACK_BUFFER} target (see @code{glBindBuffer}) while a
2696 texture image is specified, @var{data} is treated as a byte offset into
2697 the buffer object's data store.
2698
2699 @code{GL_INVALID_ENUM} is generated if @var{internalformat} is one of
2700 the generic compressed internal formats: @code{GL_COMPRESSED_ALPHA},
2701 @code{GL_COMPRESSED_LUMINANCE}, @code{GL_COMPRESSED_LUMINANCE_ALPHA},
2702 @code{GL_COMPRESSED_INTENSITY}, @code{GL_COMPRESSED_RGB}, or
2703 @code{GL_COMPRESSED_RGBA}.
2704
2705 @code{GL_INVALID_VALUE} is generated if @var{imageSize} is not
2706 consistent with the format, dimensions, and contents of the specified
2707 compressed image data.
2708
2709 @code{GL_INVALID_OPERATION} is generated if parameter combinations are
2710 not supported by the specific compressed internal format as specified in
2711 the specific texture compression extension.
2712
2713 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
2714 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the buffer
2715 object's data store is currently mapped.
2716
2717 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
2718 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the data
2719 would be unpacked from the buffer object such that the memory reads
2720 required would exceed the data store size.
2721
2722 @code{GL_INVALID_OPERATION} is generated if
2723 @code{glCompressedTexImage2D} is executed between the execution of
2724 @code{glBegin} and the corresponding execution of @code{glEnd}.
2725
2726 Undefined results, including abnormal program termination, are generated
2727 if @var{data} is not encoded in a manner consistent with the extension
2728 specification defining the internal compression format.
2729
2730 @end deftypefun
2731
2732 @deftypefun void glCompressedTexImage3D target level internalformat width height depth border imageSize data
2733 Specify a three-dimensional texture image in a compressed format.
2734
2735 @table @asis
2736 @item @var{target}
2737 Specifies the target texture. Must be @code{GL_TEXTURE_3D} or
2738 @code{GL_PROXY_TEXTURE_3D}.
2739
2740 @item @var{level}
2741 Specifies the level-of-detail number. Level 0 is the base image level.
2742 Level @var{n} is the @var{n}th mipmap reduction image.
2743
2744 @item @var{internalformat}
2745 Specifies the format of the compressed image data stored at address
2746 @var{data}.
2747
2748 @item @var{width}
2749 Specifies the width of the texture image including the border if any. If
2750 the GL version does not support non-power-of-two sizes, this value must
2751 be @r{2^@var{n}+2⁡(@var{border},)} for some integer @r{@var{n}}. All
2752 implementations support 3D texture images that are at least 16 texels
2753 wide.
2754
2755 @item @var{height}
2756 Specifies the height of the texture image including the border if any.
2757 If the GL version does not support non-power-of-two sizes, this value
2758 must be @r{2^@var{n}+2⁡(@var{border},)} for some integer @r{@var{n}}.
2759 All implementations support 3D texture images that are at least 16
2760 texels high.
2761
2762 @item @var{depth}
2763 Specifies the depth of the texture image including the border if any. If
2764 the GL version does not support non-power-of-two sizes, this value must
2765 be @r{2^@var{n}+2⁡(@var{border},)} for some integer @r{@var{n}}. All
2766 implementations support 3D texture images that are at least 16 texels
2767 deep.
2768
2769 @item @var{border}
2770 Specifies the width of the border. Must be either 0 or 1.
2771
2772 @item @var{imageSize}
2773 Specifies the number of unsigned bytes of image data starting at the
2774 address specified by @var{data}.
2775
2776 @item @var{data}
2777 Specifies a pointer to the compressed image data in memory.
2778
2779 @end table
2780
2781 Texturing maps a portion of a specified texture image onto each
2782 graphical primitive for which texturing is enabled. To enable and
2783 disable three-dimensional texturing, call @code{glEnable} and
2784 @code{glDisable} with argument @code{GL_TEXTURE_3D}.
2785
2786 @code{glCompressedTexImage3D} loads a previously defined, and retrieved,
2787 compressed three-dimensional texture image if @var{target} is
2788 @code{GL_TEXTURE_3D} (see @code{glTexImage3D}).
2789
2790 If @var{target} is @code{GL_PROXY_TEXTURE_3D}, no data is read from
2791 @var{data}, but all of the texture image state is recalculated, checked
2792 for consistency, and checked against the implementation's capabilities.
2793 If the implementation cannot handle a texture of the requested texture
2794 size, it sets all of the image state to 0, but does not generate an
2795 error (see @code{glGetError}). To query for an entire mipmap array, use
2796 an image array level greater than or equal to 1.
2797
2798 @var{internalformat} must be an extension-specified compressed-texture
2799 format. When a texture is loaded with @code{glTexImage2D} using a
2800 generic compressed texture format (e.g., @code{GL_COMPRESSED_RGB}), the
2801 GL selects from one of its extensions supporting compressed textures. In
2802 order to load the compressed texture image using
2803 @code{glCompressedTexImage3D}, query the compressed texture image's size
2804 and format using @code{glGetTexLevelParameter}.
2805
2806 If a non-zero named buffer object is bound to the
2807 @code{GL_PIXEL_UNPACK_BUFFER} target (see @code{glBindBuffer}) while a
2808 texture image is specified, @var{data} is treated as a byte offset into
2809 the buffer object's data store.
2810
2811 @code{GL_INVALID_ENUM} is generated if @var{internalformat} is one of
2812 the generic compressed internal formats: @code{GL_COMPRESSED_ALPHA},
2813 @code{GL_COMPRESSED_LUMINANCE}, @code{GL_COMPRESSED_LUMINANCE_ALPHA},
2814 @code{GL_COMPRESSED_INTENSITY}, @code{GL_COMPRESSED_RGB}, or
2815 @code{GL_COMPRESSED_RGBA}.
2816
2817 @code{GL_INVALID_VALUE} is generated if @var{imageSize} is not
2818 consistent with the format, dimensions, and contents of the specified
2819 compressed image data.
2820
2821 @code{GL_INVALID_OPERATION} is generated if parameter combinations are
2822 not supported by the specific compressed internal format as specified in
2823 the specific texture compression extension.
2824
2825 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
2826 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the buffer
2827 object's data store is currently mapped.
2828
2829 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
2830 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the data
2831 would be unpacked from the buffer object such that the memory reads
2832 required would exceed the data store size.
2833
2834 @code{GL_INVALID_OPERATION} is generated if
2835 @code{glCompressedTexImage3D} is executed between the execution of
2836 @code{glBegin} and the corresponding execution of @code{glEnd}.
2837
2838 Undefined results, including abnormal program termination, are generated
2839 if @var{data} is not encoded in a manner consistent with the extension
2840 specification defining the internal compression format.
2841
2842 @end deftypefun
2843
2844 @deftypefun void glCompressedTexSubImage1D target level xoffset width format imageSize data
2845 Specify a one-dimensional texture subimage in a compressed format.
2846
2847 @table @asis
2848 @item @var{target}
2849 Specifies the target texture. Must be @code{GL_TEXTURE_1D}.
2850
2851 @item @var{level}
2852 Specifies the level-of-detail number. Level 0 is the base image level.
2853 Level @var{n} is the @var{n}th mipmap reduction image.
2854
2855 @item @var{xoffset}
2856 Specifies a texel offset in the x direction within the texture array.
2857
2858 @item @var{width}
2859 Specifies the width of the texture subimage.
2860
2861 @item @var{format}
2862 Specifies the format of the compressed image data stored at address
2863 @var{data}.
2864
2865 @item @var{imageSize}
2866 Specifies the number of unsigned bytes of image data starting at the
2867 address specified by @var{data}.
2868
2869 @item @var{data}
2870 Specifies a pointer to the compressed image data in memory.
2871
2872 @end table
2873
2874 Texturing maps a portion of a specified texture image onto each
2875 graphical primitive for which texturing is enabled. To enable and
2876 disable one-dimensional texturing, call @code{glEnable} and
2877 @code{glDisable} with argument @code{GL_TEXTURE_1D}.
2878
2879 @code{glCompressedTexSubImage1D} redefines a contiguous subregion of an
2880 existing one-dimensional texture image. The texels referenced by
2881 @var{data} replace the portion of the existing texture array with x
2882 indices @var{xoffset} and @r{@var{xoffset}+@var{width}-1}, inclusive.
2883 This region may not include any texels outside the range of the texture
2884 array as it was originally specified. It is not an error to specify a
2885 subtexture with width of 0, but such a specification has no effect.
2886
2887 @var{format} must be an extension-specified compressed-texture format.
2888 The @var{format} of the compressed texture image is selected by the GL
2889 implementation that compressed it (see @code{glTexImage1D}), and should
2890 be queried at the time the texture was compressed with
2891 @code{glGetTexLevelParameter}.
2892
2893 If a non-zero named buffer object is bound to the
2894 @code{GL_PIXEL_UNPACK_BUFFER} target (see @code{glBindBuffer}) while a
2895 texture image is specified, @var{data} is treated as a byte offset into
2896 the buffer object's data store.
2897
2898 @code{GL_INVALID_ENUM} is generated if @var{format} is one of these
2899 generic compressed internal formats: @code{GL_COMPRESSED_ALPHA},
2900 @code{GL_COMPRESSED_LUMINANCE}, @code{GL_COMPRESSED_LUMINANCE_ALPHA},
2901 @code{GL_COMPRESSED_INTENSITY}, @code{GL_COMPRESSED_RGB},
2902 @code{GL_COMPRESSED_RGBA}, @code{GL_COMPRESSED_SLUMINANCE},
2903 @code{GL_COMPRESSED_SLUMINANCE_ALPHA}, @code{GL_COMPRESSED_SRGB},
2904 @code{GL_COMPRESSED_SRGBA}, or @code{GL_COMPRESSED_SRGB_ALPHA}.
2905
2906 @code{GL_INVALID_VALUE} is generated if @var{imageSize} is not
2907 consistent with the format, dimensions, and contents of the specified
2908 compressed image data.
2909
2910 @code{GL_INVALID_OPERATION} is generated if parameter combinations are
2911 not supported by the specific compressed internal format as specified in
2912 the specific texture compression extension.
2913
2914 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
2915 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the buffer
2916 object's data store is currently mapped.
2917
2918 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
2919 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the data
2920 would be unpacked from the buffer object such that the memory reads
2921 required would exceed the data store size.
2922
2923 @code{GL_INVALID_OPERATION} is generated if
2924 @code{glCompressedTexSubImage1D} is executed between the execution of
2925 @code{glBegin} and the corresponding execution of @code{glEnd}.
2926
2927 Undefined results, including abnormal program termination, are generated
2928 if @var{data} is not encoded in a manner consistent with the extension
2929 specification defining the internal compression format.
2930
2931 @end deftypefun
2932
2933 @deftypefun void glCompressedTexSubImage2D target level xoffset yoffset width height format imageSize data
2934 Specify a two-dimensional texture subimage in a compressed format.
2935
2936 @table @asis
2937 @item @var{target}
2938 Specifies the target texture. Must be @code{GL_TEXTURE_2D},
2939 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_X},
2940 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_X},
2941 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Y},
2942 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Y},
2943 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Z}, or
2944 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Z}.
2945
2946 @item @var{level}
2947 Specifies the level-of-detail number. Level 0 is the base image level.
2948 Level @var{n} is the @var{n}th mipmap reduction image.
2949
2950 @item @var{xoffset}
2951 Specifies a texel offset in the x direction within the texture array.
2952
2953 @item @var{yoffset}
2954 Specifies a texel offset in the y direction within the texture array.
2955
2956 @item @var{width}
2957 Specifies the width of the texture subimage.
2958
2959 @item @var{height}
2960 Specifies the height of the texture subimage.
2961
2962 @item @var{format}
2963 Specifies the format of the compressed image data stored at address
2964 @var{data}.
2965
2966 @item @var{imageSize}
2967 Specifies the number of unsigned bytes of image data starting at the
2968 address specified by @var{data}.
2969
2970 @item @var{data}
2971 Specifies a pointer to the compressed image data in memory.
2972
2973 @end table
2974
2975 Texturing maps a portion of a specified texture image onto each
2976 graphical primitive for which texturing is enabled. To enable and
2977 disable two-dimensional texturing, call @code{glEnable} and
2978 @code{glDisable} with argument @code{GL_TEXTURE_2D}. To enable and
2979 disable texturing using cube-mapped texture, call @code{glEnable} and
2980 @code{glDisable} with argument @code{GL_TEXTURE_CUBE_MAP}.
2981
2982 @code{glCompressedTexSubImage2D} redefines a contiguous subregion of an
2983 existing two-dimensional texture image. The texels referenced by
2984 @var{data} replace the portion of the existing texture array with x
2985 indices @var{xoffset} and @r{@var{xoffset}+@var{width}-1}, and the y
2986 indices @var{yoffset} and @r{@var{yoffset}+@var{height}-1}, inclusive.
2987 This region may not include any texels outside the range of the texture
2988 array as it was originally specified. It is not an error to specify a
2989 subtexture with width of 0, but such a specification has no effect.
2990
2991 @var{format} must be an extension-specified compressed-texture format.
2992 The @var{format} of the compressed texture image is selected by the GL
2993 implementation that compressed it (see @code{glTexImage2D}) and should
2994 be queried at the time the texture was compressed with
2995 @code{glGetTexLevelParameter}.
2996
2997 If a non-zero named buffer object is bound to the
2998 @code{GL_PIXEL_UNPACK_BUFFER} target (see @code{glBindBuffer}) while a
2999 texture image is specified, @var{data} is treated as a byte offset into
3000 the buffer object's data store.
3001
3002 @code{GL_INVALID_ENUM} is generated if @var{format} is one of these
3003 generic compressed internal formats: @code{GL_COMPRESSED_ALPHA},
3004 @code{GL_COMPRESSED_LUMINANCE}, @code{GL_COMPRESSED_LUMINANCE_ALPHA},
3005 @code{GL_COMPRESSED_INTENSITY}, @code{GL_COMPRESSED_RGB},
3006 @code{GL_COMPRESSED_RGBA}, @code{GL_COMPRESSED_SLUMINANCE},
3007 @code{GL_COMPRESSED_SLUMINANCE_ALPHA}, @code{GL_COMPRESSED_SRGB},
3008 @code{GL_COMPRESSED_SRGBA}, or @code{GL_COMPRESSED_SRGB_ALPHA}.
3009
3010 @code{GL_INVALID_VALUE} is generated if @var{imageSize} is not
3011 consistent with the format, dimensions, and contents of the specified
3012 compressed image data.
3013
3014 @code{GL_INVALID_OPERATION} is generated if parameter combinations are
3015 not supported by the specific compressed internal format as specified in
3016 the specific texture compression extension.
3017
3018 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
3019 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the buffer
3020 object's data store is currently mapped.
3021
3022 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
3023 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the data
3024 would be unpacked from the buffer object such that the memory reads
3025 required would exceed the data store size.
3026
3027 @code{GL_INVALID_OPERATION} is generated if
3028 @code{glCompressedTexSubImage2D} is executed between the execution of
3029 @code{glBegin} and the corresponding execution of @code{glEnd}.
3030
3031 Undefined results, including abnormal program termination, are generated
3032 if @var{data} is not encoded in a manner consistent with the extension
3033 specification defining the internal compression format.
3034
3035 @end deftypefun
3036
3037 @deftypefun void glCompressedTexSubImage3D target level xoffset yoffset zoffset width height depth format imageSize data
3038 Specify a three-dimensional texture subimage in a compressed format.
3039
3040 @table @asis
3041 @item @var{target}
3042 Specifies the target texture. Must be @code{GL_TEXTURE_3D}.
3043
3044 @item @var{level}
3045 Specifies the level-of-detail number. Level 0 is the base image level.
3046 Level @var{n} is the @var{n}th mipmap reduction image.
3047
3048 @item @var{xoffset}
3049 Specifies a texel offset in the x direction within the texture array.
3050
3051 @item @var{yoffset}
3052 Specifies a texel offset in the y direction within the texture array.
3053
3054 @item @var{width}
3055 Specifies the width of the texture subimage.
3056
3057 @item @var{height}
3058 Specifies the height of the texture subimage.
3059
3060 @item @var{depth}
3061 Specifies the depth of the texture subimage.
3062
3063 @item @var{format}
3064 Specifies the format of the compressed image data stored at address
3065 @var{data}.
3066
3067 @item @var{imageSize}
3068 Specifies the number of unsigned bytes of image data starting at the
3069 address specified by @var{data}.
3070
3071 @item @var{data}
3072 Specifies a pointer to the compressed image data in memory.
3073
3074 @end table
3075
3076 Texturing maps a portion of a specified texture image onto each
3077 graphical primitive for which texturing is enabled. To enable and
3078 disable three-dimensional texturing, call @code{glEnable} and
3079 @code{glDisable} with argument @code{GL_TEXTURE_3D}.
3080
3081 @code{glCompressedTexSubImage3D} redefines a contiguous subregion of an
3082 existing three-dimensional texture image. The texels referenced by
3083 @var{data} replace the portion of the existing texture array with x
3084 indices @var{xoffset} and @r{@var{xoffset}+@var{width}-1}, and the y
3085 indices @var{yoffset} and @r{@var{yoffset}+@var{height}-1}, and the z
3086 indices @var{zoffset} and @r{@var{zoffset}+@var{depth}-1}, inclusive.
3087 This region may not include any texels outside the range of the texture
3088 array as it was originally specified. It is not an error to specify a
3089 subtexture with width of 0, but such a specification has no effect.
3090
3091 @var{format} must be an extension-specified compressed-texture format.
3092 The @var{format} of the compressed texture image is selected by the GL
3093 implementation that compressed it (see @code{glTexImage3D}) and should
3094 be queried at the time the texture was compressed with
3095 @code{glGetTexLevelParameter}.
3096
3097 If a non-zero named buffer object is bound to the
3098 @code{GL_PIXEL_UNPACK_BUFFER} target (see @code{glBindBuffer}) while a
3099 texture image is specified, @var{data} is treated as a byte offset into
3100 the buffer object's data store.
3101
3102 @code{GL_INVALID_ENUM} is generated if @var{format} is one of these
3103 generic compressed internal formats: @code{GL_COMPRESSED_ALPHA},
3104 @code{GL_COMPRESSED_LUMINANCE}, @code{GL_COMPRESSED_LUMINANCE_ALPHA},
3105 @code{GL_COMPRESSED_INTENSITY}, @code{GL_COMPRESSED_RGB},
3106 @code{GL_COMPRESSED_RGBA}, @code{GL_COMPRESSED_SLUMINANCE},
3107 @code{GL_COMPRESSED_SLUMINANCE_ALPHA}, @code{GL_COMPRESSED_SRGB},
3108 @code{GL_COMPRESSED_SRGBA}, or @code{GL_COMPRESSED_SRGB_ALPHA}.
3109
3110 @code{GL_INVALID_VALUE} is generated if @var{imageSize} is not
3111 consistent with the format, dimensions, and contents of the specified
3112 compressed image data.
3113
3114 @code{GL_INVALID_OPERATION} is generated if parameter combinations are
3115 not supported by the specific compressed internal format as specified in
3116 the specific texture compression extension.
3117
3118 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
3119 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the buffer
3120 object's data store is currently mapped.
3121
3122 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
3123 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the data
3124 would be unpacked from the buffer object such that the memory reads
3125 required would exceed the data store size.
3126
3127 @code{GL_INVALID_OPERATION} is generated if
3128 @code{glCompressedTexSubImage3D} is executed between the execution of
3129 @code{glBegin} and the corresponding execution of @code{glEnd}.
3130
3131 Undefined results, including abnormal program termination, are generated
3132 if @var{data} is not encoded in a manner consistent with the extension
3133 specification defining the internal compression format.
3134
3135 @end deftypefun
3136
3137 @deftypefun void glConvolutionFilter1D target internalformat width format type data
3138 Define a one-dimensional convolution filter.
3139
3140 @table @asis
3141 @item @var{target}
3142 Must be @code{GL_CONVOLUTION_1D}.
3143
3144 @item @var{internalformat}
3145 The internal format of the convolution filter kernel. The allowable
3146 values are @code{GL_ALPHA}, @code{GL_ALPHA4}, @code{GL_ALPHA8},
3147 @code{GL_ALPHA12}, @code{GL_ALPHA16}, @code{GL_LUMINANCE},
3148 @code{GL_LUMINANCE4}, @code{GL_LUMINANCE8}, @code{GL_LUMINANCE12},
3149 @code{GL_LUMINANCE16}, @code{GL_LUMINANCE_ALPHA},
3150 @code{GL_LUMINANCE4_ALPHA4}, @code{GL_LUMINANCE6_ALPHA2},
3151 @code{GL_LUMINANCE8_ALPHA8}, @code{GL_LUMINANCE12_ALPHA4},
3152 @code{GL_LUMINANCE12_ALPHA12}, @code{GL_LUMINANCE16_ALPHA16},
3153 @code{GL_INTENSITY}, @code{GL_INTENSITY4}, @code{GL_INTENSITY8},
3154 @code{GL_INTENSITY12}, @code{GL_INTENSITY16}, @code{GL_R3_G3_B2},
3155 @code{GL_RGB}, @code{GL_RGB4}, @code{GL_RGB5}, @code{GL_RGB8},
3156 @code{GL_RGB10}, @code{GL_RGB12}, @code{GL_RGB16}, @code{GL_RGBA},
3157 @code{GL_RGBA2}, @code{GL_RGBA4}, @code{GL_RGB5_A1}, @code{GL_RGBA8},
3158 @code{GL_RGB10_A2}, @code{GL_RGBA12}, or @code{GL_RGBA16}.
3159
3160 @item @var{width}
3161 The width of the pixel array referenced by @var{data}.
3162
3163 @item @var{format}
3164 The format of the pixel data in @var{data}. The allowable values are
3165 @code{GL_ALPHA}, @code{GL_LUMINANCE}, @code{GL_LUMINANCE_ALPHA},
3166 @code{GL_INTENSITY}, @code{GL_RGB}, and @code{GL_RGBA}.
3167
3168 @item @var{type}
3169 The type of the pixel data in @var{data}. Symbolic constants
3170 @code{GL_UNSIGNED_BYTE}, @code{GL_BYTE}, @code{GL_BITMAP},
3171 @code{GL_UNSIGNED_SHORT}, @code{GL_SHORT}, @code{GL_UNSIGNED_INT},
3172 @code{GL_INT}, @code{GL_FLOAT}, @code{GL_UNSIGNED_BYTE_3_3_2},
3173 @code{GL_UNSIGNED_BYTE_2_3_3_REV}, @code{GL_UNSIGNED_SHORT_5_6_5},
3174 @code{GL_UNSIGNED_SHORT_5_6_5_REV}, @code{GL_UNSIGNED_SHORT_4_4_4_4},
3175 @code{GL_UNSIGNED_SHORT_4_4_4_4_REV}, @code{GL_UNSIGNED_SHORT_5_5_5_1},
3176 @code{GL_UNSIGNED_SHORT_1_5_5_5_REV}, @code{GL_UNSIGNED_INT_8_8_8_8},
3177 @code{GL_UNSIGNED_INT_8_8_8_8_REV}, @code{GL_UNSIGNED_INT_10_10_10_2},
3178 and @code{GL_UNSIGNED_INT_2_10_10_10_REV} are accepted.
3179
3180 @item @var{data}
3181 Pointer to a one-dimensional array of pixel data that is processed to
3182 build the convolution filter kernel.
3183
3184 @end table
3185
3186 @code{glConvolutionFilter1D} builds a one-dimensional convolution filter
3187 kernel from an array of pixels.
3188
3189 The pixel array specified by @var{width}, @var{format}, @var{type}, and
3190 @var{data} is extracted from memory and processed just as if
3191 @code{glDrawPixels} were called, but processing stops after the final
3192 expansion to RGBA is completed.
3193
3194 If a non-zero named buffer object is bound to the
3195 @code{GL_PIXEL_UNPACK_BUFFER} target (see @code{glBindBuffer}) while a
3196 convolution filter is specified, @var{data} is treated as a byte offset
3197 into the buffer object's data store.
3198
3199 The R, G, B, and A components of each pixel are next scaled by the four
3200 1D @code{GL_CONVOLUTION_FILTER_SCALE} parameters and biased by the four
3201 1D @code{GL_CONVOLUTION_FILTER_BIAS} parameters. (The scale and bias
3202 parameters are set by @code{glConvolutionParameter} using the
3203 @code{GL_CONVOLUTION_1D} target and the names
3204 @code{GL_CONVOLUTION_FILTER_SCALE} and
3205 @code{GL_CONVOLUTION_FILTER_BIAS}. The parameters themselves are vectors
3206 of four values that are applied to red, green, blue, and alpha, in that
3207 order.) The R, G, B, and A values are not clamped to [0,1] at any time
3208 during this process.
3209
3210 Each pixel is then converted to the internal format specified by
3211 @var{internalformat}. This conversion simply maps the component values
3212 of the pixel (R, G, B, and A) to the values included in the internal
3213 format (red, green, blue, alpha, luminance, and intensity). The mapping
3214 is as follows:
3215
3216
3217
3218 @table @asis
3219 @item @strong{Internal Format}
3220 @strong{Red}, @strong{Green}, @strong{Blue}, @strong{Alpha},
3221 @strong{Luminance}, @strong{Intensity}
3222
3223 @item @code{GL_ALPHA}
3224 , , , A , ,
3225
3226 @item @code{GL_LUMINANCE}
3227 , , , , R ,
3228
3229 @item @code{GL_LUMINANCE_ALPHA}
3230 , , , A , R ,
3231
3232 @item @code{GL_INTENSITY}
3233 , , , , , R
3234
3235 @item @code{GL_RGB}
3236 R , G , B , , ,
3237
3238 @item @code{GL_RGBA}
3239 R , G , B , A , ,
3240
3241 @end table
3242
3243 The red, green, blue, alpha, luminance, and/or intensity components of
3244 the resulting pixels are stored in floating-point rather than integer
3245 format. They form a one-dimensional filter kernel image indexed with
3246 coordinate @var{i} such that @var{i} starts at 0 and increases from left
3247 to right. Kernel location @var{i} is derived from the @var{i}th pixel,
3248 counting from 0.
3249
3250 Note that after a convolution is performed, the resulting color
3251 components are also scaled by their corresponding
3252 @code{GL_POST_CONVOLUTION_c_SCALE} parameters and biased by their
3253 corresponding @code{GL_POST_CONVOLUTION_c_BIAS} parameters (where
3254 @var{c} takes on the values @strong{RED}, @strong{GREEN}, @strong{BLUE},
3255 and @strong{ALPHA}). These parameters are set by @code{glPixelTransfer}.
3256
3257 @code{GL_INVALID_ENUM} is generated if @var{target} is not
3258 @code{GL_CONVOLUTION_1D}.
3259
3260 @code{GL_INVALID_ENUM} is generated if @var{internalformat} is not one
3261 of the allowable values.
3262
3263 @code{GL_INVALID_ENUM} is generated if @var{format} is not one of the
3264 allowable values.
3265
3266 @code{GL_INVALID_ENUM} is generated if @var{type} is not one of the
3267 allowable values.
3268
3269 @code{GL_INVALID_VALUE} is generated if @var{width} is less than zero or
3270 greater than the maximum supported value. This value may be queried with
3271 @code{glGetConvolutionParameter} using target @code{GL_CONVOLUTION_1D}
3272 and name @code{GL_MAX_CONVOLUTION_WIDTH}.
3273
3274 @code{GL_INVALID_OPERATION} is generated if @var{format} is one of
3275 @code{GL_UNSIGNED_BYTE_3_3_2}, @code{GL_UNSIGNED_BYTE_2_3_3_REV},
3276 @code{GL_UNSIGNED_SHORT_5_6_5}, or @code{GL_UNSIGNED_SHORT_5_6_5_REV}
3277 and @var{type} is not @code{GL_RGB}.
3278
3279 @code{GL_INVALID_OPERATION} is generated if @var{format} is one of
3280 @code{GL_UNSIGNED_SHORT_4_4_4_4}, @code{GL_UNSIGNED_SHORT_4_4_4_4_REV},
3281 @code{GL_UNSIGNED_SHORT_5_5_5_1}, @code{GL_UNSIGNED_SHORT_1_5_5_5_REV},
3282 @code{GL_UNSIGNED_INT_8_8_8_8}, @code{GL_UNSIGNED_INT_8_8_8_8_REV},
3283 @code{GL_UNSIGNED_INT_10_10_10_2}, or
3284 @code{GL_UNSIGNED_INT_2_10_10_10_REV} and @var{type} is neither
3285 @code{GL_RGBA} nor @code{GL_BGRA}.
3286
3287 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
3288 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the buffer
3289 object's data store is currently mapped.
3290
3291 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
3292 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the data
3293 would be unpacked from the buffer object such that the memory reads
3294 required would exceed the data store size.
3295
3296 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
3297 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and @var{data}
3298 is not evenly divisible into the number of bytes needed to store in
3299 memory a datum indicated by @var{type}.
3300
3301 @code{GL_INVALID_OPERATION} is generated if @code{glConvolutionFilter1D}
3302 is executed between the execution of @code{glBegin} and the
3303 corresponding execution of @code{glEnd}.
3304
3305 @end deftypefun
3306
3307 @deftypefun void glConvolutionFilter2D target internalformat width height format type data
3308 Define a two-dimensional convolution filter.
3309
3310 @table @asis
3311 @item @var{target}
3312 Must be @code{GL_CONVOLUTION_2D}.
3313
3314 @item @var{internalformat}
3315 The internal format of the convolution filter kernel. The allowable
3316 values are @code{GL_ALPHA}, @code{GL_ALPHA4}, @code{GL_ALPHA8},
3317 @code{GL_ALPHA12}, @code{GL_ALPHA16}, @code{GL_LUMINANCE},
3318 @code{GL_LUMINANCE4}, @code{GL_LUMINANCE8}, @code{GL_LUMINANCE12},
3319 @code{GL_LUMINANCE16}, @code{GL_LUMINANCE_ALPHA},
3320 @code{GL_LUMINANCE4_ALPHA4}, @code{GL_LUMINANCE6_ALPHA2},
3321 @code{GL_LUMINANCE8_ALPHA8}, @code{GL_LUMINANCE12_ALPHA4},
3322 @code{GL_LUMINANCE12_ALPHA12}, @code{GL_LUMINANCE16_ALPHA16},
3323 @code{GL_INTENSITY}, @code{GL_INTENSITY4}, @code{GL_INTENSITY8},
3324 @code{GL_INTENSITY12}, @code{GL_INTENSITY16}, @code{GL_R3_G3_B2},
3325 @code{GL_RGB}, @code{GL_RGB4}, @code{GL_RGB5}, @code{GL_RGB8},
3326 @code{GL_RGB10}, @code{GL_RGB12}, @code{GL_RGB16}, @code{GL_RGBA},
3327 @code{GL_RGBA2}, @code{GL_RGBA4}, @code{GL_RGB5_A1}, @code{GL_RGBA8},
3328 @code{GL_RGB10_A2}, @code{GL_RGBA12}, or @code{GL_RGBA16}.
3329
3330 @item @var{width}
3331 The width of the pixel array referenced by @var{data}.
3332
3333 @item @var{height}
3334 The height of the pixel array referenced by @var{data}.
3335
3336 @item @var{format}
3337 The format of the pixel data in @var{data}. The allowable values are
3338 @code{GL_RED}, @code{GL_GREEN}, @code{GL_BLUE}, @code{GL_ALPHA},
3339 @code{GL_RGB}, @code{GL_BGR}, @code{GL_RGBA}, @code{GL_BGRA},
3340 @code{GL_LUMINANCE}, and @code{GL_LUMINANCE_ALPHA}.
3341
3342 @item @var{type}
3343 The type of the pixel data in @var{data}. Symbolic constants
3344 @code{GL_UNSIGNED_BYTE}, @code{GL_BYTE}, @code{GL_BITMAP},
3345 @code{GL_UNSIGNED_SHORT}, @code{GL_SHORT}, @code{GL_UNSIGNED_INT},
3346 @code{GL_INT}, @code{GL_FLOAT}, @code{GL_UNSIGNED_BYTE_3_3_2},
3347 @code{GL_UNSIGNED_BYTE_2_3_3_REV}, @code{GL_UNSIGNED_SHORT_5_6_5},
3348 @code{GL_UNSIGNED_SHORT_5_6_5_REV}, @code{GL_UNSIGNED_SHORT_4_4_4_4},
3349 @code{GL_UNSIGNED_SHORT_4_4_4_4_REV}, @code{GL_UNSIGNED_SHORT_5_5_5_1},
3350 @code{GL_UNSIGNED_SHORT_1_5_5_5_REV}, @code{GL_UNSIGNED_INT_8_8_8_8},
3351 @code{GL_UNSIGNED_INT_8_8_8_8_REV}, @code{GL_UNSIGNED_INT_10_10_10_2},
3352 and @code{GL_UNSIGNED_INT_2_10_10_10_REV} are accepted.
3353
3354 @item @var{data}
3355 Pointer to a two-dimensional array of pixel data that is processed to
3356 build the convolution filter kernel.
3357
3358 @end table
3359
3360 @code{glConvolutionFilter2D} builds a two-dimensional convolution filter
3361 kernel from an array of pixels.
3362
3363 The pixel array specified by @var{width}, @var{height}, @var{format},
3364 @var{type}, and @var{data} is extracted from memory and processed just
3365 as if @code{glDrawPixels} were called, but processing stops after the
3366 final expansion to RGBA is completed.
3367
3368 If a non-zero named buffer object is bound to the
3369 @code{GL_PIXEL_UNPACK_BUFFER} target (see @code{glBindBuffer}) while a
3370 convolution filter is specified, @var{data} is treated as a byte offset
3371 into the buffer object's data store.
3372
3373 The R, G, B, and A components of each pixel are next scaled by the four
3374 2D @code{GL_CONVOLUTION_FILTER_SCALE} parameters and biased by the four
3375 2D @code{GL_CONVOLUTION_FILTER_BIAS} parameters. (The scale and bias
3376 parameters are set by @code{glConvolutionParameter} using the
3377 @code{GL_CONVOLUTION_2D} target and the names
3378 @code{GL_CONVOLUTION_FILTER_SCALE} and
3379 @code{GL_CONVOLUTION_FILTER_BIAS}. The parameters themselves are vectors
3380 of four values that are applied to red, green, blue, and alpha, in that
3381 order.) The R, G, B, and A values are not clamped to [0,1] at any time
3382 during this process.
3383
3384 Each pixel is then converted to the internal format specified by
3385 @var{internalformat}. This conversion simply maps the component values
3386 of the pixel (R, G, B, and A) to the values included in the internal
3387 format (red, green, blue, alpha, luminance, and intensity). The mapping
3388 is as follows:
3389
3390
3391
3392 @table @asis
3393 @item @strong{Internal Format}
3394 @strong{Red}, @strong{Green}, @strong{Blue}, @strong{Alpha},
3395 @strong{Luminance}, @strong{Intensity}
3396
3397 @item @code{GL_ALPHA}
3398 , , , A , ,
3399
3400 @item @code{GL_LUMINANCE}
3401 , , , , R ,
3402
3403 @item @code{GL_LUMINANCE_ALPHA}
3404 , , , A , R ,
3405
3406 @item @code{GL_INTENSITY}
3407 , , , , , R
3408
3409 @item @code{GL_RGB}
3410 R , G , B , , ,
3411
3412 @item @code{GL_RGBA}
3413 R , G , B , A , ,
3414
3415 @end table
3416
3417 The red, green, blue, alpha, luminance, and/or intensity components of
3418 the resulting pixels are stored in floating-point rather than integer
3419 format. They form a two-dimensional filter kernel image indexed with
3420 coordinates @var{i} and @var{j} such that @var{i} starts at zero and
3421 increases from left to right, and @var{j} starts at zero and increases
3422 from bottom to top. Kernel location @var{i,j} is derived from the
3423 @var{N}th pixel, where @var{N} is @var{i}+@var{j}*@var{width}.
3424
3425 Note that after a convolution is performed, the resulting color
3426 components are also scaled by their corresponding
3427 @code{GL_POST_CONVOLUTION_c_SCALE} parameters and biased by their
3428 corresponding @code{GL_POST_CONVOLUTION_c_BIAS} parameters (where
3429 @var{c} takes on the values @strong{RED}, @strong{GREEN}, @strong{BLUE},
3430 and @strong{ALPHA}). These parameters are set by @code{glPixelTransfer}.
3431
3432 @code{GL_INVALID_ENUM} is generated if @var{target} is not
3433 @code{GL_CONVOLUTION_2D}.
3434
3435 @code{GL_INVALID_ENUM} is generated if @var{internalformat} is not one
3436 of the allowable values.
3437
3438 @code{GL_INVALID_ENUM} is generated if @var{format} is not one of the
3439 allowable values.
3440
3441 @code{GL_INVALID_ENUM} is generated if @var{type} is not one of the
3442 allowable values.
3443
3444 @code{GL_INVALID_VALUE} is generated if @var{width} is less than zero or
3445 greater than the maximum supported value. This value may be queried with
3446 @code{glGetConvolutionParameter} using target @code{GL_CONVOLUTION_2D}
3447 and name @code{GL_MAX_CONVOLUTION_WIDTH}.
3448
3449 @code{GL_INVALID_VALUE} is generated if @var{height} is less than zero
3450 or greater than the maximum supported value. This value may be queried
3451 with @code{glGetConvolutionParameter} using target
3452 @code{GL_CONVOLUTION_2D} and name @code{GL_MAX_CONVOLUTION_HEIGHT}.
3453
3454 @code{GL_INVALID_OPERATION} is generated if @var{height} is one of
3455 @code{GL_UNSIGNED_BYTE_3_3_2}, @code{GL_UNSIGNED_BYTE_2_3_3_REV},
3456 @code{GL_UNSIGNED_SHORT_5_6_5}, or @code{GL_UNSIGNED_SHORT_5_6_5_REV}
3457 and @var{format} is not @code{GL_RGB}.
3458
3459 @code{GL_INVALID_OPERATION} is generated if @var{height} is one of
3460 @code{GL_UNSIGNED_SHORT_4_4_4_4}, @code{GL_UNSIGNED_SHORT_4_4_4_4_REV},
3461 @code{GL_UNSIGNED_SHORT_5_5_5_1}, @code{GL_UNSIGNED_SHORT_1_5_5_5_REV},
3462 @code{GL_UNSIGNED_INT_8_8_8_8}, @code{GL_UNSIGNED_INT_8_8_8_8_REV},
3463 @code{GL_UNSIGNED_INT_10_10_10_2}, or
3464 @code{GL_UNSIGNED_INT_2_10_10_10_REV} and @var{format} is neither
3465 @code{GL_RGBA} nor @code{GL_BGRA}.
3466
3467 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
3468 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the buffer
3469 object's data store is currently mapped.
3470
3471 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
3472 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the data
3473 would be unpacked from the buffer object such that the memory reads
3474 required would exceed the data store size.
3475
3476 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
3477 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and @var{data}
3478 is not evenly divisible into the number of bytes needed to store in
3479 memory a datum indicated by @var{type}.
3480
3481 @code{GL_INVALID_OPERATION} is generated if @code{glConvolutionFilter2D}
3482 is executed between the execution of @code{glBegin} and the
3483 corresponding execution of @code{glEnd}.
3484
3485 @end deftypefun
3486
3487 @deftypefun void glConvolutionParameterf target pname params
3488 @deftypefunx void glConvolutionParameteri target pname params
3489 Set convolution parameters.
3490
3491 @table @asis
3492 @item @var{target}
3493 The target for the convolution parameter. Must be one of
3494 @code{GL_CONVOLUTION_1D}, @code{GL_CONVOLUTION_2D}, or
3495 @code{GL_SEPARABLE_2D}.
3496
3497 @item @var{pname}
3498 The parameter to be set. Must be @code{GL_CONVOLUTION_BORDER_MODE}.
3499
3500 @item @var{params}
3501 The parameter value. Must be one of @code{GL_REDUCE},
3502 @code{GL_CONSTANT_BORDER}, @code{GL_REPLICATE_BORDER}.
3503
3504
3505
3506 @end table
3507
3508 @code{glConvolutionParameter} sets the value of a convolution parameter.
3509
3510 @var{target} selects the convolution filter to be affected:
3511 @code{GL_CONVOLUTION_1D}, @code{GL_CONVOLUTION_2D}, or
3512 @code{GL_SEPARABLE_2D} for the 1D, 2D, or separable 2D filter,
3513 respectively.
3514
3515 @var{pname} selects the parameter to be changed.
3516 @code{GL_CONVOLUTION_FILTER_SCALE} and @code{GL_CONVOLUTION_FILTER_BIAS}
3517 affect the definition of the convolution filter kernel; see
3518 @code{glConvolutionFilter1D}, @code{glConvolutionFilter2D}, and
3519 @code{glSeparableFilter2D} for details. In these cases, @var{params}v is
3520 an array of four values to be applied to red, green, blue, and alpha
3521 values, respectively. The initial value for
3522 @code{GL_CONVOLUTION_FILTER_SCALE} is (1, 1, 1, 1), and the initial
3523 value for @code{GL_CONVOLUTION_FILTER_BIAS} is (0, 0, 0, 0).
3524
3525 A @var{pname} value of @code{GL_CONVOLUTION_BORDER_MODE} controls the
3526 convolution border mode. The accepted modes are:
3527
3528 @table @asis
3529 @item @code{GL_REDUCE}
3530 The image resulting from convolution is smaller than the source image.
3531 If the filter width is @r{@var{Wf}} and height is @r{@var{Hf}}, and the
3532 source image width is @r{@var{Ws}} and height is @r{@var{Hs}}, then the
3533 convolved image width will be @r{@var{Ws}-@var{Wf}+1} and height will be
3534 @r{@var{Hs}-@var{Hf}+1}. (If this reduction would generate an image with
3535 zero or negative width and/or height, the output is simply null, with no
3536 error generated.) The coordinates of the image resulting from
3537 convolution are zero through @r{@var{Ws}-@var{Wf}} in width and zero
3538 through @r{@var{Hs}-@var{Hf}} in height.
3539
3540 @item @code{GL_CONSTANT_BORDER}
3541 The image resulting from convolution is the same size as the source
3542 image, and processed as if the source image were surrounded by pixels
3543 with their color specified by the @code{GL_CONVOLUTION_BORDER_COLOR}.
3544
3545 @item @code{GL_REPLICATE_BORDER}
3546 The image resulting from convolution is the same size as the source
3547 image, and processed as if the outermost pixel on the border of the
3548 source image were replicated.
3549
3550 @end table
3551
3552 @code{GL_INVALID_ENUM} is generated if @var{target} is not one of the
3553 allowable values.
3554
3555 @code{GL_INVALID_ENUM} is generated if @var{pname} is not one of the
3556 allowable values.
3557
3558 @code{GL_INVALID_ENUM} is generated if @var{pname} is
3559 @code{GL_CONVOLUTION_BORDER_MODE} and @var{params} is not one of
3560 @code{GL_REDUCE}, @code{GL_CONSTANT_BORDER}, or
3561 @code{GL_REPLICATE_BORDER}.
3562
3563 @code{GL_INVALID_OPERATION} is generated if
3564 @code{glConvolutionParameter} is executed between the execution of
3565 @code{glBegin} and the corresponding execution of @code{glEnd}.
3566
3567 @end deftypefun
3568
3569 @deftypefun void glCopyColorSubTable target start x y width
3570 Respecify a portion of a color table.
3571
3572 @table @asis
3573 @item @var{target}
3574 Must be one of @code{GL_COLOR_TABLE},
3575 @code{GL_POST_CONVOLUTION_COLOR_TABLE}, or
3576 @code{GL_POST_COLOR_MATRIX_COLOR_TABLE}.
3577
3578 @item @var{start}
3579 The starting index of the portion of the color table to be replaced.
3580
3581 @item @var{x}
3582 @itemx @var{y}
3583 The window coordinates of the left corner of the row of pixels to be
3584 copied.
3585
3586 @item @var{width}
3587 The number of table entries to replace.
3588
3589 @end table
3590
3591 @code{glCopyColorSubTable} is used to respecify a contiguous portion of
3592 a color table previously defined using @code{glColorTable}. The pixels
3593 copied from the framebuffer replace the portion of the existing table
3594 from indices @var{start} to @r{@var{start}+@var{x}-1}, inclusive. This
3595 region may not include any entries outside the range of the color table,
3596 as was originally specified. It is not an error to specify a subtexture
3597 with width of 0, but such a specification has no effect.
3598
3599 @code{GL_INVALID_VALUE} is generated if @var{target} is not a previously
3600 defined color table.
3601
3602 @code{GL_INVALID_VALUE} is generated if @var{target} is not one of the
3603 allowable values.
3604
3605 @code{GL_INVALID_VALUE} is generated if
3606 @r{@var{start}+@var{x}>@var{width}}.
3607
3608 @code{GL_INVALID_OPERATION} is generated if @code{glCopyColorSubTable}
3609 is executed between the execution of @code{glBegin} and the
3610 corresponding execution of @code{glEnd}.
3611
3612 @end deftypefun
3613
3614 @deftypefun void glCopyColorTable target internalformat x y width
3615 Copy pixels into a color table.
3616
3617 @table @asis
3618 @item @var{target}
3619 The color table target. Must be @code{GL_COLOR_TABLE},
3620 @code{GL_POST_CONVOLUTION_COLOR_TABLE}, or
3621 @code{GL_POST_COLOR_MATRIX_COLOR_TABLE}.
3622
3623 @item @var{internalformat}
3624 The internal storage format of the texture image. Must be one of the
3625 following symbolic constants: @code{GL_ALPHA}, @code{GL_ALPHA4},
3626 @code{GL_ALPHA8}, @code{GL_ALPHA12}, @code{GL_ALPHA16},
3627 @code{GL_LUMINANCE}, @code{GL_LUMINANCE4}, @code{GL_LUMINANCE8},
3628 @code{GL_LUMINANCE12}, @code{GL_LUMINANCE16}, @code{GL_LUMINANCE_ALPHA},
3629 @code{GL_LUMINANCE4_ALPHA4}, @code{GL_LUMINANCE6_ALPHA2},
3630 @code{GL_LUMINANCE8_ALPHA8}, @code{GL_LUMINANCE12_ALPHA4},
3631 @code{GL_LUMINANCE12_ALPHA12}, @code{GL_LUMINANCE16_ALPHA16},
3632 @code{GL_INTENSITY}, @code{GL_INTENSITY4}, @code{GL_INTENSITY8},
3633 @code{GL_INTENSITY12}, @code{GL_INTENSITY16}, @code{GL_R3_G3_B2},
3634 @code{GL_RGB}, @code{GL_RGB4}, @code{GL_RGB5}, @code{GL_RGB8},
3635 @code{GL_RGB10}, @code{GL_RGB12}, @code{GL_RGB16}, @code{GL_RGBA},
3636 @code{GL_RGBA2}, @code{GL_RGBA4}, @code{GL_RGB5_A1}, @code{GL_RGBA8},
3637 @code{GL_RGB10_A2}, @code{GL_RGBA12}, or @code{GL_RGBA16}.
3638
3639 @item @var{x}
3640 The x coordinate of the lower-left corner of the pixel rectangle to be
3641 transferred to the color table.
3642
3643 @item @var{y}
3644 The y coordinate of the lower-left corner of the pixel rectangle to be
3645 transferred to the color table.
3646
3647 @item @var{width}
3648 The width of the pixel rectangle.
3649
3650 @end table
3651
3652 @code{glCopyColorTable} loads a color table with pixels from the current
3653 @code{GL_READ_BUFFER} (rather than from main memory, as is the case for
3654 @code{glColorTable}).
3655
3656 The screen-aligned pixel rectangle with lower-left corner at (@var{x},\
3657 @var{y}) having width @var{width} and height 1 is loaded into the color
3658 table. If any pixels within this region are outside the window that is
3659 associated with the GL context, the values obtained for those pixels are
3660 undefined.
3661
3662 The pixels in the rectangle are processed just as if @code{glReadPixels}
3663 were called, with @var{internalformat} set to RGBA, but processing stops
3664 after the final conversion to RGBA.
3665
3666 The four scale parameters and the four bias parameters that are defined
3667 for the table are then used to scale and bias the R, G, B, and A
3668 components of each pixel. The scale and bias parameters are set by
3669 calling @code{glColorTableParameter}.
3670
3671 Next, the R, G, B, and A values are clamped to the range @r{[0,1]}. Each
3672 pixel is then converted to the internal format specified by
3673 @var{internalformat}. This conversion simply maps the component values
3674 of the pixel (R, G, B, and A) to the values included in the internal
3675 format (red, green, blue, alpha, luminance, and intensity). The mapping
3676 is as follows:
3677
3678
3679
3680 @table @asis
3681 @item @strong{Internal Format}
3682 @strong{Red}, @strong{Green}, @strong{Blue}, @strong{Alpha},
3683 @strong{Luminance}, @strong{Intensity}
3684
3685 @item @code{GL_ALPHA}
3686 , , , A , ,
3687
3688 @item @code{GL_LUMINANCE}
3689 , , , , R ,
3690
3691 @item @code{GL_LUMINANCE_ALPHA}
3692 , , , A , R ,
3693
3694 @item @code{GL_INTENSITY}
3695 , , , , , R
3696
3697 @item @code{GL_RGB}
3698 R , G , B , , ,
3699
3700 @item @code{GL_RGBA}
3701 R , G , B , A , ,
3702
3703 @end table
3704
3705 Finally, the red, green, blue, alpha, luminance, and/or intensity
3706 components of the resulting pixels are stored in the color table. They
3707 form a one-dimensional table with indices in the range
3708 @r{[0,@var{width}-1]}.
3709
3710
3711
3712 @code{GL_INVALID_ENUM} is generated when @var{target} is not one of the
3713 allowable values.
3714
3715 @code{GL_INVALID_VALUE} is generated if @var{width} is less than zero.
3716
3717 @code{GL_INVALID_VALUE} is generated if @var{internalformat} is not one
3718 of the allowable values.
3719
3720 @code{GL_TABLE_TOO_LARGE} is generated if the requested color table is
3721 too large to be supported by the implementation.
3722
3723 @code{GL_INVALID_OPERATION} is generated if @code{glCopyColorTable} is
3724 executed between the execution of @code{glBegin} and the corresponding
3725 execution of @code{glEnd}.
3726
3727 @end deftypefun
3728
3729 @deftypefun void glCopyConvolutionFilter1D target internalformat x y width
3730 Copy pixels into a one-dimensional convolution filter.
3731
3732 @table @asis
3733 @item @var{target}
3734 Must be @code{GL_CONVOLUTION_1D}.
3735
3736 @item @var{internalformat}
3737 The internal format of the convolution filter kernel. The allowable
3738 values are @code{GL_ALPHA}, @code{GL_ALPHA4}, @code{GL_ALPHA8},
3739 @code{GL_ALPHA12}, @code{GL_ALPHA16}, @code{GL_LUMINANCE},
3740 @code{GL_LUMINANCE4}, @code{GL_LUMINANCE8}, @code{GL_LUMINANCE12},
3741 @code{GL_LUMINANCE16}, @code{GL_LUMINANCE_ALPHA},
3742 @code{GL_LUMINANCE4_ALPHA4}, @code{GL_LUMINANCE6_ALPHA2},
3743 @code{GL_LUMINANCE8_ALPHA8}, @code{GL_LUMINANCE12_ALPHA4},
3744 @code{GL_LUMINANCE12_ALPHA12}, @code{GL_LUMINANCE16_ALPHA16},
3745 @code{GL_INTENSITY}, @code{GL_INTENSITY4}, @code{GL_INTENSITY8},
3746 @code{GL_INTENSITY12}, @code{GL_INTENSITY16}, @code{GL_R3_G3_B2},
3747 @code{GL_RGB}, @code{GL_RGB4}, @code{GL_RGB5}, @code{GL_RGB8},
3748 @code{GL_RGB10}, @code{GL_RGB12}, @code{GL_RGB16}, @code{GL_RGBA},
3749 @code{GL_RGBA2}, @code{GL_RGBA4}, @code{GL_RGB5_A1}, @code{GL_RGBA8},
3750 @code{GL_RGB10_A2}, @code{GL_RGBA12}, or @code{GL_RGBA16}.
3751
3752 @item @var{x}
3753 @itemx @var{y}
3754 The window space coordinates of the lower-left coordinate of the pixel
3755 array to copy.
3756
3757 @item @var{width}
3758 The width of the pixel array to copy.
3759
3760 @end table
3761
3762 @code{glCopyConvolutionFilter1D} defines a one-dimensional convolution
3763 filter kernel with pixels from the current @code{GL_READ_BUFFER} (rather
3764 than from main memory, as is the case for @code{glConvolutionFilter1D}).
3765
3766 The screen-aligned pixel rectangle with lower-left corner at (@var{x},\
3767 @var{y}), width @var{width} and height 1 is used to define the
3768 convolution filter. If any pixels within this region are outside the
3769 window that is associated with the GL context, the values obtained for
3770 those pixels are undefined.
3771
3772 The pixels in the rectangle are processed exactly as if
3773 @code{glReadPixels} had been called with @var{format} set to RGBA, but
3774 the process stops just before final conversion. The R, G, B, and A
3775 components of each pixel are next scaled by the four 1D
3776 @code{GL_CONVOLUTION_FILTER_SCALE} parameters and biased by the four 1D
3777 @code{GL_CONVOLUTION_FILTER_BIAS} parameters. (The scale and bias
3778 parameters are set by @code{glConvolutionParameter} using the
3779 @code{GL_CONVOLUTION_1D} target and the names
3780 @code{GL_CONVOLUTION_FILTER_SCALE} and
3781 @code{GL_CONVOLUTION_FILTER_BIAS}. The parameters themselves are vectors
3782 of four values that are applied to red, green, blue, and alpha, in that
3783 order.) The R, G, B, and A values are not clamped to [0,1] at any time
3784 during this process.
3785
3786 Each pixel is then converted to the internal format specified by
3787 @var{internalformat}. This conversion simply maps the component values
3788 of the pixel (R, G, B, and A) to the values included in the internal
3789 format (red, green, blue, alpha, luminance, and intensity). The mapping
3790 is as follows:
3791
3792
3793
3794 @table @asis
3795 @item @strong{Internal Format}
3796 @strong{Red}, @strong{Green}, @strong{Blue}, @strong{Alpha},
3797 @strong{Luminance}, @strong{Intensity}
3798
3799 @item @code{GL_ALPHA}
3800 , , , A , ,
3801
3802 @item @code{GL_LUMINANCE}
3803 , , , , R ,
3804
3805 @item @code{GL_LUMINANCE_ALPHA}
3806 , , , A , R ,
3807
3808 @item @code{GL_INTENSITY}
3809 , , , , , R
3810
3811 @item @code{GL_RGB}
3812 R , G , B , , ,
3813
3814 @item @code{GL_RGBA}
3815 R , G , B , A , ,
3816
3817 @end table
3818
3819 The red, green, blue, alpha, luminance, and/or intensity components of
3820 the resulting pixels are stored in floating-point rather than integer
3821 format.
3822
3823 Pixel ordering is such that lower x screen coordinates correspond to
3824 lower @var{i} filter image coordinates.
3825
3826 Note that after a convolution is performed, the resulting color
3827 components are also scaled by their corresponding
3828 @code{GL_POST_CONVOLUTION_c_SCALE} parameters and biased by their
3829 corresponding @code{GL_POST_CONVOLUTION_c_BIAS} parameters (where
3830 @var{c} takes on the values @strong{RED}, @strong{GREEN}, @strong{BLUE},
3831 and @strong{ALPHA}). These parameters are set by @code{glPixelTransfer}.
3832
3833 @code{GL_INVALID_ENUM} is generated if @var{target} is not
3834 @code{GL_CONVOLUTION_1D}.
3835
3836 @code{GL_INVALID_ENUM} is generated if @var{internalformat} is not one
3837 of the allowable values.
3838
3839 @code{GL_INVALID_VALUE} is generated if @var{width} is less than zero or
3840 greater than the maximum supported value. This value may be queried with
3841 @code{glGetConvolutionParameter} using target @code{GL_CONVOLUTION_1D}
3842 and name @code{GL_MAX_CONVOLUTION_WIDTH}.
3843
3844 @code{GL_INVALID_OPERATION} is generated if
3845 @code{glCopyConvolutionFilter1D} is executed between the execution of
3846 @code{glBegin} and the corresponding execution of @code{glEnd}.
3847
3848 @end deftypefun
3849
3850 @deftypefun void glCopyConvolutionFilter2D target internalformat x y width height
3851 Copy pixels into a two-dimensional convolution filter.
3852
3853 @table @asis
3854 @item @var{target}
3855 Must be @code{GL_CONVOLUTION_2D}.
3856
3857 @item @var{internalformat}
3858 The internal format of the convolution filter kernel. The allowable
3859 values are @code{GL_ALPHA}, @code{GL_ALPHA4}, @code{GL_ALPHA8},
3860 @code{GL_ALPHA12}, @code{GL_ALPHA16}, @code{GL_LUMINANCE},
3861 @code{GL_LUMINANCE4}, @code{GL_LUMINANCE8}, @code{GL_LUMINANCE12},
3862 @code{GL_LUMINANCE16}, @code{GL_LUMINANCE_ALPHA},
3863 @code{GL_LUMINANCE4_ALPHA4}, @code{GL_LUMINANCE6_ALPHA2},
3864 @code{GL_LUMINANCE8_ALPHA8}, @code{GL_LUMINANCE12_ALPHA4},
3865 @code{GL_LUMINANCE12_ALPHA12}, @code{GL_LUMINANCE16_ALPHA16},
3866 @code{GL_INTENSITY}, @code{GL_INTENSITY4}, @code{GL_INTENSITY8},
3867 @code{GL_INTENSITY12}, @code{GL_INTENSITY16}, @code{GL_R3_G3_B2},
3868 @code{GL_RGB}, @code{GL_RGB4}, @code{GL_RGB5}, @code{GL_RGB8},
3869 @code{GL_RGB10}, @code{GL_RGB12}, @code{GL_RGB16}, @code{GL_RGBA},
3870 @code{GL_RGBA2}, @code{GL_RGBA4}, @code{GL_RGB5_A1}, @code{GL_RGBA8},
3871 @code{GL_RGB10_A2}, @code{GL_RGBA12}, or @code{GL_RGBA16}.
3872
3873 @item @var{x}
3874 @itemx @var{y}
3875 The window space coordinates of the lower-left coordinate of the pixel
3876 array to copy.
3877
3878 @item @var{width}
3879 The width of the pixel array to copy.
3880
3881 @item @var{height}
3882 The height of the pixel array to copy.
3883
3884 @end table
3885
3886 @code{glCopyConvolutionFilter2D} defines a two-dimensional convolution
3887 filter kernel with pixels from the current @code{GL_READ_BUFFER} (rather
3888 than from main memory, as is the case for @code{glConvolutionFilter2D}).
3889
3890 The screen-aligned pixel rectangle with lower-left corner at (@var{x},\
3891 @var{y}), width @var{width} and height @var{height} is used to define
3892 the convolution filter. If any pixels within this region are outside the
3893 window that is associated with the GL context, the values obtained for
3894 those pixels are undefined.
3895
3896 The pixels in the rectangle are processed exactly as if
3897 @code{glReadPixels} had been called with @var{format} set to RGBA, but
3898 the process stops just before final conversion. The R, G, B, and A
3899 components of each pixel are next scaled by the four 2D
3900 @code{GL_CONVOLUTION_FILTER_SCALE} parameters and biased by the four 2D
3901 @code{GL_CONVOLUTION_FILTER_BIAS} parameters. (The scale and bias
3902 parameters are set by @code{glConvolutionParameter} using the
3903 @code{GL_CONVOLUTION_2D} target and the names
3904 @code{GL_CONVOLUTION_FILTER_SCALE} and
3905 @code{GL_CONVOLUTION_FILTER_BIAS}. The parameters themselves are vectors
3906 of four values that are applied to red, green, blue, and alpha, in that
3907 order.) The R, G, B, and A values are not clamped to [0,1] at any time
3908 during this process.
3909
3910 Each pixel is then converted to the internal format specified by
3911 @var{internalformat}. This conversion simply maps the component values
3912 of the pixel (R, G, B, and A) to the values included in the internal
3913 format (red, green, blue, alpha, luminance, and intensity). The mapping
3914 is as follows:
3915
3916
3917
3918 @table @asis
3919 @item @strong{Internal Format}
3920 @strong{Red}, @strong{Green}, @strong{Blue}, @strong{Alpha},
3921 @strong{Luminance}, @strong{Intensity}
3922
3923 @item @code{GL_ALPHA}
3924 , , , A , ,
3925
3926 @item @code{GL_LUMINANCE}
3927 , , , , R ,
3928
3929 @item @code{GL_LUMINANCE_ALPHA}
3930 , , , A , R ,
3931
3932 @item @code{GL_INTENSITY}
3933 , , , , , R
3934
3935 @item @code{GL_RGB}
3936 R , G , B , , ,
3937
3938 @item @code{GL_RGBA}
3939 R , G , B , A , ,
3940
3941 @end table
3942
3943 The red, green, blue, alpha, luminance, and/or intensity components of
3944 the resulting pixels are stored in floating-point rather than integer
3945 format.
3946
3947 Pixel ordering is such that lower x screen coordinates correspond to
3948 lower @var{i} filter image coordinates, and lower y screen coordinates
3949 correspond to lower @var{j} filter image coordinates.
3950
3951 Note that after a convolution is performed, the resulting color
3952 components are also scaled by their corresponding
3953 @code{GL_POST_CONVOLUTION_c_SCALE} parameters and biased by their
3954 corresponding @code{GL_POST_CONVOLUTION_c_BIAS} parameters (where
3955 @var{c} takes on the values @strong{RED}, @strong{GREEN}, @strong{BLUE},
3956 and @strong{ALPHA}). These parameters are set by @code{glPixelTransfer}.
3957
3958 @code{GL_INVALID_ENUM} is generated if @var{target} is not
3959 @code{GL_CONVOLUTION_2D}.
3960
3961 @code{GL_INVALID_ENUM} is generated if @var{internalformat} is not one
3962 of the allowable values.
3963
3964 @code{GL_INVALID_VALUE} is generated if @var{width} is less than zero or
3965 greater than the maximum supported value. This value may be queried with
3966 @code{glGetConvolutionParameter} using target @code{GL_CONVOLUTION_2D}
3967 and name @code{GL_MAX_CONVOLUTION_WIDTH}.
3968
3969 @code{GL_INVALID_VALUE} is generated if @var{height} is less than zero
3970 or greater than the maximum supported value. This value may be queried
3971 with @code{glGetConvolutionParameter} using target
3972 @code{GL_CONVOLUTION_2D} and name @code{GL_MAX_CONVOLUTION_HEIGHT}.
3973
3974 @code{GL_INVALID_OPERATION} is generated if
3975 @code{glCopyConvolutionFilter2D} is executed between the execution of
3976 @code{glBegin} and the corresponding execution of @code{glEnd}.
3977
3978 @end deftypefun
3979
3980 @deftypefun void glCopyPixels x y width height type
3981 Copy pixels in the frame buffer.
3982
3983 @table @asis
3984 @item @var{x}
3985 @itemx @var{y}
3986 Specify the window coordinates of the lower left corner of the
3987 rectangular region of pixels to be copied.
3988
3989 @item @var{width}
3990 @itemx @var{height}
3991 Specify the dimensions of the rectangular region of pixels to be copied.
3992 Both must be nonnegative.
3993
3994 @item @var{type}
3995 Specifies whether color values, depth values, or stencil values are to
3996 be copied. Symbolic constants @code{GL_COLOR}, @code{GL_DEPTH}, and
3997 @code{GL_STENCIL} are accepted.
3998
3999 @end table
4000
4001 @code{glCopyPixels} copies a screen-aligned rectangle of pixels from the
4002 specified frame buffer location to a region relative to the current
4003 raster position. Its operation is well defined only if the entire pixel
4004 source region is within the exposed portion of the window. Results of
4005 copies from outside the window, or from regions of the window that are
4006 not exposed, are hardware dependent and undefined.
4007
4008 @var{x} and @var{y} specify the window coordinates of the lower left
4009 corner of the rectangular region to be copied. @var{width} and
4010 @var{height} specify the dimensions of the rectangular region to be
4011 copied. Both @var{width} and @var{height} must not be negative.
4012
4013 Several parameters control the processing of the pixel data while it is
4014 being copied. These parameters are set with three commands:
4015 @code{glPixelTransfer}, @code{glPixelMap}, and @code{glPixelZoom}. This
4016 reference page describes the effects on @code{glCopyPixels} of most, but
4017 not all, of the parameters specified by these three commands.
4018
4019 @code{glCopyPixels} copies values from each pixel with the lower
4020 left-hand corner at @r{(@var{x}+@var{i},@var{y}+@var{j})} for
4021 @r{0<=@var{i}<@var{width}} and @r{0<=@var{j}<@var{height}}. This pixel
4022 is said to be the @r{@var{i}}th pixel in the @r{@var{j}}th row. Pixels
4023 are copied in row order from the lowest to the highest row, left to
4024 right in each row.
4025
4026 @var{type} specifies whether color, depth, or stencil data is to be
4027 copied. The details of the transfer for each data type are as follows:
4028
4029 @table @asis
4030 @item @code{GL_COLOR}
4031 Indices or RGBA colors are read from the buffer currently specified as
4032 the read source buffer (see @code{glReadBuffer}). If the GL is in color
4033 index mode, each index that is read from this buffer is converted to a
4034 fixed-point format with an unspecified number of bits to the right of
4035 the binary point. Each index is then shifted left by
4036 @code{GL_INDEX_SHIFT} bits, and added to @code{GL_INDEX_OFFSET}. If
4037 @code{GL_INDEX_SHIFT} is negative, the shift is to the right. In either
4038 case, zero bits fill otherwise unspecified bit locations in the result.
4039 If @code{GL_MAP_COLOR} is true, the index is replaced with the value
4040 that it references in lookup table @code{GL_PIXEL_MAP_I_TO_I}. Whether
4041 the lookup replacement of the index is done or not, the integer part of
4042 the index is then ANDed with @r{2^@var{b}-1}, where @r{@var{b}} is the
4043 number of bits in a color index buffer.
4044
4045 If the GL is in RGBA mode, the red, green, blue, and alpha components of
4046 each pixel that is read are converted to an internal floating-point
4047 format with unspecified precision. The conversion maps the largest
4048 representable component value to 1.0, and component value 0 to 0.0. The
4049 resulting floating-point color values are then multiplied by
4050 @code{GL_c_SCALE} and added to @code{GL_c_BIAS}, where @var{c} is RED,
4051 GREEN, BLUE, and ALPHA for the respective color components. The results
4052 are clamped to the range [0,1]. If @code{GL_MAP_COLOR} is true, each
4053 color component is scaled by the size of lookup table
4054 @code{GL_PIXEL_MAP_c_TO_c}, then replaced by the value that it
4055 references in that table. @var{c} is R, G, B, or A.
4056
4057 If the @code{ARB_imaging} extension is supported, the color values may
4058 be additionally processed by color-table lookups, color-matrix
4059 transformations, and convolution filters.
4060
4061 The GL then converts the resulting indices or RGBA colors to fragments
4062 by attaching the current raster position @var{z} coordinate and texture
4063 coordinates to each pixel, then assigning window coordinates
4064 @r{(@var{x}_@var{r}+@var{i},@var{y}_@var{r}+@var{j})}, where
4065 @r{(@var{x}_@var{r},@var{y}_@var{r})} is the current raster position,
4066 and the pixel was the @r{@var{i}}th pixel in the @r{@var{j}}th row.
4067 These pixel fragments are then treated just like the fragments generated
4068 by rasterizing points, lines, or polygons. Texture mapping, fog, and all
4069 the fragment operations are applied before the fragments are written to
4070 the frame buffer.
4071
4072 @item @code{GL_DEPTH}
4073 Depth values are read from the depth buffer and converted directly to an
4074 internal floating-point format with unspecified precision. The resulting
4075 floating-point depth value is then multiplied by @code{GL_DEPTH_SCALE}
4076 and added to @code{GL_DEPTH_BIAS}. The result is clamped to the range
4077 [0,1].
4078
4079 The GL then converts the resulting depth components to fragments by
4080 attaching the current raster position color or color index and texture
4081 coordinates to each pixel, then assigning window coordinates
4082 @r{(@var{x}_@var{r}+@var{i},@var{y}_@var{r}+@var{j})}, where
4083 @r{(@var{x}_@var{r},@var{y}_@var{r})} is the current raster position,
4084 and the pixel was the @r{@var{i}}th pixel in the @r{@var{j}}th row.
4085 These pixel fragments are then treated just like the fragments generated
4086 by rasterizing points, lines, or polygons. Texture mapping, fog, and all
4087 the fragment operations are applied before the fragments are written to
4088 the frame buffer.
4089
4090 @item @code{GL_STENCIL}
4091 Stencil indices are read from the stencil buffer and converted to an
4092 internal fixed-point format with an unspecified number of bits to the
4093 right of the binary point. Each fixed-point index is then shifted left
4094 by @code{GL_INDEX_SHIFT} bits, and added to @code{GL_INDEX_OFFSET}. If
4095 @code{GL_INDEX_SHIFT} is negative, the shift is to the right. In either
4096 case, zero bits fill otherwise unspecified bit locations in the result.
4097 If @code{GL_MAP_STENCIL} is true, the index is replaced with the value
4098 that it references in lookup table @code{GL_PIXEL_MAP_S_TO_S}. Whether
4099 the lookup replacement of the index is done or not, the integer part of
4100 the index is then ANDed with @r{2^@var{b}-1}, where @r{@var{b}} is the
4101 number of bits in the stencil buffer. The resulting stencil indices are
4102 then written to the stencil buffer such that the index read from the
4103 @r{@var{i}}th location of the @r{@var{j}}th row is written to location
4104 @r{(@var{x}_@var{r}+@var{i},@var{y}_@var{r}+@var{j})}, where
4105 @r{(@var{x}_@var{r},@var{y}_@var{r})} is the current raster position.
4106 Only the pixel ownership test, the scissor test, and the stencil
4107 writemask affect these write operations.
4108
4109 @end table
4110
4111 The rasterization described thus far assumes pixel zoom factors of 1.0.
4112 If @code{glPixelZoom} is used to change the @r{@var{x}} and @r{@var{y}}
4113 pixel zoom factors, pixels are converted to fragments as follows. If
4114 @r{(@var{x}_@var{r},@var{y}_@var{r})} is the current raster position,
4115 and a given pixel is in the @r{@var{i}}th location in the @r{@var{j}}th
4116 row of the source pixel rectangle, then fragments are generated for
4117 pixels whose centers are in the rectangle with corners at
4118
4119 @r{(@var{x}_@var{r}+@var{zoom}_@var{x},⁢@var{i},@var{y}_@var{r}+@var{zoom}_@var{y},⁢@var{j})}
4120
4121 and
4122
4123 @r{(@var{x}_@var{r}+@var{zoom}_@var{x},⁡(@var{i}+1,),@var{y}_@var{r}+@var{zoom}_@var{y},⁡(@var{j}+1,))}
4124
4125 where @r{@var{zoom}_@var{x}} is the value of @code{GL_ZOOM_X} and
4126 @r{@var{zoom}_@var{y}} is the value of @code{GL_ZOOM_Y}.
4127
4128 @code{GL_INVALID_ENUM} is generated if @var{type} is not an accepted
4129 value.
4130
4131 @code{GL_INVALID_VALUE} is generated if either @var{width} or
4132 @var{height} is negative.
4133
4134 @code{GL_INVALID_OPERATION} is generated if @var{type} is
4135 @code{GL_DEPTH} and there is no depth buffer.
4136
4137 @code{GL_INVALID_OPERATION} is generated if @var{type} is
4138 @code{GL_STENCIL} and there is no stencil buffer.
4139
4140 @code{GL_INVALID_OPERATION} is generated if @code{glCopyPixels} is
4141 executed between the execution of @code{glBegin} and the corresponding
4142 execution of @code{glEnd}.
4143
4144 @end deftypefun
4145
4146 @deftypefun void glCopyTexImage1D target level internalformat x y width border
4147 Copy pixels into a 1D texture image.
4148
4149 @table @asis
4150 @item @var{target}
4151 Specifies the target texture. Must be @code{GL_TEXTURE_1D}.
4152
4153 @item @var{level}
4154 Specifies the level-of-detail number. Level 0 is the base image level.
4155 Level @var{n} is the @var{n}th mipmap reduction image.
4156
4157 @item @var{internalformat}
4158 Specifies the internal format of the texture. Must be one of the
4159 following symbolic constants: @code{GL_ALPHA}, @code{GL_ALPHA4},
4160 @code{GL_ALPHA8}, @code{GL_ALPHA12}, @code{GL_ALPHA16},
4161 @code{GL_COMPRESSED_ALPHA}, @code{GL_COMPRESSED_LUMINANCE},
4162 @code{GL_COMPRESSED_LUMINANCE_ALPHA}, @code{GL_COMPRESSED_INTENSITY},
4163 @code{GL_COMPRESSED_RGB}, @code{GL_COMPRESSED_RGBA},
4164 @code{GL_DEPTH_COMPONENT}, @code{GL_DEPTH_COMPONENT16},
4165 @code{GL_DEPTH_COMPONENT24}, @code{GL_DEPTH_COMPONENT32},
4166 @code{GL_LUMINANCE}, @code{GL_LUMINANCE4}, @code{GL_LUMINANCE8},
4167 @code{GL_LUMINANCE12}, @code{GL_LUMINANCE16}, @code{GL_LUMINANCE_ALPHA},
4168 @code{GL_LUMINANCE4_ALPHA4}, @code{GL_LUMINANCE6_ALPHA2},
4169 @code{GL_LUMINANCE8_ALPHA8}, @code{GL_LUMINANCE12_ALPHA4},
4170 @code{GL_LUMINANCE12_ALPHA12}, @code{GL_LUMINANCE16_ALPHA16},
4171 @code{GL_INTENSITY}, @code{GL_INTENSITY4}, @code{GL_INTENSITY8},
4172 @code{GL_INTENSITY12}, @code{GL_INTENSITY16}, @code{GL_RGB},
4173 @code{GL_R3_G3_B2}, @code{GL_RGB4}, @code{GL_RGB5}, @code{GL_RGB8},
4174 @code{GL_RGB10}, @code{GL_RGB12}, @code{GL_RGB16}, @code{GL_RGBA},
4175 @code{GL_RGBA2}, @code{GL_RGBA4}, @code{GL_RGB5_A1}, @code{GL_RGBA8},
4176 @code{GL_RGB10_A2}, @code{GL_RGBA12}, @code{GL_RGBA16},
4177 @code{GL_SLUMINANCE}, @code{GL_SLUMINANCE8}, @code{GL_SLUMINANCE_ALPHA},
4178 @code{GL_SLUMINANCE8_ALPHA8}, @code{GL_SRGB}, @code{GL_SRGB8},
4179 @code{GL_SRGB_ALPHA}, or @code{GL_SRGB8_ALPHA8}.
4180
4181 @item @var{x}
4182 @itemx @var{y}
4183 Specify the window coordinates of the left corner of the row of pixels
4184 to be copied.
4185
4186 @item @var{width}
4187 Specifies the width of the texture image. Must be 0 or
4188 @r{2^@var{n}+2⁡(@var{border},)} for some integer @r{@var{n}}. The height
4189 of the texture image is 1.
4190
4191 @item @var{border}
4192 Specifies the width of the border. Must be either 0 or 1.
4193
4194 @end table
4195
4196 @code{glCopyTexImage1D} defines a one-dimensional texture image with
4197 pixels from the current @code{GL_READ_BUFFER}.
4198
4199 The screen-aligned pixel row with left corner at @r{(@var{x},@var{y})}
4200 and with a length of @r{@var{width}+2⁡(@var{border},)} defines the
4201 texture array at the mipmap level specified by @var{level}.
4202 @var{internalformat} specifies the internal format of the texture array.
4203
4204 The pixels in the row are processed exactly as if @code{glCopyPixels}
4205 had been called, but the process stops just before final conversion. At
4206 this point all pixel component values are clamped to the range @r{[0,1]}
4207 and then converted to the texture's internal format for storage in the
4208 texel array.
4209
4210 Pixel ordering is such that lower @r{@var{x}} screen coordinates
4211 correspond to lower texture coordinates.
4212
4213 If any of the pixels within the specified row of the current
4214 @code{GL_READ_BUFFER} are outside the window associated with the current
4215 rendering context, then the values obtained for those pixels are
4216 undefined.
4217
4218 @code{glCopyTexImage1D} defines a one-dimensional texture image with
4219 pixels from the current @code{GL_READ_BUFFER}.
4220
4221 When @var{internalformat} is one of the sRGB types, the GL does not
4222 automatically convert the source pixels to the sRGB color space. In this
4223 case, the @code{glPixelMap} function can be used to accomplish the
4224 conversion.
4225
4226 @code{GL_INVALID_ENUM} is generated if @var{target} is not one of the
4227 allowable values.
4228
4229 @code{GL_INVALID_VALUE} is generated if @var{level} is less than 0.
4230
4231 @code{GL_INVALID_VALUE} may be generated if @var{level} is greater than
4232 @r{@var{log}_2⁢@var{max}}, where @r{@var{max}} is the returned value of
4233 @code{GL_MAX_TEXTURE_SIZE}.
4234
4235 @code{GL_INVALID_VALUE} is generated if @var{internalformat} is not an
4236 allowable value.
4237
4238 @code{GL_INVALID_VALUE} is generated if @var{width} is less than 0 or
4239 greater than 2 + @code{GL_MAX_TEXTURE_SIZE}.
4240
4241 @code{GL_INVALID_VALUE} is generated if non-power-of-two textures are
4242 not supported and the @var{width} cannot be represented as
4243 @r{2^@var{n}+2⁡(@var{border},)} for some integer value of @var{n}.
4244
4245 @code{GL_INVALID_VALUE} is generated if @var{border} is not 0 or 1.
4246
4247 @code{GL_INVALID_OPERATION} is generated if @code{glCopyTexImage1D} is
4248 executed between the execution of @code{glBegin} and the corresponding
4249 execution of @code{glEnd}.
4250
4251 @code{GL_INVALID_OPERATION} is generated if @var{internalformat} is
4252 @code{GL_DEPTH_COMPONENT}, @code{GL_DEPTH_COMPONENT16},
4253 @code{GL_DEPTH_COMPONENT24}, or @code{GL_DEPTH_COMPONENT32} and there is
4254 no depth buffer.
4255
4256 @end deftypefun
4257
4258 @deftypefun void glCopyTexImage2D target level internalformat x y width height border
4259 Copy pixels into a 2D texture image.
4260
4261 @table @asis
4262 @item @var{target}
4263 Specifies the target texture. Must be @code{GL_TEXTURE_2D},
4264 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_X},
4265 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_X},
4266 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Y},
4267 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Y},
4268 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Z}, or
4269 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Z}.
4270
4271 @item @var{level}
4272 Specifies the level-of-detail number. Level 0 is the base image level.
4273 Level @var{n} is the @var{n}th mipmap reduction image.
4274
4275 @item @var{internalformat}
4276 Specifies the internal format of the texture. Must be one of the
4277 following symbolic constants: @code{GL_ALPHA}, @code{GL_ALPHA4},
4278 @code{GL_ALPHA8}, @code{GL_ALPHA12}, @code{GL_ALPHA16},
4279 @code{GL_COMPRESSED_ALPHA}, @code{GL_COMPRESSED_LUMINANCE},
4280 @code{GL_COMPRESSED_LUMINANCE_ALPHA}, @code{GL_COMPRESSED_INTENSITY},
4281 @code{GL_COMPRESSED_RGB}, @code{GL_COMPRESSED_RGBA},
4282 @code{GL_DEPTH_COMPONENT}, @code{GL_DEPTH_COMPONENT16},
4283 @code{GL_DEPTH_COMPONENT24}, @code{GL_DEPTH_COMPONENT32},
4284 @code{GL_LUMINANCE}, @code{GL_LUMINANCE4}, @code{GL_LUMINANCE8},
4285 @code{GL_LUMINANCE12}, @code{GL_LUMINANCE16}, @code{GL_LUMINANCE_ALPHA},
4286 @code{GL_LUMINANCE4_ALPHA4}, @code{GL_LUMINANCE6_ALPHA2},
4287 @code{GL_LUMINANCE8_ALPHA8}, @code{GL_LUMINANCE12_ALPHA4},
4288 @code{GL_LUMINANCE12_ALPHA12}, @code{GL_LUMINANCE16_ALPHA16},
4289 @code{GL_INTENSITY}, @code{GL_INTENSITY4}, @code{GL_INTENSITY8},
4290 @code{GL_INTENSITY12}, @code{GL_INTENSITY16}, @code{GL_RGB},
4291 @code{GL_R3_G3_B2}, @code{GL_RGB4}, @code{GL_RGB5}, @code{GL_RGB8},
4292 @code{GL_RGB10}, @code{GL_RGB12}, @code{GL_RGB16}, @code{GL_RGBA},
4293 @code{GL_RGBA2}, @code{GL_RGBA4}, @code{GL_RGB5_A1}, @code{GL_RGBA8},
4294 @code{GL_RGB10_A2}, @code{GL_RGBA12}, @code{GL_RGBA16},
4295 @code{GL_SLUMINANCE}, @code{GL_SLUMINANCE8}, @code{GL_SLUMINANCE_ALPHA},
4296 @code{GL_SLUMINANCE8_ALPHA8}, @code{GL_SRGB}, @code{GL_SRGB8},
4297 @code{GL_SRGB_ALPHA}, or @code{GL_SRGB8_ALPHA8}.
4298
4299 @item @var{x}
4300 @itemx @var{y}
4301 Specify the window coordinates of the lower left corner of the
4302 rectangular region of pixels to be copied.
4303
4304 @item @var{width}
4305 Specifies the width of the texture image. Must be 0 or
4306 @r{2^@var{n}+2⁡(@var{border},)} for some integer @r{@var{n}}.
4307
4308 @item @var{height}
4309 Specifies the height of the texture image. Must be 0 or
4310 @r{2^@var{m}+2⁡(@var{border},)} for some integer @r{@var{m}}.
4311
4312 @item @var{border}
4313 Specifies the width of the border. Must be either 0 or 1.
4314
4315 @end table
4316
4317 @code{glCopyTexImage2D} defines a two-dimensional texture image, or
4318 cube-map texture image with pixels from the current
4319 @code{GL_READ_BUFFER}.
4320
4321 The screen-aligned pixel rectangle with lower left corner at (@var{x},
4322 @var{y}) and with a width of @r{@var{width}+2⁡(@var{border},)} and a
4323 height of @r{@var{height}+2⁡(@var{border},)} defines the texture array
4324 at the mipmap level specified by @var{level}. @var{internalformat}
4325 specifies the internal format of the texture array.
4326
4327 The pixels in the rectangle are processed exactly as if
4328 @code{glCopyPixels} had been called, but the process stops just before
4329 final conversion. At this point all pixel component values are clamped
4330 to the range @r{[0,1]} and then converted to the texture's internal
4331 format for storage in the texel array.
4332
4333 Pixel ordering is such that lower @r{@var{x}} and @r{@var{y}} screen
4334 coordinates correspond to lower @r{@var{s}} and @r{@var{t}} texture
4335 coordinates.
4336
4337 If any of the pixels within the specified rectangle of the current
4338 @code{GL_READ_BUFFER} are outside the window associated with the current
4339 rendering context, then the values obtained for those pixels are
4340 undefined.
4341
4342 When @var{internalformat} is one of the sRGB types, the GL does not
4343 automatically convert the source pixels to the sRGB color space. In this
4344 case, the @code{glPixelMap} function can be used to accomplish the
4345 conversion.
4346
4347 @code{GL_INVALID_ENUM} is generated if @var{target} is not
4348 @code{GL_TEXTURE_2D}, @code{GL_TEXTURE_CUBE_MAP_POSITIVE_X},
4349 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_X},
4350 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Y},
4351 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Y},
4352 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Z}, or
4353 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Z}.
4354
4355 @code{GL_INVALID_VALUE} is generated if @var{level} is less than 0.
4356
4357 @code{GL_INVALID_VALUE} may be generated if @var{level} is greater than
4358 @r{@var{log}_2⁢@var{max}}, where @r{@var{max}} is the returned value of
4359 @code{GL_MAX_TEXTURE_SIZE}.
4360
4361 @code{GL_INVALID_VALUE} is generated if @var{width} is less than 0 or
4362 greater than 2 + @code{GL_MAX_TEXTURE_SIZE}.
4363
4364 @code{GL_INVALID_VALUE} is generated if non-power-of-two textures are
4365 not supported and the @var{width} or @var{depth} cannot be represented
4366 as @r{2^@var{k}+2⁡(@var{border},)} for some integer @r{@var{k}}.
4367
4368 @code{GL_INVALID_VALUE} is generated if @var{border} is not 0 or 1.
4369
4370 @code{GL_INVALID_VALUE} is generated if @var{internalformat} is not an
4371 accepted format.
4372
4373 @code{GL_INVALID_OPERATION} is generated if @code{glCopyTexImage2D} is
4374 executed between the execution of @code{glBegin} and the corresponding
4375 execution of @code{glEnd}.
4376
4377 @code{GL_INVALID_OPERATION} is generated if @var{internalformat} is
4378 @code{GL_DEPTH_COMPONENT}, @code{GL_DEPTH_COMPONENT16},
4379 @code{GL_DEPTH_COMPONENT24}, or @code{GL_DEPTH_COMPONENT32} and there is
4380 no depth buffer.
4381
4382 @end deftypefun
4383
4384 @deftypefun void glCopyTexSubImage1D target level xoffset x y width
4385 Copy a one-dimensional texture subimage.
4386
4387 @table @asis
4388 @item @var{target}
4389 Specifies the target texture. Must be @code{GL_TEXTURE_1D}.
4390
4391 @item @var{level}
4392 Specifies the level-of-detail number. Level 0 is the base image level.
4393 Level @var{n} is the @var{n}th mipmap reduction image.
4394
4395 @item @var{xoffset}
4396 Specifies the texel offset within the texture array.
4397
4398 @item @var{x}
4399 @itemx @var{y}
4400 Specify the window coordinates of the left corner of the row of pixels
4401 to be copied.
4402
4403 @item @var{width}
4404 Specifies the width of the texture subimage.
4405
4406 @end table
4407
4408 @code{glCopyTexSubImage1D} replaces a portion of a one-dimensional
4409 texture image with pixels from the current @code{GL_READ_BUFFER} (rather
4410 than from main memory, as is the case for @code{glTexSubImage1D}).
4411
4412 The screen-aligned pixel row with left corner at (@var{x},\ @var{y}),
4413 and with length @var{width} replaces the portion of the texture array
4414 with x indices @var{xoffset} through @r{@var{xoffset}+@var{width}-1},
4415 inclusive. The destination in the texture array may not include any
4416 texels outside the texture array as it was originally specified.
4417
4418 The pixels in the row are processed exactly as if @code{glCopyPixels}
4419 had been called, but the process stops just before final conversion. At
4420 this point, all pixel component values are clamped to the range
4421 @r{[0,1]} and then converted to the texture's internal format for
4422 storage in the texel array.
4423
4424 It is not an error to specify a subtexture with zero width, but such a
4425 specification has no effect. If any of the pixels within the specified
4426 row of the current @code{GL_READ_BUFFER} are outside the read window
4427 associated with the current rendering context, then the values obtained
4428 for those pixels are undefined.
4429
4430 No change is made to the @var{internalformat}, @var{width}, or
4431 @var{border} parameters of the specified texture array or to texel
4432 values outside the specified subregion.
4433
4434 @code{GL_INVALID_ENUM} is generated if /@var{target} is not
4435 @code{GL_TEXTURE_1D}.
4436
4437 @code{GL_INVALID_OPERATION} is generated if the texture array has not
4438 been defined by a previous @code{glTexImage1D} or
4439 @code{glCopyTexImage1D} operation.
4440
4441 @code{GL_INVALID_VALUE} is generated if @var{level} is less than 0.
4442
4443 @code{GL_INVALID_VALUE} may be generated if
4444 @r{@var{level}>@var{log}_2⁡(@var{max},)}, where @var{max} is the
4445 returned value of @code{GL_MAX_TEXTURE_SIZE}.
4446
4447 @code{GL_INVALID_VALUE} is generated if @r{@var{xoffset}<-@var{b}}, or
4448 @r{(@var{xoffset}+@var{width},)>(@var{w}-@var{b},)}, where @r{@var{w}}
4449 is the @code{GL_TEXTURE_WIDTH} and @r{@var{b}} is the
4450 @code{GL_TEXTURE_BORDER} of the texture image being modified. Note that
4451 @r{@var{w}} includes twice the border width.
4452
4453
4454
4455 @end deftypefun
4456
4457 @deftypefun void glCopyTexSubImage2D target level xoffset yoffset x y width height
4458 Copy a two-dimensional texture subimage.
4459
4460 @table @asis
4461 @item @var{target}
4462 Specifies the target texture. Must be @code{GL_TEXTURE_2D},
4463 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_X},
4464 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_X},
4465 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Y},
4466 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Y},
4467 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Z}, or
4468 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Z}.
4469
4470 @item @var{level}
4471 Specifies the level-of-detail number. Level 0 is the base image level.
4472 Level @var{n} is the @var{n}th mipmap reduction image.
4473
4474 @item @var{xoffset}
4475 Specifies a texel offset in the x direction within the texture array.
4476
4477 @item @var{yoffset}
4478 Specifies a texel offset in the y direction within the texture array.
4479
4480 @item @var{x}
4481 @itemx @var{y}
4482 Specify the window coordinates of the lower left corner of the
4483 rectangular region of pixels to be copied.
4484
4485 @item @var{width}
4486 Specifies the width of the texture subimage.
4487
4488 @item @var{height}
4489 Specifies the height of the texture subimage.
4490
4491 @end table
4492
4493 @code{glCopyTexSubImage2D} replaces a rectangular portion of a
4494 two-dimensional texture image or cube-map texture image with pixels from
4495 the current @code{GL_READ_BUFFER} (rather than from main memory, as is
4496 the case for @code{glTexSubImage2D}).
4497
4498 The screen-aligned pixel rectangle with lower left corner at
4499 @r{(@var{x},@var{y})} and with width @var{width} and height @var{height}
4500 replaces the portion of the texture array with x indices @var{xoffset}
4501 through @r{@var{xoffset}+@var{width}-1}, inclusive, and y indices
4502 @var{yoffset} through @r{@var{yoffset}+@var{height}-1}, inclusive, at
4503 the mipmap level specified by @var{level}.
4504
4505 The pixels in the rectangle are processed exactly as if
4506 @code{glCopyPixels} had been called, but the process stops just before
4507 final conversion. At this point, all pixel component values are clamped
4508 to the range @r{[0,1]} and then converted to the texture's internal
4509 format for storage in the texel array.
4510
4511 The destination rectangle in the texture array may not include any
4512 texels outside the texture array as it was originally specified. It is
4513 not an error to specify a subtexture with zero width or height, but such
4514 a specification has no effect.
4515
4516 If any of the pixels within the specified rectangle of the current
4517 @code{GL_READ_BUFFER} are outside the read window associated with the
4518 current rendering context, then the values obtained for those pixels are
4519 undefined.
4520
4521 No change is made to the @var{internalformat}, @var{width},
4522 @var{height}, or @var{border} parameters of the specified texture array
4523 or to texel values outside the specified subregion.
4524
4525 @code{GL_INVALID_ENUM} is generated if @var{target} is not
4526 @code{GL_TEXTURE_2D}, @code{GL_TEXTURE_CUBE_MAP_POSITIVE_X},
4527 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_X},
4528 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Y},
4529 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Y},
4530 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Z}, or
4531 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Z}.
4532
4533 @code{GL_INVALID_OPERATION} is generated if the texture array has not
4534 been defined by a previous @code{glTexImage2D} or
4535 @code{glCopyTexImage2D} operation.
4536
4537 @code{GL_INVALID_VALUE} is generated if @var{level} is less than 0.
4538
4539 @code{GL_INVALID_VALUE} may be generated if
4540 @r{@var{level}>@var{log}_2⁡(@var{max},)}, where @r{@var{max}} is the
4541 returned value of @code{GL_MAX_TEXTURE_SIZE}.
4542
4543 @code{GL_INVALID_VALUE} is generated if @r{@var{xoffset}<-@var{b}},
4544 @r{(@var{xoffset}+@var{width},)>(@var{w}-@var{b},)},
4545 @r{@var{yoffset}<-@var{b}}, or
4546 @r{(@var{yoffset}+@var{height},)>(@var{h}-@var{b},)}, where @r{@var{w}}
4547 is the @code{GL_TEXTURE_WIDTH}, @r{@var{h}} is the
4548 @code{GL_TEXTURE_HEIGHT}, and @r{@var{b}} is the
4549 @code{GL_TEXTURE_BORDER} of the texture image being modified. Note that
4550 @r{@var{w}} and @r{@var{h}} include twice the border width.
4551
4552 @code{GL_INVALID_OPERATION} is generated if @code{glCopyTexSubImage2D}
4553 is executed between the execution of @code{glBegin} and the
4554 corresponding execution of @code{glEnd}.
4555
4556 @end deftypefun
4557
4558 @deftypefun void glCopyTexSubImage3D target level xoffset yoffset zoffset x y width height
4559 Copy a three-dimensional texture subimage.
4560
4561 @table @asis
4562 @item @var{target}
4563 Specifies the target texture. Must be @code{GL_TEXTURE_3D}
4564
4565 @item @var{level}
4566 Specifies the level-of-detail number. Level 0 is the base image level.
4567 Level @var{n} is the @var{n}th mipmap reduction image.
4568
4569 @item @var{xoffset}
4570 Specifies a texel offset in the x direction within the texture array.
4571
4572 @item @var{yoffset}
4573 Specifies a texel offset in the y direction within the texture array.
4574
4575 @item @var{zoffset}
4576 Specifies a texel offset in the z direction within the texture array.
4577
4578 @item @var{x}
4579 @itemx @var{y}
4580 Specify the window coordinates of the lower left corner of the
4581 rectangular region of pixels to be copied.
4582
4583 @item @var{width}
4584 Specifies the width of the texture subimage.
4585
4586 @item @var{height}
4587 Specifies the height of the texture subimage.
4588
4589 @end table
4590
4591 @code{glCopyTexSubImage3D} replaces a rectangular portion of a
4592 three-dimensional texture image with pixels from the current
4593 @code{GL_READ_BUFFER} (rather than from main memory, as is the case for
4594 @code{glTexSubImage3D}).
4595
4596 The screen-aligned pixel rectangle with lower left corner at (@var{x},\
4597 @var{y}) and with width @var{width} and height @var{height} replaces the
4598 portion of the texture array with x indices @var{xoffset} through
4599 @r{@var{xoffset}+@var{width}-1}, inclusive, and y indices @var{yoffset}
4600 through @r{@var{yoffset}+@var{height}-1}, inclusive, at z index
4601 @var{zoffset} and at the mipmap level specified by @var{level}.
4602
4603 The pixels in the rectangle are processed exactly as if
4604 @code{glCopyPixels} had been called, but the process stops just before
4605 final conversion. At this point, all pixel component values are clamped
4606 to the range @r{[0,1]} and then converted to the texture's internal
4607 format for storage in the texel array.
4608
4609 The destination rectangle in the texture array may not include any
4610 texels outside the texture array as it was originally specified. It is
4611 not an error to specify a subtexture with zero width or height, but such
4612 a specification has no effect.
4613
4614 If any of the pixels within the specified rectangle of the current
4615 @code{GL_READ_BUFFER} are outside the read window associated with the
4616 current rendering context, then the values obtained for those pixels are
4617 undefined.
4618
4619 No change is made to the @var{internalformat}, @var{width},
4620 @var{height}, @var{depth}, or @var{border} parameters of the specified
4621 texture array or to texel values outside the specified subregion.
4622
4623 @code{GL_INVALID_ENUM} is generated if /@var{target} is not
4624 @code{GL_TEXTURE_3D}.
4625
4626 @code{GL_INVALID_OPERATION} is generated if the texture array has not
4627 been defined by a previous @code{glTexImage3D} operation.
4628
4629 @code{GL_INVALID_VALUE} is generated if @var{level} is less than 0.
4630
4631 @code{GL_INVALID_VALUE} may be generated if
4632 @r{@var{level}>@var{log}_2⁡(@var{max},)}, where @r{@var{max}} is the
4633 returned value of @code{GL_MAX_3D_TEXTURE_SIZE}.
4634
4635 @code{GL_INVALID_VALUE} is generated if @r{@var{xoffset}<-@var{b}},
4636 @r{(@var{xoffset}+@var{width},)>(@var{w}-@var{b},)},
4637 @r{@var{yoffset}<-@var{b}},
4638 @r{(@var{yoffset}+@var{height},)>(@var{h}-@var{b},)},
4639 @r{@var{zoffset}<-@var{b}}, or
4640 @r{(@var{zoffset}+1,)>(@var{d}-@var{b},)}, where @r{@var{w}} is the
4641 @code{GL_TEXTURE_WIDTH}, @r{@var{h}} is the @code{GL_TEXTURE_HEIGHT},
4642 @r{@var{d}} is the @code{GL_TEXTURE_DEPTH}, and @r{@var{b}} is the
4643 @code{GL_TEXTURE_BORDER} of the texture image being modified. Note that
4644 @r{@var{w}}, @r{@var{h}}, and @r{@var{d}} include twice the border
4645 width.
4646
4647 @code{GL_INVALID_OPERATION} is generated if @code{glCopyTexSubImage3D}
4648 is executed between the execution of @code{glBegin} and the
4649 corresponding execution of @code{glEnd}.
4650
4651 @end deftypefun
4652
4653 @deftypefun GLuint glCreateProgram
4654 Creates a program object.
4655
4656 @code{glCreateProgram} creates an empty program object and returns a
4657 non-zero value by which it can be referenced. A program object is an
4658 object to which shader objects can be attached. This provides a
4659 mechanism to specify the shader objects that will be linked to create a
4660 program. It also provides a means for checking the compatibility of the
4661 shaders that will be used to create a program (for instance, checking
4662 the compatibility between a vertex shader and a fragment shader). When
4663 no longer needed as part of a program object, shader objects can be
4664 detached.
4665
4666 One or more executables are created in a program object by successfully
4667 attaching shader objects to it with @code{glAttachShader}, successfully
4668 compiling the shader objects with @code{glCompileShader}, and
4669 successfully linking the program object with @code{glLinkProgram}. These
4670 executables are made part of current state when @code{glUseProgram} is
4671 called. Program objects can be deleted by calling
4672 @code{glDeleteProgram}. The memory associated with the program object
4673 will be deleted when it is no longer part of current rendering state for
4674 any context.
4675
4676 This function returns 0 if an error occurs creating the program object.
4677
4678 @code{GL_INVALID_OPERATION} is generated if @code{glCreateProgram} is
4679 executed between the execution of @code{glBegin} and the corresponding
4680 execution of @code{glEnd}.
4681
4682 @end deftypefun
4683
4684 @deftypefun GLuint glCreateShader shaderType
4685 Creates a shader object.
4686
4687 @table @asis
4688 @item @var{shaderType}
4689 Specifies the type of shader to be created. Must be either
4690 @code{GL_VERTEX_SHADER} or @code{GL_FRAGMENT_SHADER}.
4691
4692 @end table
4693
4694 @code{glCreateShader} creates an empty shader object and returns a
4695 non-zero value by which it can be referenced. A shader object is used to
4696 maintain the source code strings that define a shader. @var{shaderType}
4697 indicates the type of shader to be created. Two types of shaders are
4698 supported. A shader of type @code{GL_VERTEX_SHADER} is a shader that is
4699 intended to run on the programmable vertex processor and replace the
4700 fixed functionality vertex processing in OpenGL. A shader of type
4701 @code{GL_FRAGMENT_SHADER} is a shader that is intended to run on the
4702 programmable fragment processor and replace the fixed functionality
4703 fragment processing in OpenGL.
4704
4705 When created, a shader object's @code{GL_SHADER_TYPE} parameter is set
4706 to either @code{GL_VERTEX_SHADER} or @code{GL_FRAGMENT_SHADER},
4707 depending on the value of @var{shaderType}.
4708
4709 This function returns 0 if an error occurs creating the shader object.
4710
4711 @code{GL_INVALID_ENUM} is generated if @var{shaderType} is not an
4712 accepted value.
4713
4714 @code{GL_INVALID_OPERATION} is generated if @code{glCreateShader} is
4715 executed between the execution of @code{glBegin} and the corresponding
4716 execution of @code{glEnd}.
4717
4718 @end deftypefun
4719
4720 @deftypefun void glCullFace mode
4721 Specify whether front- or back-facing facets can be culled.
4722
4723 @table @asis
4724 @item @var{mode}
4725 Specifies whether front- or back-facing facets are candidates for
4726 culling. Symbolic constants @code{GL_FRONT}, @code{GL_BACK}, and
4727 @code{GL_FRONT_AND_BACK} are accepted. The initial value is
4728 @code{GL_BACK}.
4729
4730 @end table
4731
4732 @code{glCullFace} specifies whether front- or back-facing facets are
4733 culled (as specified by @var{mode}) when facet culling is enabled. Facet
4734 culling is initially disabled. To enable and disable facet culling, call
4735 the @code{glEnable} and @code{glDisable} commands with the argument
4736 @code{GL_CULL_FACE}. Facets include triangles, quadrilaterals, polygons,
4737 and rectangles.
4738
4739 @code{glFrontFace} specifies which of the clockwise and counterclockwise
4740 facets are front-facing and back-facing. See @code{glFrontFace}.
4741
4742 @code{GL_INVALID_ENUM} is generated if @var{mode} is not an accepted
4743 value.
4744
4745 @code{GL_INVALID_OPERATION} is generated if @code{glCullFace} is
4746 executed between the execution of @code{glBegin} and the corresponding
4747 execution of @code{glEnd}.
4748
4749 @end deftypefun
4750
4751 @deftypefun void glDeleteBuffers n buffers
4752 Delete named buffer objects.
4753
4754 @table @asis
4755 @item @var{n}
4756 Specifies the number of buffer objects to be deleted.
4757
4758 @item @var{buffers}
4759 Specifies an array of buffer objects to be deleted.
4760
4761 @end table
4762
4763 @code{glDeleteBuffers} deletes @var{n} buffer objects named by the
4764 elements of the array @var{buffers}. After a buffer object is deleted,
4765 it has no contents, and its name is free for reuse (for example by
4766 @code{glGenBuffers}). If a buffer object that is currently bound is
4767 deleted, the binding reverts to 0 (the absence of any buffer object,
4768 which reverts to client memory usage).
4769
4770 @code{glDeleteBuffers} silently ignores 0's and names that do not
4771 correspond to existing buffer objects.
4772
4773 @code{GL_INVALID_VALUE} is generated if @var{n} is negative.
4774
4775 @code{GL_INVALID_OPERATION} is generated if @code{glDeleteBuffers} is
4776 executed between the execution of @code{glBegin} and the corresponding
4777 execution of @code{glEnd}.
4778
4779 @end deftypefun
4780
4781 @deftypefun void glDeleteLists list range
4782 Delete a contiguous group of display lists.
4783
4784 @table @asis
4785 @item @var{list}
4786 Specifies the integer name of the first display list to delete.
4787
4788 @item @var{range}
4789 Specifies the number of display lists to delete.
4790
4791 @end table
4792
4793 @code{glDeleteLists} causes a contiguous group of display lists to be
4794 deleted. @var{list} is the name of the first display list to be deleted,
4795 and @var{range} is the number of display lists to delete. All display
4796 lists @r{@var{d}} with @r{@var{list}<=@var{d}<=@var{list}+@var{range}-1}
4797 are deleted.
4798
4799 All storage locations allocated to the specified display lists are
4800 freed, and the names are available for reuse at a later time. Names
4801 within the range that do not have an associated display list are
4802 ignored. If @var{range} is 0, nothing happens.
4803
4804 @code{GL_INVALID_VALUE} is generated if @var{range} is negative.
4805
4806 @code{GL_INVALID_OPERATION} is generated if @code{glDeleteLists} is
4807 executed between the execution of @code{glBegin} and the corresponding
4808 execution of @code{glEnd}.
4809
4810 @end deftypefun
4811
4812 @deftypefun void glDeleteProgram program
4813 Deletes a program object.
4814
4815 @table @asis
4816 @item @var{program}
4817 Specifies the program object to be deleted.
4818
4819 @end table
4820
4821 @code{glDeleteProgram} frees the memory and invalidates the name
4822 associated with the program object specified by @var{program.} This
4823 command effectively undoes the effects of a call to
4824 @code{glCreateProgram}.
4825
4826 If a program object is in use as part of current rendering state, it
4827 will be flagged for deletion, but it will not be deleted until it is no
4828 longer part of current state for any rendering context. If a program
4829 object to be deleted has shader objects attached to it, those shader
4830 objects will be automatically detached but not deleted unless they have
4831 already been flagged for deletion by a previous call to
4832 @code{glDeleteShader}. A value of 0 for @var{program} will be silently
4833 ignored.
4834
4835 To determine whether a program object has been flagged for deletion,
4836 call @code{glGetProgram} with arguments @var{program} and
4837 @code{GL_DELETE_STATUS}.
4838
4839 @code{GL_INVALID_VALUE} is generated if @var{program} is not a value
4840 generated by OpenGL.
4841
4842 @code{GL_INVALID_OPERATION} is generated if @code{glDeleteProgram} is
4843 executed between the execution of @code{glBegin} and the corresponding
4844 execution of @code{glEnd}.
4845
4846 @end deftypefun
4847
4848 @deftypefun void glDeleteQueries n ids
4849 Delete named query objects.
4850
4851 @table @asis
4852 @item @var{n}
4853 Specifies the number of query objects to be deleted.
4854
4855 @item @var{ids}
4856 Specifies an array of query objects to be deleted.
4857
4858 @end table
4859
4860 @code{glDeleteQueries} deletes @var{n} query objects named by the
4861 elements of the array @var{ids}. After a query object is deleted, it has
4862 no contents, and its name is free for reuse (for example by
4863 @code{glGenQueries}).
4864
4865 @code{glDeleteQueries} silently ignores 0's and names that do not
4866 correspond to existing query objects.
4867
4868 @code{GL_INVALID_VALUE} is generated if @var{n} is negative.
4869
4870 @code{GL_INVALID_OPERATION} is generated if @code{glDeleteQueries} is
4871 executed between the execution of @code{glBegin} and the corresponding
4872 execution of @code{glEnd}.
4873
4874 @end deftypefun
4875
4876 @deftypefun void glDeleteShader shader
4877 Deletes a shader object.
4878
4879 @table @asis
4880 @item @var{shader}
4881 Specifies the shader object to be deleted.
4882
4883 @end table
4884
4885 @code{glDeleteShader} frees the memory and invalidates the name
4886 associated with the shader object specified by @var{shader}. This
4887 command effectively undoes the effects of a call to
4888 @code{glCreateShader}.
4889
4890 If a shader object to be deleted is attached to a program object, it
4891 will be flagged for deletion, but it will not be deleted until it is no
4892 longer attached to any program object, for any rendering context (i.e.,
4893 it must be detached from wherever it was attached before it will be
4894 deleted). A value of 0 for @var{shader} will be silently ignored.
4895
4896 To determine whether an object has been flagged for deletion, call
4897 @code{glGetShader} with arguments @var{shader} and
4898 @code{GL_DELETE_STATUS}.
4899
4900 @code{GL_INVALID_VALUE} is generated if @var{shader} is not a value
4901 generated by OpenGL.
4902
4903 @code{GL_INVALID_OPERATION} is generated if @code{glDeleteShader} is
4904 executed between the execution of @code{glBegin} and the corresponding
4905 execution of @code{glEnd}.
4906
4907 @end deftypefun
4908
4909 @deftypefun void glDeleteTextures n textures
4910 Delete named textures.
4911
4912 @table @asis
4913 @item @var{n}
4914 Specifies the number of textures to be deleted.
4915
4916 @item @var{textures}
4917 Specifies an array of textures to be deleted.
4918
4919 @end table
4920
4921 @code{glDeleteTextures} deletes @var{n} textures named by the elements
4922 of the array @var{textures}. After a texture is deleted, it has no
4923 contents or dimensionality, and its name is free for reuse (for example
4924 by @code{glGenTextures}). If a texture that is currently bound is
4925 deleted, the binding reverts to 0 (the default texture).
4926
4927 @code{glDeleteTextures} silently ignores 0's and names that do not
4928 correspond to existing textures.
4929
4930 @code{GL_INVALID_VALUE} is generated if @var{n} is negative.
4931
4932 @code{GL_INVALID_OPERATION} is generated if @code{glDeleteTextures} is
4933 executed between the execution of @code{glBegin} and the corresponding
4934 execution of @code{glEnd}.
4935
4936 @end deftypefun
4937
4938 @deftypefun void glDepthFunc func
4939 Specify the value used for depth buffer comparisons.
4940
4941 @table @asis
4942 @item @var{func}
4943 Specifies the depth comparison function. Symbolic constants
4944 @code{GL_NEVER}, @code{GL_LESS}, @code{GL_EQUAL}, @code{GL_LEQUAL},
4945 @code{GL_GREATER}, @code{GL_NOTEQUAL}, @code{GL_GEQUAL}, and
4946 @code{GL_ALWAYS} are accepted. The initial value is @code{GL_LESS}.
4947
4948 @end table
4949
4950 @code{glDepthFunc} specifies the function used to compare each incoming
4951 pixel depth value with the depth value present in the depth buffer. The
4952 comparison is performed only if depth testing is enabled. (See
4953 @code{glEnable} and @code{glDisable} of @code{GL_DEPTH_TEST}.)
4954
4955 @var{func} specifies the conditions under which the pixel will be drawn.
4956 The comparison functions are as follows:
4957
4958 @table @asis
4959 @item @code{GL_NEVER}
4960 Never passes.
4961
4962 @item @code{GL_LESS}
4963 Passes if the incoming depth value is less than the stored depth value.
4964
4965 @item @code{GL_EQUAL}
4966 Passes if the incoming depth value is equal to the stored depth value.
4967
4968 @item @code{GL_LEQUAL}
4969 Passes if the incoming depth value is less than or equal to the stored
4970 depth value.
4971
4972 @item @code{GL_GREATER}
4973 Passes if the incoming depth value is greater than the stored depth
4974 value.
4975
4976 @item @code{GL_NOTEQUAL}
4977 Passes if the incoming depth value is not equal to the stored depth
4978 value.
4979
4980 @item @code{GL_GEQUAL}
4981 Passes if the incoming depth value is greater than or equal to the
4982 stored depth value.
4983
4984 @item @code{GL_ALWAYS}
4985 Always passes.
4986
4987 @end table
4988
4989 The initial value of @var{func} is @code{GL_LESS}. Initially, depth
4990 testing is disabled. If depth testing is disabled or if no depth buffer
4991 exists, it is as if the depth test always passes.
4992
4993 @code{GL_INVALID_ENUM} is generated if @var{func} is not an accepted
4994 value.
4995
4996 @code{GL_INVALID_OPERATION} is generated if @code{glDepthFunc} is
4997 executed between the execution of @code{glBegin} and the corresponding
4998 execution of @code{glEnd}.
4999
5000 @end deftypefun
5001
5002 @deftypefun void glDepthMask flag
5003 Enable or disable writing into the depth buffer.
5004
5005 @table @asis
5006 @item @var{flag}
5007 Specifies whether the depth buffer is enabled for writing. If @var{flag}
5008 is @code{GL_FALSE}, depth buffer writing is disabled. Otherwise, it is
5009 enabled. Initially, depth buffer writing is enabled.
5010
5011 @end table
5012
5013 @code{glDepthMask} specifies whether the depth buffer is enabled for
5014 writing. If @var{flag} is @code{GL_FALSE}, depth buffer writing is
5015 disabled. Otherwise, it is enabled. Initially, depth buffer writing is
5016 enabled.
5017
5018 @code{GL_INVALID_OPERATION} is generated if @code{glDepthMask} is
5019 executed between the execution of @code{glBegin} and the corresponding
5020 execution of @code{glEnd}.
5021
5022 @end deftypefun
5023
5024 @deftypefun void glDepthRange nearVal farVal
5025 Specify mapping of depth values from normalized device coordinates to
5026 window coordinates.
5027
5028 @table @asis
5029 @item @var{nearVal}
5030 Specifies the mapping of the near clipping plane to window coordinates.
5031 The initial value is 0.
5032
5033 @item @var{farVal}
5034 Specifies the mapping of the far clipping plane to window coordinates.
5035 The initial value is 1.
5036
5037 @end table
5038
5039 After clipping and division by @var{w}, depth coordinates range from
5040 @r{-1} to 1, corresponding to the near and far clipping planes.
5041 @code{glDepthRange} specifies a linear mapping of the normalized depth
5042 coordinates in this range to window depth coordinates. Regardless of the
5043 actual depth buffer implementation, window coordinate depth values are
5044 treated as though they range from 0 through 1 (like color components).
5045 Thus, the values accepted by @code{glDepthRange} are both clamped to
5046 this range before they are accepted.
5047
5048 The setting of (0,1) maps the near plane to 0 and the far plane to 1.
5049 With this mapping, the depth buffer range is fully utilized.
5050
5051 @code{GL_INVALID_OPERATION} is generated if @code{glDepthRange} is
5052 executed between the execution of @code{glBegin} and the corresponding
5053 execution of @code{glEnd}.
5054
5055 @end deftypefun
5056
5057 @deftypefun void glDetachShader program shader
5058 Detaches a shader object from a program object to which it is attached.
5059
5060 @table @asis
5061 @item @var{program}
5062 Specifies the program object from which to detach the shader object.
5063
5064 @item @var{shader}
5065 Specifies the shader object to be detached.
5066
5067 @end table
5068
5069 @code{glDetachShader} detaches the shader object specified by
5070 @var{shader} from the program object specified by @var{program}. This
5071 command can be used to undo the effect of the command
5072 @code{glAttachShader}.
5073
5074 If @var{shader} has already been flagged for deletion by a call to
5075 @code{glDeleteShader} and it is not attached to any other program
5076 object, it will be deleted after it has been detached.
5077
5078 @code{GL_INVALID_VALUE} is generated if either @var{program} or
5079 @var{shader} is a value that was not generated by OpenGL.
5080
5081 @code{GL_INVALID_OPERATION} is generated if @var{program} is not a
5082 program object.
5083
5084 @code{GL_INVALID_OPERATION} is generated if @var{shader} is not a shader
5085 object.
5086
5087 @code{GL_INVALID_OPERATION} is generated if @var{shader} is not attached
5088 to @var{program}.
5089
5090 @code{GL_INVALID_OPERATION} is generated if @code{glDetachShader} is
5091 executed between the execution of @code{glBegin} and the corresponding
5092 execution of @code{glEnd}.
5093
5094 @end deftypefun
5095
5096 @deftypefun void glDrawArrays mode first count
5097 Render primitives from array data.
5098
5099 @table @asis
5100 @item @var{mode}
5101 Specifies what kind of primitives to render. Symbolic constants
5102 @code{GL_POINTS}, @code{GL_LINE_STRIP}, @code{GL_LINE_LOOP},
5103 @code{GL_LINES}, @code{GL_TRIANGLE_STRIP}, @code{GL_TRIANGLE_FAN},
5104 @code{GL_TRIANGLES}, @code{GL_QUAD_STRIP}, @code{GL_QUADS}, and
5105 @code{GL_POLYGON} are accepted.
5106
5107 @item @var{first}
5108 Specifies the starting index in the enabled arrays.
5109
5110 @item @var{count}
5111 Specifies the number of indices to be rendered.
5112
5113 @end table
5114
5115 @code{glDrawArrays} specifies multiple geometric primitives with very
5116 few subroutine calls. Instead of calling a GL procedure to pass each
5117 individual vertex, normal, texture coordinate, edge flag, or color, you
5118 can prespecify separate arrays of vertices, normals, and colors and use
5119 them to construct a sequence of primitives with a single call to
5120 @code{glDrawArrays}.
5121
5122 When @code{glDrawArrays} is called, it uses @var{count} sequential
5123 elements from each enabled array to construct a sequence of geometric
5124 primitives, beginning with element @var{first}. @var{mode} specifies
5125 what kind of primitives are constructed and how the array elements
5126 construct those primitives. If @code{GL_VERTEX_ARRAY} is not enabled, no
5127 geometric primitives are generated.
5128
5129 Vertex attributes that are modified by @code{glDrawArrays} have an
5130 unspecified value after @code{glDrawArrays} returns. For example, if
5131 @code{GL_COLOR_ARRAY} is enabled, the value of the current color is
5132 undefined after @code{glDrawArrays} executes. Attributes that aren't
5133 modified remain well defined.
5134
5135 @code{GL_INVALID_ENUM} is generated if @var{mode} is not an accepted
5136 value.
5137
5138 @code{GL_INVALID_VALUE} is generated if @var{count} is negative.
5139
5140 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
5141 name is bound to an enabled array and the buffer object's data store is
5142 currently mapped.
5143
5144 @code{GL_INVALID_OPERATION} is generated if @code{glDrawArrays} is
5145 executed between the execution of @code{glBegin} and the corresponding
5146 @code{glEnd}.
5147
5148 @end deftypefun
5149
5150 @deftypefun void glDrawBuffers n bufs
5151 Specifies a list of color buffers to be drawn into.
5152
5153 @table @asis
5154 @item @var{n}
5155 Specifies the number of buffers in @var{bufs}.
5156
5157 @item @var{bufs}
5158 Points to an array of symbolic constants specifying the buffers into
5159 which fragment colors or data values will be written.
5160
5161 @end table
5162
5163 @code{glDrawBuffers} defines an array of buffers into which fragment
5164 color values or fragment data will be written. If no fragment shader is
5165 active, rendering operations will generate only one fragment color per
5166 fragment and it will be written into each of the buffers specified by
5167 @var{bufs}. If a fragment shader is active and it writes a value to the
5168 output variable @code{gl_FragColor}, then that value will be written
5169 into each of the buffers specified by @var{bufs}. If a fragment shader
5170 is active and it writes a value to one or more elements of the output
5171 array variable @code{gl_FragData[]}, then the value of
5172 @code{gl_FragData[0] } will be written into the first buffer specified
5173 by @var{bufs}, the value of @code{gl_FragData[1] } will be written into
5174 the second buffer specified by @var{bufs}, and so on up to
5175 @code{gl_FragData[n-1]}. The draw buffer used for @code{gl_FragData[n]}
5176 and beyond is implicitly set to be @code{GL_NONE}.
5177
5178 The symbolic constants contained in @var{bufs} may be any of the
5179 following:
5180
5181 @table @asis
5182 @item @code{GL_NONE}
5183 The fragment color/data value is not written into any color buffer.
5184
5185 @item @code{GL_FRONT_LEFT}
5186 The fragment color/data value is written into the front left color
5187 buffer.
5188
5189 @item @code{GL_FRONT_RIGHT}
5190 The fragment color/data value is written into the front right color
5191 buffer.
5192
5193 @item @code{GL_BACK_LEFT}
5194 The fragment color/data value is written into the back left color
5195 buffer.
5196
5197 @item @code{GL_BACK_RIGHT}
5198 The fragment color/data value is written into the back right color
5199 buffer.
5200
5201 @item @code{GL_AUXi}
5202 The fragment color/data value is written into auxiliary buffer @code{i}.
5203
5204 @end table
5205
5206 Except for @code{GL_NONE}, the preceding symbolic constants may not
5207 appear more than once in @var{bufs}. The maximum number of draw buffers
5208 supported is implementation dependent and can be queried by calling
5209 @code{glGet} with the argument @code{GL_MAX_DRAW_BUFFERS}. The number of
5210 auxiliary buffers can be queried by calling @code{glGet} with the
5211 argument @code{GL_AUX_BUFFERS}.
5212
5213 @code{GL_INVALID_ENUM} is generated if one of the values in @var{bufs}
5214 is not an accepted value.
5215
5216 @code{GL_INVALID_ENUM} is generated if @var{n} is less than 0.
5217
5218 @code{GL_INVALID_OPERATION} is generated if a symbolic constant other
5219 than @code{GL_NONE} appears more than once in @var{bufs}.
5220
5221 @code{GL_INVALID_OPERATION} is generated if any of the entries in
5222 @var{bufs} (other than @code{GL_NONE} ) indicates a color buffer that
5223 does not exist in the current GL context.
5224
5225 @code{GL_INVALID_VALUE} is generated if @var{n} is greater than
5226 @code{GL_MAX_DRAW_BUFFERS}.
5227
5228 @code{GL_INVALID_OPERATION} is generated if @code{glDrawBuffers} is
5229 executed between the execution of @code{glBegin} and the corresponding
5230 execution of @code{glEnd}.
5231
5232 @end deftypefun
5233
5234 @deftypefun void glDrawBuffer mode
5235 Specify which color buffers are to be drawn into.
5236
5237 @table @asis
5238 @item @var{mode}
5239 Specifies up to four color buffers to be drawn into. Symbolic constants
5240 @code{GL_NONE}, @code{GL_FRONT_LEFT}, @code{GL_FRONT_RIGHT},
5241 @code{GL_BACK_LEFT}, @code{GL_BACK_RIGHT}, @code{GL_FRONT},
5242 @code{GL_BACK}, @code{GL_LEFT}, @code{GL_RIGHT},
5243 @code{GL_FRONT_AND_BACK}, and @code{GL_AUX}@var{i}, where @var{i} is
5244 between 0 and the value of @code{GL_AUX_BUFFERS} minus 1, are accepted.
5245 (@code{GL_AUX_BUFFERS} is not the upper limit; use @code{glGet} to query
5246 the number of available aux buffers.) The initial value is
5247 @code{GL_FRONT} for single-buffered contexts, and @code{GL_BACK} for
5248 double-buffered contexts.
5249
5250 @end table
5251
5252 When colors are written to the frame buffer, they are written into the
5253 color buffers specified by @code{glDrawBuffer}. The specifications are
5254 as follows:
5255
5256 @table @asis
5257 @item @code{GL_NONE}
5258 No color buffers are written.
5259
5260 @item @code{GL_FRONT_LEFT}
5261 Only the front left color buffer is written.
5262
5263 @item @code{GL_FRONT_RIGHT}
5264 Only the front right color buffer is written.
5265
5266 @item @code{GL_BACK_LEFT}
5267 Only the back left color buffer is written.
5268
5269 @item @code{GL_BACK_RIGHT}
5270 Only the back right color buffer is written.
5271
5272 @item @code{GL_FRONT}
5273 Only the front left and front right color buffers are written. If there
5274 is no front right color buffer, only the front left color buffer is
5275 written.
5276
5277 @item @code{GL_BACK}
5278 Only the back left and back right color buffers are written. If there is
5279 no back right color buffer, only the back left color buffer is written.
5280
5281 @item @code{GL_LEFT}
5282 Only the front left and back left color buffers are written. If there is
5283 no back left color buffer, only the front left color buffer is written.
5284
5285 @item @code{GL_RIGHT}
5286 Only the front right and back right color buffers are written. If there
5287 is no back right color buffer, only the front right color buffer is
5288 written.
5289
5290 @item @code{GL_FRONT_AND_BACK}
5291 All the front and back color buffers (front left, front right, back
5292 left, back right) are written. If there are no back color buffers, only
5293 the front left and front right color buffers are written. If there are
5294 no right color buffers, only the front left and back left color buffers
5295 are written. If there are no right or back color buffers, only the front
5296 left color buffer is written.
5297
5298 @item @code{GL_AUX}@var{i}
5299 Only auxiliary color buffer @var{i} is written.
5300
5301 @end table
5302
5303 If more than one color buffer is selected for drawing, then blending or
5304 logical operations are computed and applied independently for each color
5305 buffer and can produce different results in each buffer.
5306
5307 Monoscopic contexts include only @var{left} buffers, and stereoscopic
5308 contexts include both @var{left} and @var{right} buffers. Likewise,
5309 single-buffered contexts include only @var{front} buffers, and
5310 double-buffered contexts include both @var{front} and @var{back}
5311 buffers. The context is selected at GL initialization.
5312
5313 @code{GL_INVALID_ENUM} is generated if @var{mode} is not an accepted
5314 value.
5315
5316 @code{GL_INVALID_OPERATION} is generated if none of the buffers
5317 indicated by @var{mode} exists.
5318
5319 @code{GL_INVALID_OPERATION} is generated if @code{glDrawBuffer} is
5320 executed between the execution of @code{glBegin} and the corresponding
5321 execution of @code{glEnd}.
5322
5323 @end deftypefun
5324
5325 @deftypefun void glDrawElements mode count type indices
5326 Render primitives from array data.
5327
5328 @table @asis
5329 @item @var{mode}
5330 Specifies what kind of primitives to render. Symbolic constants
5331 @code{GL_POINTS}, @code{GL_LINE_STRIP}, @code{GL_LINE_LOOP},
5332 @code{GL_LINES}, @code{GL_TRIANGLE_STRIP}, @code{GL_TRIANGLE_FAN},
5333 @code{GL_TRIANGLES}, @code{GL_QUAD_STRIP}, @code{GL_QUADS}, and
5334 @code{GL_POLYGON} are accepted.
5335
5336 @item @var{count}
5337 Specifies the number of elements to be rendered.
5338
5339 @item @var{type}
5340 Specifies the type of the values in @var{indices}. Must be one of
5341 @code{GL_UNSIGNED_BYTE}, @code{GL_UNSIGNED_SHORT}, or
5342 @code{GL_UNSIGNED_INT}.
5343
5344 @item @var{indices}
5345 Specifies a pointer to the location where the indices are stored.
5346
5347 @end table
5348
5349 @code{glDrawElements} specifies multiple geometric primitives with very
5350 few subroutine calls. Instead of calling a GL function to pass each
5351 individual vertex, normal, texture coordinate, edge flag, or color, you
5352 can prespecify separate arrays of vertices, normals, and so on, and use
5353 them to construct a sequence of primitives with a single call to
5354 @code{glDrawElements}.
5355
5356 When @code{glDrawElements} is called, it uses @var{count} sequential
5357 elements from an enabled array, starting at @var{indices} to construct a
5358 sequence of geometric primitives. @var{mode} specifies what kind of
5359 primitives are constructed and how the array elements construct these
5360 primitives. If more than one array is enabled, each is used. If
5361 @code{GL_VERTEX_ARRAY} is not enabled, no geometric primitives are
5362 constructed.
5363
5364 Vertex attributes that are modified by @code{glDrawElements} have an
5365 unspecified value after @code{glDrawElements} returns. For example, if
5366 @code{GL_COLOR_ARRAY} is enabled, the value of the current color is
5367 undefined after @code{glDrawElements} executes. Attributes that aren't
5368 modified maintain their previous values.
5369
5370 @code{GL_INVALID_ENUM} is generated if @var{mode} is not an accepted
5371 value.
5372
5373 @code{GL_INVALID_VALUE} is generated if @var{count} is negative.
5374
5375 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
5376 name is bound to an enabled array or the element array and the buffer
5377 object's data store is currently mapped.
5378
5379 @code{GL_INVALID_OPERATION} is generated if @code{glDrawElements} is
5380 executed between the execution of @code{glBegin} and the corresponding
5381 @code{glEnd}.
5382
5383 @end deftypefun
5384
5385 @deftypefun void glDrawPixels width height format type data
5386 Write a block of pixels to the frame buffer.
5387
5388 @table @asis
5389 @item @var{width}
5390 @itemx @var{height}
5391 Specify the dimensions of the pixel rectangle to be written into the
5392 frame buffer.
5393
5394 @item @var{format}
5395 Specifies the format of the pixel data. Symbolic constants
5396 @code{GL_COLOR_INDEX}, @code{GL_STENCIL_INDEX},
5397 @code{GL_DEPTH_COMPONENT}, @code{GL_RGB}, @code{GL_BGR}, @code{GL_RGBA},
5398 @code{GL_BGRA}, @code{GL_RED}, @code{GL_GREEN}, @code{GL_BLUE},
5399 @code{GL_ALPHA}, @code{GL_LUMINANCE}, and @code{GL_LUMINANCE_ALPHA} are
5400 accepted.
5401
5402 @item @var{type}
5403 Specifies the data type for @var{data}. Symbolic constants
5404 @code{GL_UNSIGNED_BYTE}, @code{GL_BYTE}, @code{GL_BITMAP},
5405 @code{GL_UNSIGNED_SHORT}, @code{GL_SHORT}, @code{GL_UNSIGNED_INT},
5406 @code{GL_INT}, @code{GL_FLOAT}, @code{GL_UNSIGNED_BYTE_3_3_2},
5407 @code{GL_UNSIGNED_BYTE_2_3_3_REV}, @code{GL_UNSIGNED_SHORT_5_6_5},
5408 @code{GL_UNSIGNED_SHORT_5_6_5_REV}, @code{GL_UNSIGNED_SHORT_4_4_4_4},
5409 @code{GL_UNSIGNED_SHORT_4_4_4_4_REV}, @code{GL_UNSIGNED_SHORT_5_5_5_1},
5410 @code{GL_UNSIGNED_SHORT_1_5_5_5_REV}, @code{GL_UNSIGNED_INT_8_8_8_8},
5411 @code{GL_UNSIGNED_INT_8_8_8_8_REV}, @code{GL_UNSIGNED_INT_10_10_10_2},
5412 and @code{GL_UNSIGNED_INT_2_10_10_10_REV} are accepted.
5413
5414 @item @var{data}
5415 Specifies a pointer to the pixel data.
5416
5417 @end table
5418
5419 @code{glDrawPixels} reads pixel data from memory and writes it into the
5420 frame buffer relative to the current raster position, provided that the
5421 raster position is valid. Use @code{glRasterPos} or @code{glWindowPos}
5422 to set the current raster position; use @code{glGet} with argument
5423 @code{GL_CURRENT_RASTER_POSITION_VALID} to determine if the specified
5424 raster position is valid, and @code{glGet} with argument
5425 @code{GL_CURRENT_RASTER_POSITION} to query the raster position.
5426
5427 Several parameters define the encoding of pixel data in memory and
5428 control the processing of the pixel data before it is placed in the
5429 frame buffer. These parameters are set with four commands:
5430 @code{glPixelStore}, @code{glPixelTransfer}, @code{glPixelMap}, and
5431 @code{glPixelZoom}. This reference page describes the effects on
5432 @code{glDrawPixels} of many, but not all, of the parameters specified by
5433 these four commands.
5434
5435 Data is read from @var{data} as a sequence of signed or unsigned bytes,
5436 signed or unsigned shorts, signed or unsigned integers, or
5437 single-precision floating-point values, depending on @var{type}. When
5438 @var{type} is one of @code{GL_UNSIGNED_BYTE}, @code{GL_BYTE},
5439 @code{GL_UNSIGNED_SHORT}, @code{GL_SHORT}, @code{GL_UNSIGNED_INT},
5440 @code{GL_INT}, or @code{GL_FLOAT} each of these bytes, shorts, integers,
5441 or floating-point values is interpreted as one color or depth component,
5442 or one index, depending on @var{format}. When @var{type} is one of
5443 @code{GL_UNSIGNED_BYTE_3_3_2}, @code{GL_UNSIGNED_SHORT_5_6_5},
5444 @code{GL_UNSIGNED_SHORT_4_4_4_4}, @code{GL_UNSIGNED_SHORT_5_5_5_1},
5445 @code{GL_UNSIGNED_INT_8_8_8_8}, or @code{GL_UNSIGNED_INT_10_10_10_2},
5446 each unsigned value is interpreted as containing all the components for
5447 a single pixel, with the color components arranged according to
5448 @var{format}. When @var{type} is one of
5449 @code{GL_UNSIGNED_BYTE_2_3_3_REV}, @code{GL_UNSIGNED_SHORT_5_6_5_REV},
5450 @code{GL_UNSIGNED_SHORT_4_4_4_4_REV},
5451 @code{GL_UNSIGNED_SHORT_1_5_5_5_REV},
5452 @code{GL_UNSIGNED_INT_8_8_8_8_REV}, or
5453 @code{GL_UNSIGNED_INT_2_10_10_10_REV}, each unsigned value is
5454 interpreted as containing all color components, specified by
5455 @var{format}, for a single pixel in a reversed order. Indices are always
5456 treated individually. Color components are treated as groups of one,
5457 two, three, or four values, again based on @var{format}. Both individual
5458 indices and groups of components are referred to as pixels. If
5459 @var{type} is @code{GL_BITMAP}, the data must be unsigned bytes, and
5460 @var{format} must be either @code{GL_COLOR_INDEX} or
5461 @code{GL_STENCIL_INDEX}. Each unsigned byte is treated as eight 1-bit
5462 pixels, with bit ordering determined by @code{GL_UNPACK_LSB_FIRST} (see
5463 @code{glPixelStore}).
5464
5465 @r{@var{width}×@var{height}} pixels are read from memory, starting at
5466 location @var{data}. By default, these pixels are taken from adjacent
5467 memory locations, except that after all @var{width} pixels are read, the
5468 read pointer is advanced to the next four-byte boundary. The four-byte
5469 row alignment is specified by @code{glPixelStore} with argument
5470 @code{GL_UNPACK_ALIGNMENT}, and it can be set to one, two, four, or
5471 eight bytes. Other pixel store parameters specify different read pointer
5472 advancements, both before the first pixel is read and after all
5473 @var{width} pixels are read. See the @code{glPixelStore} reference page
5474 for details on these options.
5475
5476 If a non-zero named buffer object is bound to the
5477 @code{GL_PIXEL_UNPACK_BUFFER} target (see @code{glBindBuffer}) while a
5478 block of pixels is specified, @var{data} is treated as a byte offset
5479 into the buffer object's data store.
5480
5481 The @r{@var{width}×@var{height}} pixels that are read from memory are
5482 each operated on in the same way, based on the values of several
5483 parameters specified by @code{glPixelTransfer} and @code{glPixelMap}.
5484 The details of these operations, as well as the target buffer into which
5485 the pixels are drawn, are specific to the format of the pixels, as
5486 specified by @var{format}. @var{format} can assume one of 13 symbolic
5487 values:
5488
5489 @table @asis
5490 @item @code{GL_COLOR_INDEX}
5491 Each pixel is a single value, a color index. It is converted to
5492 fixed-point format, with an unspecified number of bits to the right of
5493 the binary point, regardless of the memory data type. Floating-point
5494 values convert to true fixed-point values. Signed and unsigned integer
5495 data is converted with all fraction bits set to 0. Bitmap data convert
5496 to either 0 or 1.
5497
5498 Each fixed-point index is then shifted left by @code{GL_INDEX_SHIFT}
5499 bits and added to @code{GL_INDEX_OFFSET}. If @code{GL_INDEX_SHIFT} is
5500 negative, the shift is to the right. In either case, zero bits fill
5501 otherwise unspecified bit locations in the result.
5502
5503 If the GL is in RGBA mode, the resulting index is converted to an RGBA
5504 pixel with the help of the @code{GL_PIXEL_MAP_I_TO_R},
5505 @code{GL_PIXEL_MAP_I_TO_G}, @code{GL_PIXEL_MAP_I_TO_B}, and
5506 @code{GL_PIXEL_MAP_I_TO_A} tables. If the GL is in color index mode, and
5507 if @code{GL_MAP_COLOR} is true, the index is replaced with the value
5508 that it references in lookup table @code{GL_PIXEL_MAP_I_TO_I}. Whether
5509 the lookup replacement of the index is done or not, the integer part of
5510 the index is then ANDed with @r{2^@var{b}-1}, where @r{@var{b}} is the
5511 number of bits in a color index buffer.
5512
5513 The GL then converts the resulting indices or RGBA colors to fragments
5514 by attaching the current raster position @var{z} coordinate and texture
5515 coordinates to each pixel, then assigning @r{@var{x}} and @r{@var{y}}
5516 window coordinates to the @r{@var{n}}th fragment such that
5517 @r{@var{x}_@var{n}=@var{x}_@var{r}+@var{n}%@var{width}}@r{@var{y}_@var{n}=@var{y}_@var{r}+⌊@var{n}/@var{width},⌋}
5518
5519 where @r{(@var{x}_@var{r},@var{y}_@var{r})} is the current raster
5520 position. These pixel fragments are then treated just like the fragments
5521 generated by rasterizing points, lines, or polygons. Texture mapping,
5522 fog, and all the fragment operations are applied before the fragments
5523 are written to the frame buffer.
5524
5525 @item @code{GL_STENCIL_INDEX}
5526 Each pixel is a single value, a stencil index. It is converted to
5527 fixed-point format, with an unspecified number of bits to the right of
5528 the binary point, regardless of the memory data type. Floating-point
5529 values convert to true fixed-point values. Signed and unsigned integer
5530 data is converted with all fraction bits set to 0. Bitmap data convert
5531 to either 0 or 1.
5532
5533 Each fixed-point index is then shifted left by @code{GL_INDEX_SHIFT}
5534 bits, and added to @code{GL_INDEX_OFFSET}. If @code{GL_INDEX_SHIFT} is
5535 negative, the shift is to the right. In either case, zero bits fill
5536 otherwise unspecified bit locations in the result. If
5537 @code{GL_MAP_STENCIL} is true, the index is replaced with the value that
5538 it references in lookup table @code{GL_PIXEL_MAP_S_TO_S}. Whether the
5539 lookup replacement of the index is done or not, the integer part of the
5540 index is then ANDed with @r{2^@var{b}-1}, where @r{@var{b}} is the
5541 number of bits in the stencil buffer. The resulting stencil indices are
5542 then written to the stencil buffer such that the @r{@var{n}}th index is
5543 written to location
5544
5545 @r{@var{x}_@var{n}=@var{x}_@var{r}+@var{n}%@var{width}}@r{@var{y}_@var{n}=@var{y}_@var{r}+⌊@var{n}/@var{width},⌋}
5546
5547 where @r{(@var{x}_@var{r},@var{y}_@var{r})} is the current raster
5548 position. Only the pixel ownership test, the scissor test, and the
5549 stencil writemask affect these write operations.
5550
5551 @item @code{GL_DEPTH_COMPONENT}
5552 Each pixel is a single-depth component. Floating-point data is converted
5553 directly to an internal floating-point format with unspecified
5554 precision. Signed integer data is mapped linearly to the internal
5555 floating-point format such that the most positive representable integer
5556 value maps to 1.0, and the most negative representable value maps to
5557 @r{-1.0}. Unsigned integer data is mapped similarly: the largest integer
5558 value maps to 1.0, and 0 maps to 0.0. The resulting floating-point depth
5559 value is then multiplied by @code{GL_DEPTH_SCALE} and added to
5560 @code{GL_DEPTH_BIAS}. The result is clamped to the range @r{[0,1]}.
5561
5562 The GL then converts the resulting depth components to fragments by
5563 attaching the current raster position color or color index and texture
5564 coordinates to each pixel, then assigning @r{@var{x}} and @r{@var{y}}
5565 window coordinates to the @r{@var{n}}th fragment such that
5566
5567 @r{@var{x}_@var{n}=@var{x}_@var{r}+@var{n}%@var{width}}@r{@var{y}_@var{n}=@var{y}_@var{r}+⌊@var{n}/@var{width},⌋}
5568
5569 where @r{(@var{x}_@var{r},@var{y}_@var{r})} is the current raster
5570 position. These pixel fragments are then treated just like the fragments
5571 generated by rasterizing points, lines, or polygons. Texture mapping,
5572 fog, and all the fragment operations are applied before the fragments
5573 are written to the frame buffer.
5574
5575 @item @code{GL_RGBA}
5576 @item @code{GL_BGRA}
5577 Each pixel is a four-component group: For @code{GL_RGBA}, the red
5578 component is first, followed by green, followed by blue, followed by
5579 alpha; for @code{GL_BGRA} the order is blue, green, red and then alpha.
5580 Floating-point values are converted directly to an internal
5581 floating-point format with unspecified precision. Signed integer values
5582 are mapped linearly to the internal floating-point format such that the
5583 most positive representable integer value maps to 1.0, and the most
5584 negative representable value maps to @r{-1.0}. (Note that this mapping
5585 does not convert 0 precisely to 0.0.) Unsigned integer data is mapped
5586 similarly: The largest integer value maps to 1.0, and 0 maps to 0.0. The
5587 resulting floating-point color values are then multiplied by
5588 @code{GL_c_SCALE} and added to @code{GL_c_BIAS}, where @var{c} is RED,
5589 GREEN, BLUE, and ALPHA for the respective color components. The results
5590 are clamped to the range @r{[0,1]}.
5591
5592 If @code{GL_MAP_COLOR} is true, each color component is scaled by the
5593 size of lookup table @code{GL_PIXEL_MAP_c_TO_c}, then replaced by the
5594 value that it references in that table. @var{c} is R, G, B, or A
5595 respectively.
5596
5597 The GL then converts the resulting RGBA colors to fragments by attaching
5598 the current raster position @var{z} coordinate and texture coordinates
5599 to each pixel, then assigning @r{@var{x}} and @r{@var{y}} window
5600 coordinates to the @r{@var{n}}th fragment such that
5601
5602 @r{@var{x}_@var{n}=@var{x}_@var{r}+@var{n}%@var{width}}@r{@var{y}_@var{n}=@var{y}_@var{r}+⌊@var{n}/@var{width},⌋}
5603
5604 where @r{(@var{x}_@var{r},@var{y}_@var{r})} is the current raster
5605 position. These pixel fragments are then treated just like the fragments
5606 generated by rasterizing points, lines, or polygons. Texture mapping,
5607 fog, and all the fragment operations are applied before the fragments
5608 are written to the frame buffer.
5609
5610 @item @code{GL_RED}
5611 Each pixel is a single red component. This component is converted to the
5612 internal floating-point format in the same way the red component of an
5613 RGBA pixel is. It is then converted to an RGBA pixel with green and blue
5614 set to 0, and alpha set to 1. After this conversion, the pixel is
5615 treated as if it had been read as an RGBA pixel.
5616
5617 @item @code{GL_GREEN}
5618 Each pixel is a single green component. This component is converted to
5619 the internal floating-point format in the same way the green component
5620 of an RGBA pixel is. It is then converted to an RGBA pixel with red and
5621 blue set to 0, and alpha set to 1. After this conversion, the pixel is
5622 treated as if it had been read as an RGBA pixel.
5623
5624 @item @code{GL_BLUE}
5625 Each pixel is a single blue component. This component is converted to
5626 the internal floating-point format in the same way the blue component of
5627 an RGBA pixel is. It is then converted to an RGBA pixel with red and
5628 green set to 0, and alpha set to 1. After this conversion, the pixel is
5629 treated as if it had been read as an RGBA pixel.
5630
5631 @item @code{GL_ALPHA}
5632 Each pixel is a single alpha component. This component is converted to
5633 the internal floating-point format in the same way the alpha component
5634 of an RGBA pixel is. It is then converted to an RGBA pixel with red,
5635 green, and blue set to 0. After this conversion, the pixel is treated as
5636 if it had been read as an RGBA pixel.
5637
5638 @item @code{GL_RGB}
5639 @item @code{GL_BGR}
5640 Each pixel is a three-component group: red first, followed by green,
5641 followed by blue; for @code{GL_BGR}, the first component is blue,
5642 followed by green and then red. Each component is converted to the
5643 internal floating-point format in the same way the red, green, and blue
5644 components of an RGBA pixel are. The color triple is converted to an
5645 RGBA pixel with alpha set to 1. After this conversion, the pixel is
5646 treated as if it had been read as an RGBA pixel.
5647
5648 @item @code{GL_LUMINANCE}
5649 Each pixel is a single luminance component. This component is converted
5650 to the internal floating-point format in the same way the red component
5651 of an RGBA pixel is. It is then converted to an RGBA pixel with red,
5652 green, and blue set to the converted luminance value, and alpha set to
5653 1. After this conversion, the pixel is treated as if it had been read as
5654 an RGBA pixel.
5655
5656 @item @code{GL_LUMINANCE_ALPHA}
5657 Each pixel is a two-component group: luminance first, followed by alpha.
5658 The two components are converted to the internal floating-point format
5659 in the same way the red component of an RGBA pixel is. They are then
5660 converted to an RGBA pixel with red, green, and blue set to the
5661 converted luminance value, and alpha set to the converted alpha value.
5662 After this conversion, the pixel is treated as if it had been read as an
5663 RGBA pixel.
5664
5665 @end table
5666
5667 The following table summarizes the meaning of the valid constants for
5668 the @var{type} parameter:
5669
5670
5671
5672 @table @asis
5673 @item @strong{Type}
5674 @strong{Corresponding Type}
5675
5676 @item @code{GL_UNSIGNED_BYTE}
5677 unsigned 8-bit integer
5678
5679 @item @code{GL_BYTE}
5680 signed 8-bit integer
5681
5682 @item @code{GL_BITMAP}
5683 single bits in unsigned 8-bit integers
5684
5685 @item @code{GL_UNSIGNED_SHORT}
5686 unsigned 16-bit integer
5687
5688 @item @code{GL_SHORT}
5689 signed 16-bit integer
5690
5691 @item @code{GL_UNSIGNED_INT}
5692 unsigned 32-bit integer
5693
5694 @item @code{GL_INT}
5695 32-bit integer
5696
5697 @item @code{GL_FLOAT}
5698 single-precision floating-point
5699
5700 @item @code{GL_UNSIGNED_BYTE_3_3_2}
5701 unsigned 8-bit integer
5702
5703 @item @code{GL_UNSIGNED_BYTE_2_3_3_REV}
5704 unsigned 8-bit integer with reversed component ordering
5705
5706 @item @code{GL_UNSIGNED_SHORT_5_6_5}
5707 unsigned 16-bit integer
5708
5709 @item @code{GL_UNSIGNED_SHORT_5_6_5_REV}
5710 unsigned 16-bit integer with reversed component ordering
5711
5712 @item @code{GL_UNSIGNED_SHORT_4_4_4_4}
5713 unsigned 16-bit integer
5714
5715 @item @code{GL_UNSIGNED_SHORT_4_4_4_4_REV}
5716 unsigned 16-bit integer with reversed component ordering
5717
5718 @item @code{GL_UNSIGNED_SHORT_5_5_5_1}
5719 unsigned 16-bit integer
5720
5721 @item @code{GL_UNSIGNED_SHORT_1_5_5_5_REV}
5722 unsigned 16-bit integer with reversed component ordering
5723
5724 @item @code{GL_UNSIGNED_INT_8_8_8_8}
5725 unsigned 32-bit integer
5726
5727 @item @code{GL_UNSIGNED_INT_8_8_8_8_REV}
5728 unsigned 32-bit integer with reversed component ordering
5729
5730 @item @code{GL_UNSIGNED_INT_10_10_10_2}
5731 unsigned 32-bit integer
5732
5733 @item @code{GL_UNSIGNED_INT_2_10_10_10_REV}
5734 unsigned 32-bit integer with reversed component ordering
5735
5736 @end table
5737
5738
5739
5740 The rasterization described so far assumes pixel zoom factors of 1. If
5741 @code{glPixelZoom} is used to change the @r{@var{x}} and @r{@var{y}}
5742 pixel zoom factors, pixels are converted to fragments as follows. If
5743 @r{(@var{x}_@var{r},@var{y}_@var{r})} is the current raster position,
5744 and a given pixel is in the @r{@var{n}}th column and @r{@var{m}}th row
5745 of the pixel rectangle, then fragments are generated for pixels whose
5746 centers are in the rectangle with corners at
5747
5748 @r{(@var{x}_@var{r}+@var{zoom}_@var{x},⁢@var{n},@var{y}_@var{r}+@var{zoom}_@var{y},⁢@var{m})}@r{(@var{x}_@var{r}+@var{zoom}_@var{x},⁡(@var{n}+1,),@var{y}_@var{r}+@var{zoom}_@var{y},⁡(@var{m}+1,))}
5749
5750 where @r{@var{zoom}_@var{x}} is the value of @code{GL_ZOOM_X} and
5751 @r{@var{zoom}_@var{y}} is the value of @code{GL_ZOOM_Y}.
5752
5753 @code{GL_INVALID_ENUM} is generated if @var{format} or @var{type} is not
5754 one of the accepted values.
5755
5756 @code{GL_INVALID_ENUM} is generated if @var{type} is @code{GL_BITMAP}
5757 and @var{format} is not either @code{GL_COLOR_INDEX} or
5758 @code{GL_STENCIL_INDEX}.
5759
5760 @code{GL_INVALID_VALUE} is generated if either @var{width} or
5761 @var{height} is negative.
5762
5763 @code{GL_INVALID_OPERATION} is generated if @var{format} is
5764 @code{GL_STENCIL_INDEX} and there is no stencil buffer.
5765
5766 @code{GL_INVALID_OPERATION} is generated if @var{format} is
5767 @code{GL_RED}, @code{GL_GREEN}, @code{GL_BLUE}, @code{GL_ALPHA},
5768 @code{GL_RGB}, @code{GL_RGBA}, @code{GL_BGR}, @code{GL_BGRA},
5769 @code{GL_LUMINANCE}, or @code{GL_LUMINANCE_ALPHA}, and the GL is in
5770 color index mode.
5771
5772 @code{GL_INVALID_OPERATION} is generated if @var{format} is one of
5773 @code{GL_UNSIGNED_BYTE_3_3_2}, @code{GL_UNSIGNED_BYTE_2_3_3_REV},
5774 @code{GL_UNSIGNED_SHORT_5_6_5}, or @code{GL_UNSIGNED_SHORT_5_6_5_REV}
5775 and @var{format} is not @code{GL_RGB}.
5776
5777 @code{GL_INVALID_OPERATION} is generated if @var{format} is one of
5778 @code{GL_UNSIGNED_SHORT_4_4_4_4}, @code{GL_UNSIGNED_SHORT_4_4_4_4_REV},
5779 @code{GL_UNSIGNED_SHORT_5_5_5_1}, @code{GL_UNSIGNED_SHORT_1_5_5_5_REV},
5780 @code{GL_UNSIGNED_INT_8_8_8_8}, @code{GL_UNSIGNED_INT_8_8_8_8_REV},
5781 @code{GL_UNSIGNED_INT_10_10_10_2}, or
5782 @code{GL_UNSIGNED_INT_2_10_10_10_REV} and @var{format} is neither
5783 @code{GL_RGBA} nor @code{GL_BGRA}.
5784
5785 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
5786 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the buffer
5787 object's data store is currently mapped.
5788
5789 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
5790 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the data
5791 would be unpacked from the buffer object such that the memory reads
5792 required would exceed the data store size.
5793
5794 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
5795 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and @var{data}
5796 is not evenly divisible into the number of bytes needed to store in
5797 memory a datum indicated by @var{type}.
5798
5799 @code{GL_INVALID_OPERATION} is generated if @code{glDrawPixels} is
5800 executed between the execution of @code{glBegin} and the corresponding
5801 execution of @code{glEnd}.
5802
5803 @end deftypefun
5804
5805 @deftypefun void glDrawRangeElements mode start end count type indices
5806 Render primitives from array data.
5807
5808 @table @asis
5809 @item @var{mode}
5810 Specifies what kind of primitives to render. Symbolic constants
5811 @code{GL_POINTS}, @code{GL_LINE_STRIP}, @code{GL_LINE_LOOP},
5812 @code{GL_LINES}, @code{GL_TRIANGLE_STRIP}, @code{GL_TRIANGLE_FAN},
5813 @code{GL_TRIANGLES}, @code{GL_QUAD_STRIP}, @code{GL_QUADS}, and
5814 @code{GL_POLYGON} are accepted.
5815
5816 @item @var{start}
5817 Specifies the minimum array index contained in @var{indices}.
5818
5819 @item @var{end}
5820 Specifies the maximum array index contained in @var{indices}.
5821
5822 @item @var{count}
5823 Specifies the number of elements to be rendered.
5824
5825 @item @var{type}
5826 Specifies the type of the values in @var{indices}. Must be one of
5827 @code{GL_UNSIGNED_BYTE}, @code{GL_UNSIGNED_SHORT}, or
5828 @code{GL_UNSIGNED_INT}.
5829
5830 @item @var{indices}
5831 Specifies a pointer to the location where the indices are stored.
5832
5833 @end table
5834
5835 @code{glDrawRangeElements} is a restricted form of
5836 @code{glDrawElements}. @var{mode}, @var{start}, @var{end}, and
5837 @var{count} match the corresponding arguments to @code{glDrawElements},
5838 with the additional constraint that all values in the arrays @var{count}
5839 must lie between @var{start} and @var{end}, inclusive.
5840
5841 Implementations denote recommended maximum amounts of vertex and index
5842 data, which may be queried by calling @code{glGet} with argument
5843 @code{GL_MAX_ELEMENTS_VERTICES} and @code{GL_MAX_ELEMENTS_INDICES}. If
5844 @r{@var{end}-@var{start}+1} is greater than the value of
5845 @code{GL_MAX_ELEMENTS_VERTICES}, or if @var{count} is greater than the
5846 value of @code{GL_MAX_ELEMENTS_INDICES}, then the call may operate at
5847 reduced performance. There is no requirement that all vertices in the
5848 range @r{[@var{start},@var{end}]} be referenced. However, the
5849 implementation may partially process unused vertices, reducing
5850 performance from what could be achieved with an optimal index set.
5851
5852 When @code{glDrawRangeElements} is called, it uses @var{count}
5853 sequential elements from an enabled array, starting at @var{start} to
5854 construct a sequence of geometric primitives. @var{mode} specifies what
5855 kind of primitives are constructed, and how the array elements construct
5856 these primitives. If more than one array is enabled, each is used. If
5857 @code{GL_VERTEX_ARRAY} is not enabled, no geometric primitives are
5858 constructed.
5859
5860 Vertex attributes that are modified by @code{glDrawRangeElements} have
5861 an unspecified value after @code{glDrawRangeElements} returns. For
5862 example, if @code{GL_COLOR_ARRAY} is enabled, the value of the current
5863 color is undefined after @code{glDrawRangeElements} executes. Attributes
5864 that aren't modified maintain their previous values.
5865
5866 It is an error for indices to lie outside the range
5867 @r{[@var{start},@var{end}]}, but implementations may not check for this
5868 situation. Such indices cause implementation-dependent behavior.
5869
5870 @code{GL_INVALID_ENUM} is generated if @var{mode} is not an accepted
5871 value.
5872
5873 @code{GL_INVALID_VALUE} is generated if @var{count} is negative.
5874
5875 @code{GL_INVALID_VALUE} is generated if @r{@var{end}<@var{start}}.
5876
5877 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
5878 name is bound to an enabled array or the element array and the buffer
5879 object's data store is currently mapped.
5880
5881 @code{GL_INVALID_OPERATION} is generated if @code{glDrawRangeElements}
5882 is executed between the execution of @code{glBegin} and the
5883 corresponding @code{glEnd}.
5884
5885 @end deftypefun
5886
5887 @deftypefun void glEdgeFlagPointer stride pointer
5888 Define an array of edge flags.
5889
5890 @table @asis
5891 @item @var{stride}
5892 Specifies the byte offset between consecutive edge flags. If
5893 @var{stride} is 0, the edge flags are understood to be tightly packed in
5894 the array. The initial value is 0.
5895
5896 @item @var{pointer}
5897 Specifies a pointer to the first edge flag in the array. The initial
5898 value is 0.
5899
5900 @end table
5901
5902 @code{glEdgeFlagPointer} specifies the location and data format of an
5903 array of boolean edge flags to use when rendering. @var{stride}
5904 specifies the byte stride from one edge flag to the next, allowing
5905 vertices and attributes to be packed into a single array or stored in
5906 separate arrays.
5907
5908 If a non-zero named buffer object is bound to the @code{GL_ARRAY_BUFFER}
5909 target (see @code{glBindBuffer}) while an edge flag array is specified,
5910 @var{pointer} is treated as a byte offset into the buffer object's data
5911 store. Also, the buffer object binding (@code{GL_ARRAY_BUFFER_BINDING})
5912 is saved as edge flag vertex array client-side state
5913 (@code{GL_EDGE_FLAG_ARRAY_BUFFER_BINDING}).
5914
5915 When an edge flag array is specified, @var{stride} and @var{pointer} are
5916 saved as client-side state, in addition to the current vertex array
5917 buffer object binding.
5918
5919 To enable and disable the edge flag array, call
5920 @code{glEnableClientState} and @code{glDisableClientState} with the
5921 argument @code{GL_EDGE_FLAG_ARRAY}. If enabled, the edge flag array is
5922 used when @code{glDrawArrays}, @code{glMultiDrawArrays},
5923 @code{glDrawElements}, @code{glMultiDrawElements},
5924 @code{glDrawRangeElements}, or @code{glArrayElement} is called.
5925
5926 @code{GL_INVALID_ENUM} is generated if @var{stride} is negative.
5927
5928 @end deftypefun
5929
5930 @deftypefun void glEdgeFlag flag
5931 Flag edges as either boundary or nonboundary.
5932
5933 @table @asis
5934 @item @var{flag}
5935 Specifies the current edge flag value, either @code{GL_TRUE} or
5936 @code{GL_FALSE}. The initial value is @code{GL_TRUE}.
5937
5938 @end table
5939
5940 Each vertex of a polygon, separate triangle, or separate quadrilateral
5941 specified between a @code{glBegin}/@code{glEnd} pair is marked as the
5942 start of either a boundary or nonboundary edge. If the current edge flag
5943 is true when the vertex is specified, the vertex is marked as the start
5944 of a boundary edge. Otherwise, the vertex is marked as the start of a
5945 nonboundary edge. @code{glEdgeFlag} sets the edge flag bit to
5946 @code{GL_TRUE} if @var{flag} is @code{GL_TRUE} and to @code{GL_FALSE}
5947 otherwise.
5948
5949 The vertices of connected triangles and connected quadrilaterals are
5950 always marked as boundary, regardless of the value of the edge flag.
5951
5952 Boundary and nonboundary edge flags on vertices are significant only if
5953 @code{GL_POLYGON_MODE} is set to @code{GL_POINT} or @code{GL_LINE}. See
5954 @code{glPolygonMode}.
5955
5956 @end deftypefun
5957
5958 @deftypefun void glEnableClientState cap
5959 @deftypefunx void glDisableClientState cap
5960 Enable or disable client-side capability.
5961
5962 @table @asis
5963 @item @var{cap}
5964 Specifies the capability to enable. Symbolic constants
5965 @code{GL_COLOR_ARRAY}, @code{GL_EDGE_FLAG_ARRAY},
5966 @code{GL_FOG_COORD_ARRAY}, @code{GL_INDEX_ARRAY},
5967 @code{GL_NORMAL_ARRAY}, @code{GL_SECONDARY_COLOR_ARRAY},
5968 @code{GL_TEXTURE_COORD_ARRAY}, and @code{GL_VERTEX_ARRAY} are accepted.
5969
5970 @end table
5971
5972 @code{glEnableClientState} and @code{glDisableClientState} enable or
5973 disable individual client-side capabilities. By default, all client-side
5974 capabilities are disabled. Both @code{glEnableClientState} and
5975 @code{glDisableClientState} take a single argument, @var{cap}, which can
5976 assume one of the following values:
5977
5978 @table @asis
5979 @item @code{GL_COLOR_ARRAY}
5980 If enabled, the color array is enabled for writing and used during
5981 rendering when @code{glArrayElement}, @code{glDrawArrays},
5982 @code{glDrawElements},
5983 @code{glDrawRangeElements}@code{glMultiDrawArrays}, or
5984 @code{glMultiDrawElements} is called. See @code{glColorPointer}.
5985
5986 @item @code{GL_EDGE_FLAG_ARRAY}
5987 If enabled, the edge flag array is enabled for writing and used during
5988 rendering when @code{glArrayElement}, @code{glDrawArrays},
5989 @code{glDrawElements},
5990 @code{glDrawRangeElements}@code{glMultiDrawArrays}, or
5991 @code{glMultiDrawElements} is called. See @code{glEdgeFlagPointer}.
5992
5993 @item @code{GL_FOG_COORD_ARRAY}
5994 If enabled, the fog coordinate array is enabled for writing and used
5995 during rendering when @code{glArrayElement}, @code{glDrawArrays},
5996 @code{glDrawElements},
5997 @code{glDrawRangeElements}@code{glMultiDrawArrays}, or
5998 @code{glMultiDrawElements} is called. See @code{glFogCoordPointer}.
5999
6000 @item @code{GL_INDEX_ARRAY}
6001 If enabled, the index array is enabled for writing and used during
6002 rendering when @code{glArrayElement}, @code{glDrawArrays},
6003 @code{glDrawElements},
6004 @code{glDrawRangeElements}@code{glMultiDrawArrays}, or
6005 @code{glMultiDrawElements} is called. See @code{glIndexPointer}.
6006
6007 @item @code{GL_NORMAL_ARRAY}
6008 If enabled, the normal array is enabled for writing and used during
6009 rendering when @code{glArrayElement}, @code{glDrawArrays},
6010 @code{glDrawElements},
6011 @code{glDrawRangeElements}@code{glMultiDrawArrays}, or
6012 @code{glMultiDrawElements} is called. See @code{glNormalPointer}.
6013
6014 @item @code{GL_SECONDARY_COLOR_ARRAY}
6015 If enabled, the secondary color array is enabled for writing and used
6016 during rendering when @code{glArrayElement}, @code{glDrawArrays},
6017 @code{glDrawElements},
6018 @code{glDrawRangeElements}@code{glMultiDrawArrays}, or
6019 @code{glMultiDrawElements} is called. See @code{glColorPointer}.
6020
6021 @item @code{GL_TEXTURE_COORD_ARRAY}
6022 If enabled, the texture coordinate array is enabled for writing and used
6023 during rendering when @code{glArrayElement}, @code{glDrawArrays},
6024 @code{glDrawElements},
6025 @code{glDrawRangeElements}@code{glMultiDrawArrays}, or
6026 @code{glMultiDrawElements} is called. See @code{glTexCoordPointer}.
6027
6028 @item @code{GL_VERTEX_ARRAY}
6029 If enabled, the vertex array is enabled for writing and used during
6030 rendering when @code{glArrayElement}, @code{glDrawArrays},
6031 @code{glDrawElements},
6032 @code{glDrawRangeElements}@code{glMultiDrawArrays}, or
6033 @code{glMultiDrawElements} is called. See @code{glVertexPointer}.
6034
6035 @end table
6036
6037 @code{GL_INVALID_ENUM} is generated if @var{cap} is not an accepted
6038 value.
6039
6040 @code{glEnableClientState} is not allowed between the execution of
6041 @code{glBegin} and the corresponding @code{glEnd}, but an error may or
6042 may not be generated. If no error is generated, the behavior is
6043 undefined.
6044
6045 @end deftypefun
6046
6047 @deftypefun void glEnableVertexAttribArray index
6048 @deftypefunx void glDisableVertexAttribArray index
6049 Enable or disable a generic vertex attribute array.
6050
6051 @table @asis
6052 @item @var{index}
6053 Specifies the index of the generic vertex attribute to be enabled or
6054 disabled.
6055
6056 @end table
6057
6058 @code{glEnableVertexAttribArray} enables the generic vertex attribute
6059 array specified by @var{index}. @code{glDisableVertexAttribArray}
6060 disables the generic vertex attribute array specified by @var{index}. By
6061 default, all client-side capabilities are disabled, including all
6062 generic vertex attribute arrays. If enabled, the values in the generic
6063 vertex attribute array will be accessed and used for rendering when
6064 calls are made to vertex array commands such as @code{glDrawArrays},
6065 @code{glDrawElements}, @code{glDrawRangeElements},
6066 @code{glArrayElement}, @code{glMultiDrawElements}, or
6067 @code{glMultiDrawArrays}.
6068
6069 @code{GL_INVALID_VALUE} is generated if @var{index} is greater than or
6070 equal to @code{GL_MAX_VERTEX_ATTRIBS}.
6071
6072 @code{GL_INVALID_OPERATION} is generated if either
6073 @code{glEnableVertexAttribArray } or @code{glDisableVertexAttribArray }
6074 is executed between the execution of @code{glBegin} and the
6075 corresponding execution of @code{glEnd}.
6076
6077 @end deftypefun
6078
6079 @deftypefun void glEnable cap
6080 @deftypefunx void glDisable cap
6081 Enable or disable server-side GL capabilities.
6082
6083 @table @asis
6084 @item @var{cap}
6085 Specifies a symbolic constant indicating a GL capability.
6086
6087 @end table
6088
6089 @code{glEnable} and @code{glDisable} enable and disable various
6090 capabilities. Use @code{glIsEnabled} or @code{glGet} to determine the
6091 current setting of any capability. The initial value for each capability
6092 with the exception of @code{GL_DITHER} and @code{GL_MULTISAMPLE} is
6093 @code{GL_FALSE}. The initial value for @code{GL_DITHER} and
6094 @code{GL_MULTISAMPLE} is @code{GL_TRUE}.
6095
6096 Both @code{glEnable} and @code{glDisable} take a single argument,
6097 @var{cap}, which can assume one of the following values:
6098
6099 @table @asis
6100 @item @code{GL_ALPHA_TEST}
6101
6102
6103 If enabled, do alpha testing. See @code{glAlphaFunc}.
6104
6105 @item @code{GL_AUTO_NORMAL}
6106
6107
6108 If enabled, generate normal vectors when either @code{GL_MAP2_VERTEX_3}
6109 or @code{GL_MAP2_VERTEX_4} is used to generate vertices. See
6110 @code{glMap2}.
6111
6112 @item @code{GL_BLEND}
6113
6114
6115 If enabled, blend the computed fragment color values with the values in
6116 the color buffers. See @code{glBlendFunc}.
6117
6118 @item @code{GL_CLIP_PLANE}@var{i}
6119
6120
6121 If enabled, clip geometry against user-defined clipping plane @var{i}.
6122 See @code{glClipPlane}.
6123
6124 @item @code{GL_COLOR_LOGIC_OP}
6125
6126
6127 If enabled, apply the currently selected logical operation to the
6128 computed fragment color and color buffer values. See @code{glLogicOp}.
6129
6130 @item @code{GL_COLOR_MATERIAL}
6131
6132
6133 If enabled, have one or more material parameters track the current
6134 color. See @code{glColorMaterial}.
6135
6136 @item @code{GL_COLOR_SUM}
6137
6138
6139 If enabled and no fragment shader is active, add the secondary color
6140 value to the computed fragment color. See @code{glSecondaryColor}.
6141
6142 @item @code{GL_COLOR_TABLE}
6143
6144
6145 If enabled, perform a color table lookup on the incoming RGBA color
6146 values. See @code{glColorTable}.
6147
6148 @item @code{GL_CONVOLUTION_1D}
6149
6150
6151 If enabled, perform a 1D convolution operation on incoming RGBA color
6152 values. See @code{glConvolutionFilter1D}.
6153
6154 @item @code{GL_CONVOLUTION_2D}
6155
6156
6157 If enabled, perform a 2D convolution operation on incoming RGBA color
6158 values. See @code{glConvolutionFilter2D}.
6159
6160 @item @code{GL_CULL_FACE}
6161
6162
6163 If enabled, cull polygons based on their winding in window coordinates.
6164 See @code{glCullFace}.
6165
6166 @item @code{GL_DEPTH_TEST}
6167
6168
6169 If enabled, do depth comparisons and update the depth buffer. Note that
6170 even if the depth buffer exists and the depth mask is non-zero, the
6171 depth buffer is not updated if the depth test is disabled. See
6172 @code{glDepthFunc} and @code{glDepthRange}.
6173
6174 @item @code{GL_DITHER}
6175
6176
6177 If enabled, dither color components or indices before they are written
6178 to the color buffer.
6179
6180 @item @code{GL_FOG}
6181
6182
6183 If enabled and no fragment shader is active, blend a fog color into the
6184 post-texturing color. See @code{glFog}.
6185
6186 @item @code{GL_HISTOGRAM}
6187
6188
6189 If enabled, histogram incoming RGBA color values. See
6190 @code{glHistogram}.
6191
6192 @item @code{GL_INDEX_LOGIC_OP}
6193
6194
6195 If enabled, apply the currently selected logical operation to the
6196 incoming index and color buffer indices. See @code{glLogicOp}.
6197
6198 @item @code{GL_LIGHT}@var{i}
6199
6200
6201 If enabled, include light @var{i} in the evaluation of the lighting
6202 equation. See @code{glLightModel} and @code{glLight}.
6203
6204 @item @code{GL_LIGHTING}
6205
6206
6207 If enabled and no vertex shader is active, use the current lighting
6208 parameters to compute the vertex color or index. Otherwise, simply
6209 associate the current color or index with each vertex. See
6210 @code{glMaterial}, @code{glLightModel}, and @code{glLight}.
6211
6212 @item @code{GL_LINE_SMOOTH}
6213
6214
6215 If enabled, draw lines with correct filtering. Otherwise, draw aliased
6216 lines. See @code{glLineWidth}.
6217
6218 @item @code{GL_LINE_STIPPLE}
6219
6220
6221 If enabled, use the current line stipple pattern when drawing lines. See
6222 @code{glLineStipple}.
6223
6224 @item @code{GL_MAP1_COLOR_4}
6225
6226
6227 If enabled, calls to @code{glEvalCoord1}, @code{glEvalMesh1}, and
6228 @code{glEvalPoint1} generate RGBA values. See @code{glMap1}.
6229
6230 @item @code{GL_MAP1_INDEX}
6231
6232
6233 If enabled, calls to @code{glEvalCoord1}, @code{glEvalMesh1}, and
6234 @code{glEvalPoint1} generate color indices. See @code{glMap1}.
6235
6236 @item @code{GL_MAP1_NORMAL}
6237
6238
6239 If enabled, calls to @code{glEvalCoord1}, @code{glEvalMesh1}, and
6240 @code{glEvalPoint1} generate normals. See @code{glMap1}.
6241
6242 @item @code{GL_MAP1_TEXTURE_COORD_1}
6243
6244
6245 If enabled, calls to @code{glEvalCoord1}, @code{glEvalMesh1}, and
6246 @code{glEvalPoint1} generate @var{s} texture coordinates. See
6247 @code{glMap1}.
6248
6249 @item @code{GL_MAP1_TEXTURE_COORD_2}
6250
6251
6252 If enabled, calls to @code{glEvalCoord1}, @code{glEvalMesh1}, and
6253 @code{glEvalPoint1} generate @var{s} and @var{t} texture coordinates.
6254 See @code{glMap1}.
6255
6256 @item @code{GL_MAP1_TEXTURE_COORD_3}
6257
6258
6259 If enabled, calls to @code{glEvalCoord1}, @code{glEvalMesh1}, and
6260 @code{glEvalPoint1} generate @var{s}, @var{t}, and @var{r} texture
6261 coordinates. See @code{glMap1}.
6262
6263 @item @code{GL_MAP1_TEXTURE_COORD_4}
6264
6265
6266 If enabled, calls to @code{glEvalCoord1}, @code{glEvalMesh1}, and
6267 @code{glEvalPoint1} generate @var{s}, @var{t}, @var{r}, and @var{q}
6268 texture coordinates. See @code{glMap1}.
6269
6270 @item @code{GL_MAP1_VERTEX_3}
6271
6272
6273 If enabled, calls to @code{glEvalCoord1}, @code{glEvalMesh1}, and
6274 @code{glEvalPoint1} generate @var{x}, @var{y}, and @var{z} vertex
6275 coordinates. See @code{glMap1}.
6276
6277 @item @code{GL_MAP1_VERTEX_4}
6278
6279
6280 If enabled, calls to @code{glEvalCoord1}, @code{glEvalMesh1}, and
6281 @code{glEvalPoint1} generate homogeneous @var{x}, @var{y}, @var{z}, and
6282 @var{w} vertex coordinates. See @code{glMap1}.
6283
6284 @item @code{GL_MAP2_COLOR_4}
6285
6286
6287 If enabled, calls to @code{glEvalCoord2}, @code{glEvalMesh2}, and
6288 @code{glEvalPoint2} generate RGBA values. See @code{glMap2}.
6289
6290 @item @code{GL_MAP2_INDEX}
6291
6292
6293 If enabled, calls to @code{glEvalCoord2}, @code{glEvalMesh2}, and
6294 @code{glEvalPoint2} generate color indices. See @code{glMap2}.
6295
6296 @item @code{GL_MAP2_NORMAL}
6297
6298
6299 If enabled, calls to @code{glEvalCoord2}, @code{glEvalMesh2}, and
6300 @code{glEvalPoint2} generate normals. See @code{glMap2}.
6301
6302 @item @code{GL_MAP2_TEXTURE_COORD_1}
6303
6304
6305 If enabled, calls to @code{glEvalCoord2}, @code{glEvalMesh2}, and
6306 @code{glEvalPoint2} generate @var{s} texture coordinates. See
6307 @code{glMap2}.
6308
6309 @item @code{GL_MAP2_TEXTURE_COORD_2}
6310
6311
6312 If enabled, calls to @code{glEvalCoord2}, @code{glEvalMesh2}, and
6313 @code{glEvalPoint2} generate @var{s} and @var{t} texture coordinates.
6314 See @code{glMap2}.
6315
6316 @item @code{GL_MAP2_TEXTURE_COORD_3}
6317
6318
6319 If enabled, calls to @code{glEvalCoord2}, @code{glEvalMesh2}, and
6320 @code{glEvalPoint2} generate @var{s}, @var{t}, and @var{r} texture
6321 coordinates. See @code{glMap2}.
6322
6323 @item @code{GL_MAP2_TEXTURE_COORD_4}
6324
6325
6326 If enabled, calls to @code{glEvalCoord2}, @code{glEvalMesh2}, and
6327 @code{glEvalPoint2} generate @var{s}, @var{t}, @var{r}, and @var{q}
6328 texture coordinates. See @code{glMap2}.
6329
6330 @item @code{GL_MAP2_VERTEX_3}
6331
6332
6333 If enabled, calls to @code{glEvalCoord2}, @code{glEvalMesh2}, and
6334 @code{glEvalPoint2} generate @var{x}, @var{y}, and @var{z} vertex
6335 coordinates. See @code{glMap2}.
6336
6337 @item @code{GL_MAP2_VERTEX_4}
6338
6339
6340 If enabled, calls to @code{glEvalCoord2}, @code{glEvalMesh2}, and
6341 @code{glEvalPoint2} generate homogeneous @var{x}, @var{y}, @var{z}, and
6342 @var{w} vertex coordinates. See @code{glMap2}.
6343
6344 @item @code{GL_MINMAX}
6345
6346
6347 If enabled, compute the minimum and maximum values of incoming RGBA
6348 color values. See @code{glMinmax}.
6349
6350 @item @code{GL_MULTISAMPLE}
6351
6352
6353 If enabled, use multiple fragment samples in computing the final color
6354 of a pixel. See @code{glSampleCoverage}.
6355
6356 @item @code{GL_NORMALIZE}
6357
6358
6359 If enabled and no vertex shader is active, normal vectors are normalized
6360 to unit length after transformation and before lighting. This method is
6361 generally less efficient than @code{GL_RESCALE_NORMAL}. See
6362 @code{glNormal} and @code{glNormalPointer}.
6363
6364 @item @code{GL_POINT_SMOOTH}
6365
6366
6367 If enabled, draw points with proper filtering. Otherwise, draw aliased
6368 points. See @code{glPointSize}.
6369
6370 @item @code{GL_POINT_SPRITE}
6371
6372
6373 If enabled, calculate texture coordinates for points based on texture
6374 environment and point parameter settings. Otherwise texture coordinates
6375 are constant across points.
6376
6377 @item @code{GL_POLYGON_OFFSET_FILL}
6378
6379
6380 If enabled, and if the polygon is rendered in @code{GL_FILL} mode, an
6381 offset is added to depth values of a polygon's fragments before the
6382 depth comparison is performed. See @code{glPolygonOffset}.
6383
6384 @item @code{GL_POLYGON_OFFSET_LINE}
6385
6386
6387 If enabled, and if the polygon is rendered in @code{GL_LINE} mode, an
6388 offset is added to depth values of a polygon's fragments before the
6389 depth comparison is performed. See @code{glPolygonOffset}.
6390
6391 @item @code{GL_POLYGON_OFFSET_POINT}
6392
6393
6394 If enabled, an offset is added to depth values of a polygon's fragments
6395 before the depth comparison is performed, if the polygon is rendered in
6396 @code{GL_POINT} mode. See @code{glPolygonOffset}.
6397
6398 @item @code{GL_POLYGON_SMOOTH}
6399
6400
6401 If enabled, draw polygons with proper filtering. Otherwise, draw aliased
6402 polygons. For correct antialiased polygons, an alpha buffer is needed
6403 and the polygons must be sorted front to back.
6404
6405 @item @code{GL_POLYGON_STIPPLE}
6406
6407
6408 If enabled, use the current polygon stipple pattern when rendering
6409 polygons. See @code{glPolygonStipple}.
6410
6411 @item @code{GL_POST_COLOR_MATRIX_COLOR_TABLE}
6412
6413
6414 If enabled, perform a color table lookup on RGBA color values after
6415 color matrix transformation. See @code{glColorTable}.
6416
6417 @item @code{GL_POST_CONVOLUTION_COLOR_TABLE}
6418
6419
6420 If enabled, perform a color table lookup on RGBA color values after
6421 convolution. See @code{glColorTable}.
6422
6423 @item @code{GL_RESCALE_NORMAL}
6424
6425
6426 If enabled and no vertex shader is active, normal vectors are scaled
6427 after transformation and before lighting by a factor computed from the
6428 modelview matrix. If the modelview matrix scales space uniformly, this
6429 has the effect of restoring the transformed normal to unit length. This
6430 method is generally more efficient than @code{GL_NORMALIZE}. See
6431 @code{glNormal} and @code{glNormalPointer}.
6432
6433 @item @code{GL_SAMPLE_ALPHA_TO_COVERAGE}
6434
6435
6436 If enabled, compute a temporary coverage value where each bit is
6437 determined by the alpha value at the corresponding sample location. The
6438 temporary coverage value is then ANDed with the fragment coverage value.
6439
6440 @item @code{GL_SAMPLE_ALPHA_TO_ONE}
6441
6442
6443 If enabled, each sample alpha value is replaced by the maximum
6444 representable alpha value.
6445
6446 @item @code{GL_SAMPLE_COVERAGE}
6447
6448
6449 If enabled, the fragment's coverage is ANDed with the temporary coverage
6450 value. If @code{GL_SAMPLE_COVERAGE_INVERT} is set to @code{GL_TRUE},
6451 invert the coverage value. See @code{glSampleCoverage}.
6452
6453 @item @code{GL_SEPARABLE_2D}
6454
6455
6456 If enabled, perform a two-dimensional convolution operation using a
6457 separable convolution filter on incoming RGBA color values. See
6458 @code{glSeparableFilter2D}.
6459
6460 @item @code{GL_SCISSOR_TEST}
6461
6462
6463 If enabled, discard fragments that are outside the scissor rectangle.
6464 See @code{glScissor}.
6465
6466 @item @code{GL_STENCIL_TEST}
6467
6468
6469 If enabled, do stencil testing and update the stencil buffer. See
6470 @code{glStencilFunc} and @code{glStencilOp}.
6471
6472 @item @code{GL_TEXTURE_1D}
6473
6474
6475 If enabled and no fragment shader is active, one-dimensional texturing
6476 is performed (unless two- or three-dimensional or cube-mapped texturing
6477 is also enabled). See @code{glTexImage1D}.
6478
6479 @item @code{GL_TEXTURE_2D}
6480
6481
6482 If enabled and no fragment shader is active, two-dimensional texturing
6483 is performed (unless three-dimensional or cube-mapped texturing is also
6484 enabled). See @code{glTexImage2D}.
6485
6486 @item @code{GL_TEXTURE_3D}
6487
6488
6489 If enabled and no fragment shader is active, three-dimensional texturing
6490 is performed (unless cube-mapped texturing is also enabled). See
6491 @code{glTexImage3D}.
6492
6493 @item @code{GL_TEXTURE_CUBE_MAP}
6494
6495
6496 If enabled and no fragment shader is active, cube-mapped texturing is
6497 performed. See @code{glTexImage2D}.
6498
6499 @item @code{GL_TEXTURE_GEN_Q}
6500
6501
6502 If enabled and no vertex shader is active, the @var{q} texture
6503 coordinate is computed using the texture generation function defined
6504 with @code{glTexGen}. Otherwise, the current @var{q} texture coordinate
6505 is used. See @code{glTexGen}.
6506
6507 @item @code{GL_TEXTURE_GEN_R}
6508
6509
6510 If enabled and no vertex shader is active, the @var{r} texture
6511 coordinate is computed using the texture generation function defined
6512 with @code{glTexGen}. Otherwise, the current @var{r} texture coordinate
6513 is used. See @code{glTexGen}.
6514
6515 @item @code{GL_TEXTURE_GEN_S}
6516
6517
6518 If enabled and no vertex shader is active, the @var{s} texture
6519 coordinate is computed using the texture generation function defined
6520 with @code{glTexGen}. Otherwise, the current @var{s} texture coordinate
6521 is used. See @code{glTexGen}.
6522
6523 @item @code{GL_TEXTURE_GEN_T}
6524
6525
6526 If enabled and no vertex shader is active, the @var{t} texture
6527 coordinate is computed using the texture generation function defined
6528 with @code{glTexGen}. Otherwise, the current @var{t} texture coordinate
6529 is used. See @code{glTexGen}.
6530
6531 @item @code{GL_VERTEX_PROGRAM_POINT_SIZE}
6532
6533
6534 If enabled and a vertex shader is active, then the derived point size is
6535 taken from the (potentially clipped) shader builtin @code{gl_PointSize}
6536 and clamped to the implementation-dependent point size range.
6537
6538 @item @code{GL_VERTEX_PROGRAM_TWO_SIDE}
6539
6540
6541 If enabled and a vertex shader is active, it specifies that the GL will
6542 choose between front and back colors based on the polygon's face
6543 direction of which the vertex being shaded is a part. It has no effect
6544 on points or lines.
6545
6546 @end table
6547
6548 @code{GL_INVALID_ENUM} is generated if @var{cap} is not one of the
6549 values listed previously.
6550
6551 @code{GL_INVALID_OPERATION} is generated if @code{glEnable} or
6552 @code{glDisable} is executed between the execution of @code{glBegin} and
6553 the corresponding execution of @code{glEnd}.
6554
6555 @end deftypefun
6556
6557 @deftypefun void glEvalCoord1f u
6558 @deftypefunx void glEvalCoord2f u v
6559 Evaluate enabled one- and two-dimensional maps.
6560
6561 @table @asis
6562 @item @var{u}
6563 Specifies a value that is the domain coordinate @r{@var{u}} to the basis
6564 function defined in a previous @code{glMap1} or @code{glMap2} command.
6565
6566 @item @var{v}
6567 Specifies a value that is the domain coordinate @r{@var{v}} to the basis
6568 function defined in a previous @code{glMap2} command. This argument is
6569 not present in a @code{glEvalCoord1} command.
6570
6571 @end table
6572
6573 @code{glEvalCoord1} evaluates enabled one-dimensional maps at argument
6574 @var{u}. @code{glEvalCoord2} does the same for two-dimensional maps
6575 using two domain values, @var{u} and @var{v}. To define a map, call
6576 @code{glMap1} and @code{glMap2}; to enable and disable it, call
6577 @code{glEnable} and @code{glDisable}.
6578
6579 When one of the @code{glEvalCoord} commands is issued, all currently
6580 enabled maps of the indicated dimension are evaluated. Then, for each
6581 enabled map, it is as if the corresponding GL command had been issued
6582 with the computed value. That is, if @code{GL_MAP1_INDEX} or
6583 @code{GL_MAP2_INDEX} is enabled, a @code{glIndex} command is simulated.
6584 If @code{GL_MAP1_COLOR_4} or @code{GL_MAP2_COLOR_4} is enabled, a
6585 @code{glColor} command is simulated. If @code{GL_MAP1_NORMAL} or
6586 @code{GL_MAP2_NORMAL} is enabled, a normal vector is produced, and if
6587 any of @code{GL_MAP1_TEXTURE_COORD_1}, @code{GL_MAP1_TEXTURE_COORD_2},
6588 @code{GL_MAP1_TEXTURE_COORD_3}, @code{GL_MAP1_TEXTURE_COORD_4},
6589 @code{GL_MAP2_TEXTURE_COORD_1}, @code{GL_MAP2_TEXTURE_COORD_2},
6590 @code{GL_MAP2_TEXTURE_COORD_3}, or @code{GL_MAP2_TEXTURE_COORD_4} is
6591 enabled, then an appropriate @code{glTexCoord} command is simulated.
6592
6593 For color, color index, normal, and texture coordinates the GL uses
6594 evaluated values instead of current values for those evaluations that
6595 are enabled, and current values otherwise, However, the evaluated values
6596 do not update the current values. Thus, if @code{glVertex} commands are
6597 interspersed with @code{glEvalCoord} commands, the color, normal, and
6598 texture coordinates associated with the @code{glVertex} commands are not
6599 affected by the values generated by the @code{glEvalCoord} commands, but
6600 only by the most recent @code{glColor}, @code{glIndex}, @code{glNormal},
6601 and @code{glTexCoord} commands.
6602
6603 No commands are issued for maps that are not enabled. If more than one
6604 texture evaluation is enabled for a particular dimension (for example,
6605 @code{GL_MAP2_TEXTURE_COORD_1} and @code{GL_MAP2_TEXTURE_COORD_2}), then
6606 only the evaluation of the map that produces the larger number of
6607 coordinates (in this case, @code{GL_MAP2_TEXTURE_COORD_2}) is carried
6608 out. @code{GL_MAP1_VERTEX_4} overrides @code{GL_MAP1_VERTEX_3}, and
6609 @code{GL_MAP2_VERTEX_4} overrides @code{GL_MAP2_VERTEX_3}, in the same
6610 manner. If neither a three- nor a four-component vertex map is enabled
6611 for the specified dimension, the @code{glEvalCoord} command is ignored.
6612
6613 If you have enabled automatic normal generation, by calling
6614 @code{glEnable} with argument @code{GL_AUTO_NORMAL}, @code{glEvalCoord2}
6615 generates surface normals analytically, regardless of the contents or
6616 enabling of the @code{GL_MAP2_NORMAL} map. Let
6617
6618 @r{@code{m}=∂@code{p},/∂@var{u},,×∂@code{p},/∂@var{v},,}
6619
6620 Then the generated normal @r{@code{n}} is
6621 @r{@code{n}=@code{m}/∥@code{m},∥,}
6622
6623 If automatic normal generation is disabled, the corresponding normal map
6624 @code{GL_MAP2_NORMAL}, if enabled, is used to produce a normal. If
6625 neither automatic normal generation nor a normal map is enabled, no
6626 normal is generated for @code{glEvalCoord2} commands.
6627
6628 @end deftypefun
6629
6630 @deftypefun void glEvalMesh1 mode i1 i2
6631 @deftypefunx void glEvalMesh2 mode i1 i2 j1 j2
6632 Compute a one- or two-dimensional grid of points or lines.
6633
6634 @table @asis
6635 @item @var{mode}
6636 In @code{glEvalMesh1}, specifies whether to compute a one-dimensional
6637 mesh of points or lines. Symbolic constants @code{GL_POINT} and
6638 @code{GL_LINE} are accepted.
6639
6640 @item @var{i1}
6641 @itemx @var{i2}
6642 Specify the first and last integer values for grid domain variable
6643 @r{@var{i}}.
6644
6645 @end table
6646
6647 @code{glMapGrid} and @code{glEvalMesh} are used in tandem to efficiently
6648 generate and evaluate a series of evenly-spaced map domain values.
6649 @code{glEvalMesh} steps through the integer domain of a one- or
6650 two-dimensional grid, whose range is the domain of the evaluation maps
6651 specified by @code{glMap1} and @code{glMap2}. @var{mode} determines
6652 whether the resulting vertices are connected as points, lines, or filled
6653 polygons.
6654
6655 In the one-dimensional case, @code{glEvalMesh1}, the mesh is generated
6656 as if the following code fragment were executed:
6657
6658 where
6659
6660 @example
6661
6662 glBegin( @var{type} );
6663 for ( i = @var{i1}; i <= @var{i2}; i += 1 )
6664 glEvalCoord1( @r{i·Δ@var{u}+@var{u}_1} );
6665 glEnd();
6666 @end example
6667
6668 @r{Δ@var{u}=(@var{u}_2-@var{u}_1,)/@var{n}}
6669
6670 and @r{@var{n}}, @r{@var{u}_1}, and @r{@var{u}_2} are the arguments to
6671 the most recent @code{glMapGrid1} command. @var{type} is
6672 @code{GL_POINTS} if @var{mode} is @code{GL_POINT}, or @code{GL_LINES} if
6673 @var{mode} is @code{GL_LINE}.
6674
6675 The one absolute numeric requirement is that if @r{@var{i}=@var{n}},
6676 then the value computed from @r{@var{i}·Δ@var{u}+@var{u}_1} is exactly
6677 @r{@var{u}_2}.
6678
6679 In the two-dimensional case, @code{glEvalMesh2}, let .cp
6680 @r{Δ@var{u}=(@var{u}_2-@var{u}_1,)/@var{n}}
6681
6682 @r{Δ@var{v}=(@var{v}_2-@var{v}_1,)/@var{m}}
6683
6684 where @r{@var{n}}, @r{@var{u}_1}, @r{@var{u}_2}, @r{@var{m}},
6685 @r{@var{v}_1}, and @r{@var{v}_2} are the arguments to the most recent
6686 @code{glMapGrid2} command. Then, if @var{mode} is @code{GL_FILL}, the
6687 @code{glEvalMesh2} command is equivalent to:
6688
6689
6690
6691 @example
6692
6693 for ( j = @var{j1}; j < @var{j2}; j += 1 ) @{
6694 glBegin( GL_QUAD_STRIP );
6695 for ( i = @var{i1}; i <= @var{i2}; i += 1 ) @{
6696 glEvalCoord2( @r{i·Δ@var{u}+@var{u}_1,j·Δ@var{v}+@var{v}_1} );
6697 glEvalCoord2( @r{i·Δ@var{u}+@var{u}_1,(j+1,)·Δ@var{v}+@var{v}_1} );
6698 @}
6699 glEnd();
6700 @}
6701 @end example
6702
6703 If @var{mode} is @code{GL_LINE}, then a call to @code{glEvalMesh2} is
6704 equivalent to:
6705
6706
6707
6708 @example
6709
6710 for ( j = @var{j1}; j <= @var{j2}; j += 1 ) @{
6711 glBegin( GL_LINE_STRIP );
6712 for ( i = @var{i1}; i <= @var{i2}; i += 1 )
6713 glEvalCoord2( @r{i·Δ@var{u}+@var{u}_1,j·Δ@var{v}+@var{v}_1} );
6714 glEnd();
6715 @}
6716
6717 for ( i = @var{i1}; i <= @var{i2}; i += 1 ) @{
6718 glBegin( GL_LINE_STRIP );
6719 for ( j = @var{j1}; j <= @var{j1}; j += 1 )
6720 glEvalCoord2( @r{i·Δ@var{u}+@var{u}_1,j·Δ@var{v}+@var{v}_1} );
6721 glEnd();
6722 @}
6723 @end example
6724
6725 And finally, if @var{mode} is @code{GL_POINT}, then a call to
6726 @code{glEvalMesh2} is equivalent to:
6727
6728
6729
6730 @example
6731
6732 glBegin( GL_POINTS );
6733 for ( j = @var{j1}; j <= @var{j2}; j += 1 )
6734 for ( i = @var{i1}; i <= @var{i2}; i += 1 )
6735 glEvalCoord2( @r{i·Δ@var{u}+@var{u}_1,j·Δ@var{v}+@var{v}_1} );
6736 glEnd();
6737 @end example
6738
6739 In all three cases, the only absolute numeric requirements are that if
6740 @r{@var{i}=@var{n}}, then the value computed from
6741 @r{@var{i}·Δ@var{u}+@var{u}_1} is exactly @r{@var{u}_2}, and if
6742 @r{@var{j}=@var{m}}, then the value computed from
6743 @r{@var{j}·Δ@var{v}+@var{v}_1} is exactly @r{@var{v}_2}.
6744
6745 @code{GL_INVALID_ENUM} is generated if @var{mode} is not an accepted
6746 value.
6747
6748 @code{GL_INVALID_OPERATION} is generated if @code{glEvalMesh} is
6749 executed between the execution of @code{glBegin} and the corresponding
6750 execution of @code{glEnd}.
6751
6752 @end deftypefun
6753
6754 @deftypefun void glEvalPoint1 i
6755 @deftypefunx void glEvalPoint2 i j
6756 Generate and evaluate a single point in a mesh.
6757
6758 @table @asis
6759 @item @var{i}
6760 Specifies the integer value for grid domain variable @r{@var{i}}.
6761
6762 @item @var{j}
6763 Specifies the integer value for grid domain variable @r{@var{j}}
6764 (@code{glEvalPoint2} only).
6765
6766 @end table
6767
6768 @code{glMapGrid} and @code{glEvalMesh} are used in tandem to efficiently
6769 generate and evaluate a series of evenly spaced map domain values.
6770 @code{glEvalPoint} can be used to evaluate a single grid point in the
6771 same gridspace that is traversed by @code{glEvalMesh}. Calling
6772 @code{glEvalPoint1} is equivalent to calling where
6773 @r{Δ@var{u}=(@var{u}_2-@var{u}_1,)/@var{n}}
6774
6775 @example
6776
6777 glEvalCoord1( @r{i·Δ@var{u}+@var{u}_1} );
6778 @end example
6779
6780 and @r{@var{n}}, @r{@var{u}_1}, and @r{@var{u}_2} are the arguments to
6781 the most recent @code{glMapGrid1} command. The one absolute numeric
6782 requirement is that if @r{@var{i}=@var{n}}, then the value computed from
6783 @r{@var{i}·Δ@var{u}+@var{u}_1} is exactly @r{@var{u}_2}.
6784
6785 In the two-dimensional case, @code{glEvalPoint2}, let
6786
6787 @r{Δ@var{u}=(@var{u}_2-@var{u}_1,)/@var{n}}@r{Δ@var{v}=(@var{v}_2-@var{v}_1,)/@var{m}}
6788
6789 where @r{@var{n}}, @r{@var{u}_1}, @r{@var{u}_2}, @r{@var{m}},
6790 @r{@var{v}_1}, and @r{@var{v}_2} are the arguments to the most recent
6791 @code{glMapGrid2} command. Then the @code{glEvalPoint2} command is
6792 equivalent to calling The only absolute numeric requirements are that if
6793 @r{@var{i}=@var{n}}, then the value computed from
6794 @r{@var{i}·Δ@var{u}+@var{u}_1} is exactly @r{@var{u}_2}, and if
6795 @r{@var{j}=@var{m}}, then the value computed from
6796 @r{@var{j}·Δ@var{v}+@var{v}_1} is exactly @r{@var{v}_2}.
6797
6798 @example
6799
6800 glEvalCoord2( @r{i·Δ@var{u}+@var{u}_1,j·Δ@var{v}+@var{v}_1} );
6801 @end example
6802
6803 @end deftypefun
6804
6805 @deftypefun void glFeedbackBuffer size type buffer
6806 Controls feedback mode.
6807
6808 @table @asis
6809 @item @var{size}
6810 Specifies the maximum number of values that can be written into
6811 @var{buffer}.
6812
6813 @item @var{type}
6814 Specifies a symbolic constant that describes the information that will
6815 be returned for each vertex. @code{GL_2D}, @code{GL_3D},
6816 @code{GL_3D_COLOR}, @code{GL_3D_COLOR_TEXTURE}, and
6817 @code{GL_4D_COLOR_TEXTURE} are accepted.
6818
6819 @item @var{buffer}
6820 Returns the feedback data.
6821
6822 @end table
6823
6824 The @code{glFeedbackBuffer} function controls feedback. Feedback, like
6825 selection, is a GL mode. The mode is selected by calling
6826 @code{glRenderMode} with @code{GL_FEEDBACK}. When the GL is in feedback
6827 mode, no pixels are produced by rasterization. Instead, information
6828 about primitives that would have been rasterized is fed back to the
6829 application using the GL.
6830
6831 @code{glFeedbackBuffer} has three arguments: @var{buffer} is a pointer
6832 to an array of floating-point values into which feedback information is
6833 placed. @var{size} indicates the size of the array. @var{type} is a
6834 symbolic constant describing the information that is fed back for each
6835 vertex. @code{glFeedbackBuffer} must be issued before feedback mode is
6836 enabled (by calling @code{glRenderMode} with argument
6837 @code{GL_FEEDBACK}). Setting @code{GL_FEEDBACK} without establishing the
6838 feedback buffer, or calling @code{glFeedbackBuffer} while the GL is in
6839 feedback mode, is an error.
6840
6841 When @code{glRenderMode} is called while in feedback mode, it returns
6842 the number of entries placed in the feedback array and resets the
6843 feedback array pointer to the base of the feedback buffer. The returned
6844 value never exceeds @var{size}. If the feedback data required more room
6845 than was available in @var{buffer}, @code{glRenderMode} returns a
6846 negative value. To take the GL out of feedback mode, call
6847 @code{glRenderMode} with a parameter value other than
6848 @code{GL_FEEDBACK}.
6849
6850 While in feedback mode, each primitive, bitmap, or pixel rectangle that
6851 would be rasterized generates a block of values that are copied into the
6852 feedback array. If doing so would cause the number of entries to exceed
6853 the maximum, the block is partially written so as to fill the array (if
6854 there is any room left at all), and an overflow flag is set. Each block
6855 begins with a code indicating the primitive type, followed by values
6856 that describe the primitive's vertices and associated data. Entries are
6857 also written for bitmaps and pixel rectangles. Feedback occurs after
6858 polygon culling and @code{glPolygonMode} interpretation of polygons has
6859 taken place, so polygons that are culled are not returned in the
6860 feedback buffer. It can also occur after polygons with more than three
6861 edges are broken up into triangles, if the GL implementation renders
6862 polygons by performing this decomposition.
6863
6864 The @code{glPassThrough} command can be used to insert a marker into the
6865 feedback buffer. See @code{glPassThrough}.
6866
6867 Following is the grammar for the blocks of values written into the
6868 feedback buffer. Each primitive is indicated with a unique identifying
6869 value followed by some number of vertices. Polygon entries include an
6870 integer value indicating how many vertices follow. A vertex is fed back
6871 as some number of floating-point values, as determined by @var{type}.
6872 Colors are fed back as four values in RGBA mode and one value in color
6873 index mode.
6874
6875 feedbackList @r{←} feedbackItem feedbackList | feedbackItem feedbackItem
6876 @r{←} point | lineSegment | polygon | bitmap | pixelRectangle | passThru
6877 point @r{←}@code{GL_POINT_TOKEN} vertex lineSegment
6878 @r{←}@code{GL_LINE_TOKEN} vertex vertex | @code{GL_LINE_RESET_TOKEN}
6879 vertex vertex polygon @r{←}@code{GL_POLYGON_TOKEN} n polySpec polySpec
6880 @r{←} polySpec vertex | vertex vertex vertex bitmap
6881 @r{←}@code{GL_BITMAP_TOKEN} vertex pixelRectangle
6882 @r{←}@code{GL_DRAW_PIXEL_TOKEN} vertex | @code{GL_COPY_PIXEL_TOKEN}
6883 vertex passThru @r{←}@code{GL_PASS_THROUGH_TOKEN} value vertex @r{←} 2d
6884 | 3d | 3dColor | 3dColorTexture | 4dColorTexture 2d @r{←} value value 3d
6885 @r{←} value value value 3dColor @r{←} value value value color
6886 3dColorTexture @r{←} value value value color tex 4dColorTexture @r{←}
6887 value value value value color tex color @r{←} rgba | index rgba @r{←}
6888 value value value value index @r{←} value tex @r{←} value value value
6889 value
6890
6891 @var{value} is a floating-point number, and @var{n} is a floating-point
6892 integer giving the number of vertices in the polygon.
6893 @code{GL_POINT_TOKEN}, @code{GL_LINE_TOKEN}, @code{GL_LINE_RESET_TOKEN},
6894 @code{GL_POLYGON_TOKEN}, @code{GL_BITMAP_TOKEN},
6895 @code{GL_DRAW_PIXEL_TOKEN}, @code{GL_COPY_PIXEL_TOKEN} and
6896 @code{GL_PASS_THROUGH_TOKEN} are symbolic floating-point constants.
6897 @code{GL_LINE_RESET_TOKEN} is returned whenever the line stipple pattern
6898 is reset. The data returned as a vertex depends on the feedback
6899 @var{type}.
6900
6901 The following table gives the correspondence between @var{type} and the
6902 number of values per vertex. @var{k} is 1 in color index mode and 4 in
6903 RGBA mode.
6904
6905
6906
6907 @table @asis
6908 @item @strong{Type}
6909 @strong{Coordinates}, @strong{Color}, @strong{Texture}, @strong{Total
6910 Number of Values}
6911
6912 @item @code{GL_2D}
6913 @var{x}, @var{y}, , , 2
6914
6915 @item @code{GL_3D}
6916 @var{x}, @var{y}, @var{z}, , , 3
6917
6918 @item @code{GL_3D_COLOR}
6919 @var{x}, @var{y}, @var{z}, @r{@var{k}}, , @r{3+@var{k}}
6920
6921 @item @code{GL_3D_COLOR_TEXTURE}
6922 @var{x}, @var{y}, @var{z}, @r{@var{k}}, 4 , @r{7+@var{k}}
6923
6924 @item @code{GL_4D_COLOR_TEXTURE}
6925 @var{x}, @var{y}, @var{z}, @var{w}, @r{@var{k}}, 4 , @r{8+@var{k}}
6926
6927 @end table
6928
6929 Feedback vertex coordinates are in window coordinates, except @var{w},
6930 which is in clip coordinates. Feedback colors are lighted, if lighting
6931 is enabled. Feedback texture coordinates are generated, if texture
6932 coordinate generation is enabled. They are always transformed by the
6933 texture matrix.
6934
6935 @code{GL_INVALID_ENUM} is generated if @var{type} is not an accepted
6936 value.
6937
6938 @code{GL_INVALID_VALUE} is generated if @var{size} is negative.
6939
6940 @code{GL_INVALID_OPERATION} is generated if @code{glFeedbackBuffer} is
6941 called while the render mode is @code{GL_FEEDBACK}, or if
6942 @code{glRenderMode} is called with argument @code{GL_FEEDBACK} before
6943 @code{glFeedbackBuffer} is called at least once.
6944
6945 @code{GL_INVALID_OPERATION} is generated if @code{glFeedbackBuffer} is
6946 executed between the execution of @code{glBegin} and the corresponding
6947 execution of @code{glEnd}.
6948
6949 @end deftypefun
6950
6951 @deftypefun void glFinish
6952 Block until all GL execution is complete.
6953
6954 @code{glFinish} does not return until the effects of all previously
6955 called GL commands are complete. Such effects include all changes to GL
6956 state, all changes to connection state, and all changes to the frame
6957 buffer contents.
6958
6959 @code{GL_INVALID_OPERATION} is generated if @code{glFinish} is executed
6960 between the execution of @code{glBegin} and the corresponding execution
6961 of @code{glEnd}.
6962
6963 @end deftypefun
6964
6965 @deftypefun void glFlush
6966 Force execution of GL commands in finite time.
6967
6968 Different GL implementations buffer commands in several different
6969 locations, including network buffers and the graphics accelerator
6970 itself. @code{glFlush} empties all of these buffers, causing all issued
6971 commands to be executed as quickly as they are accepted by the actual
6972 rendering engine. Though this execution may not be completed in any
6973 particular time period, it does complete in finite time.
6974
6975 Because any GL program might be executed over a network, or on an
6976 accelerator that buffers commands, all programs should call
6977 @code{glFlush} whenever they count on having all of their previously
6978 issued commands completed. For example, call @code{glFlush} before
6979 waiting for user input that depends on the generated image.
6980
6981 @code{GL_INVALID_OPERATION} is generated if @code{glFlush} is executed
6982 between the execution of @code{glBegin} and the corresponding execution
6983 of @code{glEnd}.
6984
6985 @end deftypefun
6986
6987 @deftypefun void glFogCoordPointer type stride pointer
6988 Define an array of fog coordinates.
6989
6990 @table @asis
6991 @item @var{type}
6992 Specifies the data type of each fog coordinate. Symbolic constants
6993 @code{GL_FLOAT}, or @code{GL_DOUBLE} are accepted. The initial value is
6994 @code{GL_FLOAT}.
6995
6996 @item @var{stride}
6997 Specifies the byte offset between consecutive fog coordinates. If
6998 @var{stride} is 0, the array elements are understood to be tightly
6999 packed. The initial value is 0.
7000
7001 @item @var{pointer}
7002 Specifies a pointer to the first coordinate of the first fog coordinate
7003 in the array. The initial value is 0.
7004
7005 @end table
7006
7007 @code{glFogCoordPointer} specifies the location and data format of an
7008 array of fog coordinates to use when rendering. @var{type} specifies the
7009 data type of each fog coordinate, and @var{stride} specifies the byte
7010 stride from one fog coordinate to the next, allowing vertices and
7011 attributes to be packed into a single array or stored in separate
7012 arrays.
7013
7014 If a non-zero named buffer object is bound to the @code{GL_ARRAY_BUFFER}
7015 target (see @code{glBindBuffer}) while a fog coordinate array is
7016 specified, @var{pointer} is treated as a byte offset into the buffer
7017 object's data store. Also, the buffer object binding
7018 (@code{GL_ARRAY_BUFFER_BINDING}) is saved as fog coordinate vertex array
7019 client-side state (@code{GL_FOG_COORD_ARRAY_BUFFER_BINDING}).
7020
7021 When a fog coordinate array is specified, @var{type}, @var{stride}, and
7022 @var{pointer} are saved as client-side state, in addition to the current
7023 vertex array buffer object binding.
7024
7025 To enable and disable the fog coordinate array, call
7026 @code{glEnableClientState} and @code{glDisableClientState} with the
7027 argument @code{GL_FOG_COORD_ARRAY}. If enabled, the fog coordinate array
7028 is used when @code{glDrawArrays}, @code{glMultiDrawArrays},
7029 @code{glDrawElements}, @code{glMultiDrawElements},
7030 @code{glDrawRangeElements}, or @code{glArrayElement} is called.
7031
7032 @code{GL_INVALID_ENUM} is generated if @var{type} is not either
7033 @code{GL_FLOAT} or @code{GL_DOUBLE}.
7034
7035 @code{GL_INVALID_VALUE} is generated if @var{stride} is negative.
7036
7037 @end deftypefun
7038
7039 @deftypefun void glFogCoordf coord
7040 Set the current fog coordinates.
7041
7042 @table @asis
7043 @item @var{coord}
7044 Specify the fog distance.
7045
7046 @end table
7047
7048 @code{glFogCoord} specifies the fog coordinate that is associated with
7049 each vertex and the current raster position. The value specified is
7050 interpolated and used in computing the fog color (see @code{glFog}).
7051
7052 @end deftypefun
7053
7054 @deftypefun void glFogf pname param
7055 @deftypefunx void glFogi pname param
7056 Specify fog parameters.
7057
7058 @table @asis
7059 @item @var{pname}
7060 Specifies a single-valued fog parameter. @code{GL_FOG_MODE},
7061 @code{GL_FOG_DENSITY}, @code{GL_FOG_START}, @code{GL_FOG_END},
7062 @code{GL_FOG_INDEX}, and @code{GL_FOG_COORD_SRC} are accepted.
7063
7064 @item @var{param}
7065 Specifies the value that @var{pname} will be set to.
7066
7067 @end table
7068
7069 Fog is initially disabled. While enabled, fog affects rasterized
7070 geometry, bitmaps, and pixel blocks, but not buffer clear operations. To
7071 enable and disable fog, call @code{glEnable} and @code{glDisable} with
7072 argument @code{GL_FOG}.
7073
7074 @code{glFog} assigns the value or values in @var{params} to the fog
7075 parameter specified by @var{pname}. The following values are accepted
7076 for @var{pname}:
7077
7078 @table @asis
7079 @item @code{GL_FOG_MODE}
7080 @var{params} is a single integer or floating-point value that specifies
7081 the equation to be used to compute the fog blend factor, @r{@var{f}}.
7082 Three symbolic constants are accepted: @code{GL_LINEAR}, @code{GL_EXP},
7083 and @code{GL_EXP2}. The equations corresponding to these symbolic
7084 constants are defined below. The initial fog mode is @code{GL_EXP}.
7085
7086 @item @code{GL_FOG_DENSITY}
7087 @var{params} is a single integer or floating-point value that specifies
7088 @r{@var{density}}, the fog density used in both exponential fog
7089 equations. Only nonnegative densities are accepted. The initial fog
7090 density is 1.
7091
7092 @item @code{GL_FOG_START}
7093 @var{params} is a single integer or floating-point value that specifies
7094 @r{@var{start}}, the near distance used in the linear fog equation. The
7095 initial near distance is 0.
7096
7097 @item @code{GL_FOG_END}
7098 @var{params} is a single integer or floating-point value that specifies
7099 @r{@var{end}}, the far distance used in the linear fog equation. The
7100 initial far distance is 1.
7101
7102 @item @code{GL_FOG_INDEX}
7103 @var{params} is a single integer or floating-point value that specifies
7104 @r{@var{i}_@var{f}}, the fog color index. The initial fog index is 0.
7105
7106 @item @code{GL_FOG_COLOR}
7107 @var{params} contains four integer or floating-point values that specify
7108 @r{@var{C}_@var{f}}, the fog color. Integer values are mapped linearly
7109 such that the most positive representable value maps to 1.0, and the
7110 most negative representable value maps to @r{-1.0}. Floating-point
7111 values are mapped directly. After conversion, all color components are
7112 clamped to the range @r{[0,1]}. The initial fog color is (0, 0, 0, 0).
7113
7114 @item @code{GL_FOG_COORD_SRC}
7115 @var{params} contains either of the following symbolic constants:
7116 @code{GL_FOG_COORD} or @code{GL_FRAGMENT_DEPTH}. @code{GL_FOG_COORD}
7117 specifies that the current fog coordinate should be used as distance
7118 value in the fog color computation. @code{GL_FRAGMENT_DEPTH} specifies
7119 that the current fragment depth should be used as distance value in the
7120 fog computation.
7121
7122 @end table
7123
7124 Fog blends a fog color with each rasterized pixel fragment's
7125 post-texturing color using a blending factor @r{@var{f}}. Factor
7126 @r{@var{f}} is computed in one of three ways, depending on the fog mode.
7127 Let @r{@var{c}} be either the distance in eye coordinate from the origin
7128 (in the case that the @code{GL_FOG_COORD_SRC} is
7129 @code{GL_FRAGMENT_DEPTH}) or the current fog coordinate (in the case
7130 that @code{GL_FOG_COORD_SRC} is @code{GL_FOG_COORD}). The equation for
7131 @code{GL_LINEAR} fog is
7132 @r{@var{f}=@var{end}-@var{c},/@var{end}-@var{start},}
7133
7134 The equation for @code{GL_EXP} fog is
7135 @r{@var{f}=@var{e}^-(@var{density}·@var{c},),}
7136
7137 The equation for @code{GL_EXP2} fog is
7138 @r{@var{f}=@var{e}^-(@var{density}·@var{c},),^2}
7139
7140 Regardless of the fog mode, @r{@var{f}} is clamped to the range
7141 @r{[0,1]} after it is computed. Then, if the GL is in RGBA color mode,
7142 the fragment's red, green, and blue colors, represented by
7143 @r{@var{C}_@var{r}}, are replaced by
7144
7145 @r{@var{C}_@var{r},^″=@var{f}×@var{C}_@var{r}+(1-@var{f},)×@var{C}_@var{f}}
7146
7147 Fog does not affect a fragment's alpha component.
7148
7149 In color index mode, the fragment's color index @r{@var{i}_@var{r}} is
7150 replaced by
7151
7152 @r{@var{i}_@var{r},^″=@var{i}_@var{r}+(1-@var{f},)×@var{i}_@var{f}}
7153
7154
7155
7156 @code{GL_INVALID_ENUM} is generated if @var{pname} is not an accepted
7157 value, or if @var{pname} is @code{GL_FOG_MODE} and @var{params} is not
7158 an accepted value.
7159
7160 @code{GL_INVALID_VALUE} is generated if @var{pname} is
7161 @code{GL_FOG_DENSITY} and @var{params} is negative.
7162
7163 @code{GL_INVALID_OPERATION} is generated if @code{glFog} is executed
7164 between the execution of @code{glBegin} and the corresponding execution
7165 of @code{glEnd}.
7166
7167 @end deftypefun
7168
7169 @deftypefun void glFrontFace mode
7170 Define front- and back-facing polygons.
7171
7172 @table @asis
7173 @item @var{mode}
7174 Specifies the orientation of front-facing polygons. @code{GL_CW} and
7175 @code{GL_CCW} are accepted. The initial value is @code{GL_CCW}.
7176
7177 @end table
7178
7179 In a scene composed entirely of opaque closed surfaces, back-facing
7180 polygons are never visible. Eliminating these invisible polygons has the
7181 obvious benefit of speeding up the rendering of the image. To enable and
7182 disable elimination of back-facing polygons, call @code{glEnable} and
7183 @code{glDisable} with argument @code{GL_CULL_FACE}.
7184
7185 The projection of a polygon to window coordinates is said to have
7186 clockwise winding if an imaginary object following the path from its
7187 first vertex, its second vertex, and so on, to its last vertex, and
7188 finally back to its first vertex, moves in a clockwise direction about
7189 the interior of the polygon. The polygon's winding is said to be
7190 counterclockwise if the imaginary object following the same path moves
7191 in a counterclockwise direction about the interior of the polygon.
7192 @code{glFrontFace} specifies whether polygons with clockwise winding in
7193 window coordinates, or counterclockwise winding in window coordinates,
7194 are taken to be front-facing. Passing @code{GL_CCW} to @var{mode}
7195 selects counterclockwise polygons as front-facing; @code{GL_CW} selects
7196 clockwise polygons as front-facing. By default, counterclockwise
7197 polygons are taken to be front-facing.
7198
7199 @code{GL_INVALID_ENUM} is generated if @var{mode} is not an accepted
7200 value.
7201
7202 @code{GL_INVALID_OPERATION} is generated if @code{glFrontFace} is
7203 executed between the execution of @code{glBegin} and the corresponding
7204 execution of @code{glEnd}.
7205
7206 @end deftypefun
7207
7208 @deftypefun void glFrustum left right bottom top nearVal farVal
7209 Multiply the current matrix by a perspective matrix.
7210
7211 @table @asis
7212 @item @var{left}
7213 @itemx @var{right}
7214 Specify the coordinates for the left and right vertical clipping planes.
7215
7216 @item @var{bottom}
7217 @itemx @var{top}
7218 Specify the coordinates for the bottom and top horizontal clipping
7219 planes.
7220
7221 @item @var{nearVal}
7222 @itemx @var{farVal}
7223 Specify the distances to the near and far depth clipping planes. Both
7224 distances must be positive.
7225
7226 @end table
7227
7228 @code{glFrustum} describes a perspective matrix that produces a
7229 perspective projection. The current matrix (see @code{glMatrixMode}) is
7230 multiplied by this matrix and the result replaces the current matrix, as
7231 if @code{glMultMatrix} were called with the following matrix as its
7232 argument:
7233
7234
7235
7236 @r{[(2⁢@var{nearVal},/@var{right}-@var{left},, 0 @var{A} 0), (0
7237 2⁢@var{nearVal},/@var{top}-@var{bottom},, @var{B} 0), (0 0 @var{C}
7238 @var{D}), (0 0 -1 0),]}
7239
7240 @r{@var{A}=@var{right}+@var{left},/@var{right}-@var{left},}
7241
7242 @r{@var{B}=@var{top}+@var{bottom},/@var{top}-@var{bottom},}
7243
7244 @r{@var{C}=-@var{farVal}+@var{nearVal},/@var{farVal}-@var{nearVal},,}
7245
7246 @r{@var{D}=-2⁢@var{farVal}⁢@var{nearVal},/@var{farVal}-@var{nearVal},,}
7247
7248
7249
7250 Typically, the matrix mode is @code{GL_PROJECTION}, and
7251 @r{(@var{left},@var{bottom}-@var{nearVal})} and
7252 @r{(@var{right},@var{top}-@var{nearVal})} specify the points on the near
7253 clipping plane that are mapped to the lower left and upper right corners
7254 of the window, assuming that the eye is located at (0, 0, 0).
7255 @r{-@var{farVal}} specifies the location of the far clipping plane. Both
7256 @var{nearVal} and @var{farVal} must be positive.
7257
7258 Use @code{glPushMatrix} and @code{glPopMatrix} to save and restore the
7259 current matrix stack.
7260
7261 @code{GL_INVALID_VALUE} is generated if @var{nearVal} or @var{farVal} is
7262 not positive, or if @var{left} = @var{right}, or @var{bottom} =
7263 @var{top}, or @var{near} = @var{far}.
7264
7265 @code{GL_INVALID_OPERATION} is generated if @code{glFrustum} is executed
7266 between the execution of @code{glBegin} and the corresponding execution
7267 of @code{glEnd}.
7268
7269 @end deftypefun
7270
7271 @deftypefun void glGenBuffers n buffers
7272 Generate buffer object names.
7273
7274 @table @asis
7275 @item @var{n}
7276 Specifies the number of buffer object names to be generated.
7277
7278 @item @var{buffers}
7279 Specifies an array in which the generated buffer object names are
7280 stored.
7281
7282 @end table
7283
7284 @code{glGenBuffers} returns @var{n} buffer object names in
7285 @var{buffers}. There is no guarantee that the names form a contiguous
7286 set of integers; however, it is guaranteed that none of the returned
7287 names was in use immediately before the call to @code{glGenBuffers}.
7288
7289 Buffer object names returned by a call to @code{glGenBuffers} are not
7290 returned by subsequent calls, unless they are first deleted with
7291 @code{glDeleteBuffers}.
7292
7293 No buffer objects are associated with the returned buffer object names
7294 until they are first bound by calling @code{glBindBuffer}.
7295
7296 @code{GL_INVALID_VALUE} is generated if @var{n} is negative.
7297
7298 @code{GL_INVALID_OPERATION} is generated if @code{glGenBuffers} is
7299 executed between the execution of @code{glBegin} and the corresponding
7300 execution of @code{glEnd}.
7301
7302 @end deftypefun
7303
7304 @deftypefun GLuint glGenLists range
7305 Generate a contiguous set of empty display lists.
7306
7307 @table @asis
7308 @item @var{range}
7309 Specifies the number of contiguous empty display lists to be generated.
7310
7311 @end table
7312
7313 @code{glGenLists} has one argument, @var{range}. It returns an integer
7314 @var{n} such that @var{range} contiguous empty display lists, named
7315 @r{@var{n}}, @r{@var{n}+1}, @r{@var{...}}, @r{@var{n}+@var{range}-1},
7316 are created. If @var{range} is 0, if there is no group of @var{range}
7317 contiguous names available, or if any error is generated, no display
7318 lists are generated, and 0 is returned.
7319
7320 @code{GL_INVALID_VALUE} is generated if @var{range} is negative.
7321
7322 @code{GL_INVALID_OPERATION} is generated if @code{glGenLists} is
7323 executed between the execution of @code{glBegin} and the corresponding
7324 execution of @code{glEnd}.
7325
7326 @end deftypefun
7327
7328 @deftypefun void glGenQueries n ids
7329 Generate query object names.
7330
7331 @table @asis
7332 @item @var{n}
7333 Specifies the number of query object names to be generated.
7334
7335 @item @var{ids}
7336 Specifies an array in which the generated query object names are stored.
7337
7338 @end table
7339
7340 @code{glGenQueries} returns @var{n} query object names in @var{ids}.
7341 There is no guarantee that the names form a contiguous set of integers;
7342 however, it is guaranteed that none of the returned names was in use
7343 immediately before the call to @code{glGenQueries}.
7344
7345 Query object names returned by a call to @code{glGenQueries} are not
7346 returned by subsequent calls, unless they are first deleted with
7347 @code{glDeleteQueries}.
7348
7349 No query objects are associated with the returned query object names
7350 until they are first used by calling @code{glBeginQuery}.
7351
7352 @code{GL_INVALID_VALUE} is generated if @var{n} is negative.
7353
7354 @code{GL_INVALID_OPERATION} is generated if @code{glGenQueries} is
7355 executed between the execution of @code{glBegin} and the corresponding
7356 execution of @code{glEnd}.
7357
7358 @end deftypefun
7359
7360 @deftypefun void glGenTextures n textures
7361 Generate texture names.
7362
7363 @table @asis
7364 @item @var{n}
7365 Specifies the number of texture names to be generated.
7366
7367 @item @var{textures}
7368 Specifies an array in which the generated texture names are stored.
7369
7370 @end table
7371
7372 @code{glGenTextures} returns @var{n} texture names in @var{textures}.
7373 There is no guarantee that the names form a contiguous set of integers;
7374 however, it is guaranteed that none of the returned names was in use
7375 immediately before the call to @code{glGenTextures}.
7376
7377 The generated textures have no dimensionality; they assume the
7378 dimensionality of the texture target to which they are first bound (see
7379 @code{glBindTexture}).
7380
7381 Texture names returned by a call to @code{glGenTextures} are not
7382 returned by subsequent calls, unless they are first deleted with
7383 @code{glDeleteTextures}.
7384
7385 @code{GL_INVALID_VALUE} is generated if @var{n} is negative.
7386
7387 @code{GL_INVALID_OPERATION} is generated if @code{glGenTextures} is
7388 executed between the execution of @code{glBegin} and the corresponding
7389 execution of @code{glEnd}.
7390
7391 @end deftypefun
7392
7393 @deftypefun void glGetActiveAttrib program index bufSize length size type name
7394 Returns information about an active attribute variable for the specified
7395 program object.
7396
7397 @table @asis
7398 @item @var{program}
7399 Specifies the program object to be queried.
7400
7401 @item @var{index}
7402 Specifies the index of the attribute variable to be queried.
7403
7404 @item @var{bufSize}
7405 Specifies the maximum number of characters OpenGL is allowed to write in
7406 the character buffer indicated by @var{name}.
7407
7408 @item @var{length}
7409 Returns the number of characters actually written by OpenGL in the
7410 string indicated by @var{name} (excluding the null terminator) if a
7411 value other than @code{NULL} is passed.
7412
7413 @item @var{size}
7414 Returns the size of the attribute variable.
7415
7416 @item @var{type}
7417 Returns the data type of the attribute variable.
7418
7419 @item @var{name}
7420 Returns a null terminated string containing the name of the attribute
7421 variable.
7422
7423 @end table
7424
7425 @code{glGetActiveAttrib} returns information about an active attribute
7426 variable in the program object specified by @var{program}. The number of
7427 active attributes can be obtained by calling @code{glGetProgram} with
7428 the value @code{GL_ACTIVE_ATTRIBUTES}. A value of 0 for @var{index}
7429 selects the first active attribute variable. Permissible values for
7430 @var{index} range from 0 to the number of active attribute variables
7431 minus 1.
7432
7433 A vertex shader may use either built-in attribute variables,
7434 user-defined attribute variables, or both. Built-in attribute variables
7435 have a prefix of "gl_" and reference conventional OpenGL vertex
7436 attribtes (e.g., @var{gl_Vertex}, @var{gl_Normal}, etc., see the OpenGL
7437 Shading Language specification for a complete list.) User-defined
7438 attribute variables have arbitrary names and obtain their values through
7439 numbered generic vertex attributes. An attribute variable (either
7440 built-in or user-defined) is considered active if it is determined
7441 during the link operation that it may be accessed during program
7442 execution. Therefore, @var{program} should have previously been the
7443 target of a call to @code{glLinkProgram}, but it is not necessary for it
7444 to have been linked successfully.
7445
7446 The size of the character buffer required to store the longest attribute
7447 variable name in @var{program} can be obtained by calling
7448 @code{glGetProgram} with the value
7449 @code{GL_ACTIVE_ATTRIBUTE_MAX_LENGTH}. This value should be used to
7450 allocate a buffer of sufficient size to store the returned attribute
7451 name. The size of this character buffer is passed in @var{bufSize}, and
7452 a pointer to this character buffer is passed in @var{name}.
7453
7454 @code{glGetActiveAttrib} returns the name of the attribute variable
7455 indicated by @var{index}, storing it in the character buffer specified
7456 by @var{name}. The string returned will be null terminated. The actual
7457 number of characters written into this buffer is returned in
7458 @var{length}, and this count does not include the null termination
7459 character. If the length of the returned string is not required, a value
7460 of @code{NULL} can be passed in the @var{length} argument.
7461
7462 The @var{type} argument will return a pointer to the attribute
7463 variable's data type. The symbolic constants @code{GL_FLOAT},
7464 @code{GL_FLOAT_VEC2}, @code{GL_FLOAT_VEC3}, @code{GL_FLOAT_VEC4},
7465 @code{GL_FLOAT_MAT2}, @code{GL_FLOAT_MAT3}, @code{GL_FLOAT_MAT4},
7466 @code{GL_FLOAT_MAT2x3}, @code{GL_FLOAT_MAT2x4}, @code{GL_FLOAT_MAT3x2},
7467 @code{GL_FLOAT_MAT3x4}, @code{GL_FLOAT_MAT4x2}, or
7468 @code{GL_FLOAT_MAT4x3} may be returned. The @var{size} argument will
7469 return the size of the attribute, in units of the type returned in
7470 @var{type}.
7471
7472 The list of active attribute variables may include both built-in
7473 attribute variables (which begin with the prefix "gl_") as well as
7474 user-defined attribute variable names.
7475
7476 This function will return as much information as it can about the
7477 specified active attribute variable. If no information is available,
7478 @var{length} will be 0, and @var{name} will be an empty string. This
7479 situation could occur if this function is called after a link operation
7480 that failed. If an error occurs, the return values @var{length},
7481 @var{size}, @var{type}, and @var{name} will be unmodified.
7482
7483 @code{GL_INVALID_VALUE} is generated if @var{program} is not a value
7484 generated by OpenGL.
7485
7486 @code{GL_INVALID_OPERATION} is generated if @var{program} is not a
7487 program object.
7488
7489 @code{GL_INVALID_VALUE} is generated if @var{index} is greater than or
7490 equal to the number of active attribute variables in @var{program}.
7491
7492 @code{GL_INVALID_OPERATION} is generated if @code{glGetActiveAttrib} is
7493 executed between the execution of @code{glBegin} and the corresponding
7494 execution of @code{glEnd}.
7495
7496 @code{GL_INVALID_VALUE} is generated if @var{bufSize} is less than 0.
7497
7498 @end deftypefun
7499
7500 @deftypefun void glGetActiveUniform program index bufSize length size type name
7501 Returns information about an active uniform variable for the specified
7502 program object.
7503
7504 @table @asis
7505 @item @var{program}
7506 Specifies the program object to be queried.
7507
7508 @item @var{index}
7509 Specifies the index of the uniform variable to be queried.
7510
7511 @item @var{bufSize}
7512 Specifies the maximum number of characters OpenGL is allowed to write in
7513 the character buffer indicated by @var{name}.
7514
7515 @item @var{length}
7516 Returns the number of characters actually written by OpenGL in the
7517 string indicated by @var{name} (excluding the null terminator) if a
7518 value other than @code{NULL} is passed.
7519
7520 @item @var{size}
7521 Returns the size of the uniform variable.
7522
7523 @item @var{type}
7524 Returns the data type of the uniform variable.
7525
7526 @item @var{name}
7527 Returns a null terminated string containing the name of the uniform
7528 variable.
7529
7530 @end table
7531
7532 @code{glGetActiveUniform} returns information about an active uniform
7533 variable in the program object specified by @var{program}. The number of
7534 active uniform variables can be obtained by calling @code{glGetProgram}
7535 with the value @code{GL_ACTIVE_UNIFORMS}. A value of 0 for @var{index}
7536 selects the first active uniform variable. Permissible values for
7537 @var{index} range from 0 to the number of active uniform variables minus
7538 1.
7539
7540 Shaders may use either built-in uniform variables, user-defined uniform
7541 variables, or both. Built-in uniform variables have a prefix of "gl_"
7542 and reference existing OpenGL state or values derived from such state
7543 (e.g., @var{gl_Fog}, @var{gl_ModelViewMatrix}, etc., see the OpenGL
7544 Shading Language specification for a complete list.) User-defined
7545 uniform variables have arbitrary names and obtain their values from the
7546 application through calls to @code{glUniform}. A uniform variable
7547 (either built-in or user-defined) is considered active if it is
7548 determined during the link operation that it may be accessed during
7549 program execution. Therefore, @var{program} should have previously been
7550 the target of a call to @code{glLinkProgram}, but it is not necessary
7551 for it to have been linked successfully.
7552
7553 The size of the character buffer required to store the longest uniform
7554 variable name in @var{program} can be obtained by calling
7555 @code{glGetProgram} with the value @code{GL_ACTIVE_UNIFORM_MAX_LENGTH}.
7556 This value should be used to allocate a buffer of sufficient size to
7557 store the returned uniform variable name. The size of this character
7558 buffer is passed in @var{bufSize}, and a pointer to this character
7559 buffer is passed in @var{name.}
7560
7561 @code{glGetActiveUniform} returns the name of the uniform variable
7562 indicated by @var{index}, storing it in the character buffer specified
7563 by @var{name}. The string returned will be null terminated. The actual
7564 number of characters written into this buffer is returned in
7565 @var{length}, and this count does not include the null termination
7566 character. If the length of the returned string is not required, a value
7567 of @code{NULL} can be passed in the @var{length} argument.
7568
7569 The @var{type} argument will return a pointer to the uniform variable's
7570 data type. The symbolic constants @code{GL_FLOAT}, @code{GL_FLOAT_VEC2},
7571 @code{GL_FLOAT_VEC3}, @code{GL_FLOAT_VEC4}, @code{GL_INT},
7572 @code{GL_INT_VEC2}, @code{GL_INT_VEC3}, @code{GL_INT_VEC4},
7573 @code{GL_BOOL}, @code{GL_BOOL_VEC2}, @code{GL_BOOL_VEC3},
7574 @code{GL_BOOL_VEC4}, @code{GL_FLOAT_MAT2}, @code{GL_FLOAT_MAT3},
7575 @code{GL_FLOAT_MAT4}, @code{GL_FLOAT_MAT2x3}, @code{GL_FLOAT_MAT2x4},
7576 @code{GL_FLOAT_MAT3x2}, @code{GL_FLOAT_MAT3x4}, @code{GL_FLOAT_MAT4x2},
7577 @code{GL_FLOAT_MAT4x3}, @code{GL_SAMPLER_1D}, @code{GL_SAMPLER_2D},
7578 @code{GL_SAMPLER_3D}, @code{GL_SAMPLER_CUBE},
7579 @code{GL_SAMPLER_1D_SHADOW}, or @code{GL_SAMPLER_2D_SHADOW} may be
7580 returned.
7581
7582 If one or more elements of an array are active, the name of the array is
7583 returned in @var{name}, the type is returned in @var{type}, and the
7584 @var{size} parameter returns the highest array element index used, plus
7585 one, as determined by the compiler and/or linker. Only one active
7586 uniform variable will be reported for a uniform array.
7587
7588 Uniform variables that are declared as structures or arrays of
7589 structures will not be returned directly by this function. Instead, each
7590 of these uniform variables will be reduced to its fundamental components
7591 containing the "." and "[]" operators such that each of the names is
7592 valid as an argument to @code{glGetUniformLocation}. Each of these
7593 reduced uniform variables is counted as one active uniform variable and
7594 is assigned an index. A valid name cannot be a structure, an array of
7595 structures, or a subcomponent of a vector or matrix.
7596
7597 The size of the uniform variable will be returned in @var{size}. Uniform
7598 variables other than arrays will have a size of 1. Structures and arrays
7599 of structures will be reduced as described earlier, such that each of
7600 the names returned will be a data type in the earlier list. If this
7601 reduction results in an array, the size returned will be as described
7602 for uniform arrays; otherwise, the size returned will be 1.
7603
7604 The list of active uniform variables may include both built-in uniform
7605 variables (which begin with the prefix "gl_") as well as user-defined
7606 uniform variable names.
7607
7608 This function will return as much information as it can about the
7609 specified active uniform variable. If no information is available,
7610 @var{length} will be 0, and @var{name} will be an empty string. This
7611 situation could occur if this function is called after a link operation
7612 that failed. If an error occurs, the return values @var{length},
7613 @var{size}, @var{type}, and @var{name} will be unmodified.
7614
7615 @code{GL_INVALID_VALUE} is generated if @var{program} is not a value
7616 generated by OpenGL.
7617
7618 @code{GL_INVALID_OPERATION} is generated if @var{program} is not a
7619 program object.
7620
7621 @code{GL_INVALID_VALUE} is generated if @var{index} is greater than or
7622 equal to the number of active uniform variables in @var{program}.
7623
7624 @code{GL_INVALID_OPERATION} is generated if @code{glGetActiveUniform} is
7625 executed between the execution of @code{glBegin} and the corresponding
7626 execution of @code{glEnd}.
7627
7628 @code{GL_INVALID_VALUE} is generated if @var{bufSize} is less than 0.
7629
7630 @end deftypefun
7631
7632 @deftypefun void glGetAttachedShaders program maxCount count shaders
7633 Returns the handles of the shader objects attached to a program object.
7634
7635 @table @asis
7636 @item @var{program}
7637 Specifies the program object to be queried.
7638
7639 @item @var{maxCount}
7640 Specifies the size of the array for storing the returned object names.
7641
7642 @item @var{count}
7643 Returns the number of names actually returned in @var{objects}.
7644
7645 @item @var{shaders}
7646 Specifies an array that is used to return the names of attached shader
7647 objects.
7648
7649 @end table
7650
7651 @code{glGetAttachedShaders} returns the names of the shader objects
7652 attached to @var{program}. The names of shader objects that are attached
7653 to @var{program} will be returned in @var{shaders.} The actual number of
7654 shader names written into @var{shaders} is returned in @var{count.} If
7655 no shader objects are attached to @var{program}, @var{count} is set to
7656 0. The maximum number of shader names that may be returned in
7657 @var{shaders} is specified by @var{maxCount}.
7658
7659 If the number of names actually returned is not required (for instance,
7660 if it has just been obtained by calling @code{glGetProgram}), a value of
7661 @code{NULL} may be passed for count. If no shader objects are attached
7662 to @var{program}, a value of 0 will be returned in @var{count}. The
7663 actual number of attached shaders can be obtained by calling
7664 @code{glGetProgram} with the value @code{GL_ATTACHED_SHADERS}.
7665
7666 @code{GL_INVALID_VALUE} is generated if @var{program} is not a value
7667 generated by OpenGL.
7668
7669 @code{GL_INVALID_OPERATION} is generated if @var{program} is not a
7670 program object.
7671
7672 @code{GL_INVALID_VALUE} is generated if @var{maxCount} is less than 0.
7673
7674 @code{GL_INVALID_OPERATION} is generated if @code{glGetAttachedShaders}
7675 is executed between the execution of @code{glBegin} and the
7676 corresponding execution of @code{glEnd}.
7677
7678 @end deftypefun
7679
7680 @deftypefun GLint glGetAttribLocation program name
7681 Returns the location of an attribute variable.
7682
7683 @table @asis
7684 @item @var{program}
7685 Specifies the program object to be queried.
7686
7687 @item @var{name}
7688 Points to a null terminated string containing the name of the attribute
7689 variable whose location is to be queried.
7690
7691 @end table
7692
7693 @code{glGetAttribLocation} queries the previously linked program object
7694 specified by @var{program} for the attribute variable specified by
7695 @var{name} and returns the index of the generic vertex attribute that is
7696 bound to that attribute variable. If @var{name} is a matrix attribute
7697 variable, the index of the first column of the matrix is returned. If
7698 the named attribute variable is not an active attribute in the specified
7699 program object or if @var{name} starts with the reserved prefix "gl_", a
7700 value of -1 is returned.
7701
7702 The association between an attribute variable name and a generic
7703 attribute index can be specified at any time by calling
7704 @code{glBindAttribLocation}. Attribute bindings do not go into effect
7705 until @code{glLinkProgram} is called. After a program object has been
7706 linked successfully, the index values for attribute variables remain
7707 fixed until the next link command occurs. The attribute values can only
7708 be queried after a link if the link was successful.
7709 @code{glGetAttribLocation} returns the binding that actually went into
7710 effect the last time @code{glLinkProgram} was called for the specified
7711 program object. Attribute bindings that have been specified since the
7712 last link operation are not returned by @code{glGetAttribLocation}.
7713
7714 @code{GL_INVALID_OPERATION} is generated if @var{program} is not a value
7715 generated by OpenGL.
7716
7717 @code{GL_INVALID_OPERATION} is generated if @var{program} is not a
7718 program object.
7719
7720 @code{GL_INVALID_OPERATION} is generated if @var{program} has not been
7721 successfully linked.
7722
7723 @code{GL_INVALID_OPERATION} is generated if @code{glGetAttribLocation}
7724 is executed between the execution of @code{glBegin} and the
7725 corresponding execution of @code{glEnd}.
7726
7727 @end deftypefun
7728
7729 @deftypefun void glGetBufferSubData target offset size data
7730 Returns a subset of a buffer object's data store.
7731
7732 @table @asis
7733 @item @var{target}
7734 Specifies the target buffer object. The symbolic constant must be
7735 @code{GL_ARRAY_BUFFER}, @code{GL_ELEMENT_ARRAY_BUFFER},
7736 @code{GL_PIXEL_PACK_BUFFER}, or @code{GL_PIXEL_UNPACK_BUFFER}.
7737
7738 @item @var{offset}
7739 Specifies the offset into the buffer object's data store from which data
7740 will be returned, measured in bytes.
7741
7742 @item @var{size}
7743 Specifies the size in bytes of the data store region being returned.
7744
7745 @item @var{data}
7746 Specifies a pointer to the location where buffer object data is
7747 returned.
7748
7749 @end table
7750
7751 @code{glGetBufferSubData} returns some or all of the data from the
7752 buffer object currently bound to @var{target}. Data starting at byte
7753 offset @var{offset} and extending for @var{size} bytes is copied from
7754 the data store to the memory pointed to by @var{data}. An error is
7755 thrown if the buffer object is currently mapped, or if @var{offset} and
7756 @var{size} together define a range beyond the bounds of the buffer
7757 object's data store.
7758
7759 @code{GL_INVALID_ENUM} is generated if @var{target} is not
7760 @code{GL_ARRAY_BUFFER}, @code{GL_ELEMENT_ARRAY_BUFFER},
7761 @code{GL_PIXEL_PACK_BUFFER}, or @code{GL_PIXEL_UNPACK_BUFFER}.
7762
7763 @code{GL_INVALID_VALUE} is generated if @var{offset} or @var{size} is
7764 negative, or if together they define a region of memory that extends
7765 beyond the buffer object's allocated data store.
7766
7767 @code{GL_INVALID_OPERATION} is generated if the reserved buffer object
7768 name 0 is bound to @var{target}.
7769
7770 @code{GL_INVALID_OPERATION} is generated if the buffer object being
7771 queried is mapped.
7772
7773 @code{GL_INVALID_OPERATION} is generated if @code{glGetBufferSubData} is
7774 executed between the execution of @code{glBegin} and the corresponding
7775 execution of @code{glEnd}.
7776
7777 @end deftypefun
7778
7779 @deftypefun void glGetClipPlane plane equation
7780 Return the coefficients of the specified clipping plane.
7781
7782 @table @asis
7783 @item @var{plane}
7784 Specifies a clipping plane. The number of clipping planes depends on the
7785 implementation, but at least six clipping planes are supported. They are
7786 identified by symbolic names of the form @code{GL_CLIP_PLANE}@r{@var{i}}
7787 where i ranges from 0 to the value of @code{GL_MAX_CLIP_PLANES} - 1.
7788
7789 @item @var{equation}
7790 Returns four double-precision values that are the coefficients of the
7791 plane equation of @var{plane} in eye coordinates. The initial value is
7792 (0, 0, 0, 0).
7793
7794 @end table
7795
7796 @code{glGetClipPlane} returns in @var{equation} the four coefficients of
7797 the plane equation for @var{plane}.
7798
7799 @code{GL_INVALID_ENUM} is generated if @var{plane} is not an accepted
7800 value.
7801
7802 @code{GL_INVALID_OPERATION} is generated if @code{glGetClipPlane} is
7803 executed between the execution of @code{glBegin} and the corresponding
7804 execution of @code{glEnd}.
7805
7806 @end deftypefun
7807
7808 @deftypefun void glGetColorTable target format type table
7809 Retrieve contents of a color lookup table.
7810
7811 @table @asis
7812 @item @var{target}
7813 Must be @code{GL_COLOR_TABLE}, @code{GL_POST_CONVOLUTION_COLOR_TABLE},
7814 or @code{GL_POST_COLOR_MATRIX_COLOR_TABLE}.
7815
7816 @item @var{format}
7817 The format of the pixel data in @var{table}. The possible values are
7818 @code{GL_RED}, @code{GL_GREEN}, @code{GL_BLUE}, @code{GL_ALPHA},
7819 @code{GL_LUMINANCE}, @code{GL_LUMINANCE_ALPHA}, @code{GL_RGB},
7820 @code{GL_BGR}, @code{GL_RGBA}, and @code{GL_BGRA}.
7821
7822 @item @var{type}
7823 The type of the pixel data in @var{table}. Symbolic constants
7824 @code{GL_UNSIGNED_BYTE}, @code{GL_BYTE}, @code{GL_BITMAP},
7825 @code{GL_UNSIGNED_SHORT}, @code{GL_SHORT}, @code{GL_UNSIGNED_INT},
7826 @code{GL_INT}, @code{GL_FLOAT}, @code{GL_UNSIGNED_BYTE_3_3_2},
7827 @code{GL_UNSIGNED_BYTE_2_3_3_REV}, @code{GL_UNSIGNED_SHORT_5_6_5},
7828 @code{GL_UNSIGNED_SHORT_5_6_5_REV}, @code{GL_UNSIGNED_SHORT_4_4_4_4},
7829 @code{GL_UNSIGNED_SHORT_4_4_4_4_REV}, @code{GL_UNSIGNED_SHORT_5_5_5_1},
7830 @code{GL_UNSIGNED_SHORT_1_5_5_5_REV}, @code{GL_UNSIGNED_INT_8_8_8_8},
7831 @code{GL_UNSIGNED_INT_8_8_8_8_REV}, @code{GL_UNSIGNED_INT_10_10_10_2},
7832 and @code{GL_UNSIGNED_INT_2_10_10_10_REV} are accepted.
7833
7834 @item @var{table}
7835 Pointer to a one-dimensional array of pixel data containing the contents
7836 of the color table.
7837
7838 @end table
7839
7840 @code{glGetColorTable} returns in @var{table} the contents of the color
7841 table specified by @var{target}. No pixel transfer operations are
7842 performed, but pixel storage modes that are applicable to
7843 @code{glReadPixels} are performed.
7844
7845 If a non-zero named buffer object is bound to the
7846 @code{GL_PIXEL_PACK_BUFFER} target (see @code{glBindBuffer}) while a
7847 histogram table is requested, @var{table} is treated as a byte offset
7848 into the buffer object's data store.
7849
7850 Color components that are requested in the specified @var{format}, but
7851 which are not included in the internal format of the color lookup table,
7852 are returned as zero. The assignments of internal color components to
7853 the components requested by @var{format} are
7854
7855 @table @asis
7856 @item @strong{Internal Component}
7857 @strong{Resulting Component}
7858
7859 @item
7860 Red
7861 Red
7862
7863 @item
7864 Green
7865 Green
7866
7867 @item
7868 Blue
7869 Blue
7870
7871 @item
7872 Alpha
7873 Alpha
7874
7875 @item
7876 Luminance
7877 Red
7878
7879 @item
7880 Intensity
7881 Red
7882
7883 @end table
7884
7885
7886
7887 @code{GL_INVALID_ENUM} is generated if @var{target} is not one of the
7888 allowable values.
7889
7890 @code{GL_INVALID_ENUM} is generated if @var{format} is not one of the
7891 allowable values.
7892
7893 @code{GL_INVALID_ENUM} is generated if @var{type} is not one of the
7894 allowable values.
7895
7896 @code{GL_INVALID_OPERATION} is generated if @var{type} is one of
7897 @code{GL_UNSIGNED_BYTE_3_3_2}, @code{GL_UNSIGNED_BYTE_2_3_3_REV},
7898 @code{GL_UNSIGNED_SHORT_5_6_5}, or @code{GL_UNSIGNED_SHORT_5_6_5_REV}
7899 and @var{format} is not @code{GL_RGB}.
7900
7901 @code{GL_INVALID_OPERATION} is generated if @var{type} is one of
7902 @code{GL_UNSIGNED_SHORT_4_4_4_4}, @code{GL_UNSIGNED_SHORT_4_4_4_4_REV},
7903 @code{GL_UNSIGNED_SHORT_5_5_5_1}, @code{GL_UNSIGNED_SHORT_1_5_5_5_REV},
7904 @code{GL_UNSIGNED_INT_8_8_8_8}, @code{GL_UNSIGNED_INT_8_8_8_8_REV},
7905 @code{GL_UNSIGNED_INT_10_10_10_2}, or
7906 @code{GL_UNSIGNED_INT_2_10_10_10_REV} and @var{format} is neither
7907 @code{GL_RGBA} nor @code{GL_BGRA}.
7908
7909 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
7910 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and the buffer
7911 object's data store is currently mapped.
7912
7913 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
7914 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and the data
7915 would be packed to the buffer object such that the memory writes
7916 required would exceed the data store size.
7917
7918 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
7919 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and @var{table}
7920 is not evenly divisible into the number of bytes needed to store in
7921 memory a datum indicated by @var{type}.
7922
7923 @code{GL_INVALID_OPERATION} is generated if @code{glGetColorTable} is
7924 executed between the execution of @code{glBegin} and the corresponding
7925 execution of @code{glEnd}.
7926
7927 @end deftypefun
7928
7929 @deftypefun void glGetCompressedTexImage target lod img
7930 Return a compressed texture image.
7931
7932 @table @asis
7933 @item @var{target}
7934 Specifies which texture is to be obtained. @code{GL_TEXTURE_1D},
7935 @code{GL_TEXTURE_2D}, and
7936 @code{GL_TEXTURE_3D}@code{GL_TEXTURE_CUBE_MAP_POSITIVE_X},
7937 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_X},
7938 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Y},
7939 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Y},
7940 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Z}, and
7941 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Z} are accepted.
7942
7943 @item @var{lod}
7944 Specifies the level-of-detail number of the desired image. Level 0 is
7945 the base image level. Level @r{@var{n}} is the @r{@var{n}}th mipmap
7946 reduction image.
7947
7948 @item @var{img}
7949 Returns the compressed texture image.
7950
7951 @end table
7952
7953 @code{glGetCompressedTexImage} returns the compressed texture image
7954 associated with @var{target} and @var{lod} into @var{img}. @var{img}
7955 should be an array of @code{GL_TEXTURE_COMPRESSED_IMAGE_SIZE} bytes.
7956 @var{target} specifies whether the desired texture image was one
7957 specified by @code{glTexImage1D} (@code{GL_TEXTURE_1D}),
7958 @code{glTexImage2D} (@code{GL_TEXTURE_2D} or any of
7959 @code{GL_TEXTURE_CUBE_MAP_*}), or @code{glTexImage3D}
7960 (@code{GL_TEXTURE_3D}). @var{lod} specifies the level-of-detail number
7961 of the desired image.
7962
7963 If a non-zero named buffer object is bound to the
7964 @code{GL_PIXEL_PACK_BUFFER} target (see @code{glBindBuffer}) while a
7965 texture image is requested, @var{img} is treated as a byte offset into
7966 the buffer object's data store.
7967
7968 To minimize errors, first verify that the texture is compressed by
7969 calling @code{glGetTexLevelParameter} with argument
7970 @code{GL_TEXTURE_COMPRESSED}. If the texture is compressed, then
7971 determine the amount of memory required to store the compressed texture
7972 by calling @code{glGetTexLevelParameter} with argument
7973 @code{GL_TEXTURE_COMPRESSED_IMAGE_SIZE}. Finally, retrieve the internal
7974 format of the texture by calling @code{glGetTexLevelParameter} with
7975 argument @code{GL_TEXTURE_INTERNAL_FORMAT}. To store the texture for
7976 later use, associate the internal format and size with the retrieved
7977 texture image. These data can be used by the respective texture or
7978 subtexture loading routine used for loading @var{target} textures.
7979
7980 @code{GL_INVALID_VALUE} is generated if @var{lod} is less than zero or
7981 greater than the maximum number of LODs permitted by the implementation.
7982
7983 @code{GL_INVALID_OPERATION} is generated if
7984 @code{glGetCompressedTexImage} is used to retrieve a texture that is in
7985 an uncompressed internal format.
7986
7987 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
7988 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and the buffer
7989 object's data store is currently mapped.
7990
7991 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
7992 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and the data
7993 would be packed to the buffer object such that the memory writes
7994 required would exceed the data store size.
7995
7996 @code{GL_INVALID_OPERATION} is generated if
7997 @code{glGetCompressedTexImage} is executed between the execution of
7998 @code{glBegin} and the corresponding execution of @code{glEnd}.
7999
8000 @end deftypefun
8001
8002 @deftypefun void glGetConvolutionFilter target format type image
8003 Get current 1D or 2D convolution filter kernel.
8004
8005 @table @asis
8006 @item @var{target}
8007 The filter to be retrieved. Must be one of @code{GL_CONVOLUTION_1D} or
8008 @code{GL_CONVOLUTION_2D}.
8009
8010 @item @var{format}
8011 Format of the output image. Must be one of @code{GL_RED},
8012 @code{GL_GREEN}, @code{GL_BLUE}, @code{GL_ALPHA}, @code{GL_RGB},
8013 @code{GL_BGR}, @code{GL_RGBA}, @code{GL_BGRA}, @code{GL_LUMINANCE}, or
8014 @code{GL_LUMINANCE_ALPHA}.
8015
8016 @item @var{type}
8017 Data type of components in the output image. Symbolic constants
8018 @code{GL_UNSIGNED_BYTE}, @code{GL_BYTE}, @code{GL_BITMAP},
8019 @code{GL_UNSIGNED_SHORT}, @code{GL_SHORT}, @code{GL_UNSIGNED_INT},
8020 @code{GL_INT}, @code{GL_FLOAT}, @code{GL_UNSIGNED_BYTE_3_3_2},
8021 @code{GL_UNSIGNED_BYTE_2_3_3_REV}, @code{GL_UNSIGNED_SHORT_5_6_5},
8022 @code{GL_UNSIGNED_SHORT_5_6_5_REV}, @code{GL_UNSIGNED_SHORT_4_4_4_4},
8023 @code{GL_UNSIGNED_SHORT_4_4_4_4_REV}, @code{GL_UNSIGNED_SHORT_5_5_5_1},
8024 @code{GL_UNSIGNED_SHORT_1_5_5_5_REV}, @code{GL_UNSIGNED_INT_8_8_8_8},
8025 @code{GL_UNSIGNED_INT_8_8_8_8_REV}, @code{GL_UNSIGNED_INT_10_10_10_2},
8026 and @code{GL_UNSIGNED_INT_2_10_10_10_REV} are accepted.
8027
8028 @item @var{image}
8029 Pointer to storage for the output image.
8030
8031 @end table
8032
8033 @code{glGetConvolutionFilter} returns the current 1D or 2D convolution
8034 filter kernel as an image. The one- or two-dimensional image is placed
8035 in @var{image} according to the specifications in @var{format} and
8036 @var{type}. No pixel transfer operations are performed on this image,
8037 but the relevant pixel storage modes are applied.
8038
8039 If a non-zero named buffer object is bound to the
8040 @code{GL_PIXEL_PACK_BUFFER} target (see @code{glBindBuffer}) while a
8041 convolution filter is requested, @var{image} is treated as a byte offset
8042 into the buffer object's data store.
8043
8044 Color components that are present in @var{format} but not included in
8045 the internal format of the filter are returned as zero. The assignments
8046 of internal color components to the components of @var{format} are as
8047 follows.
8048
8049 @table @asis
8050 @item @strong{Internal Component}
8051 @strong{Resulting Component}
8052
8053 @item
8054 Red
8055 Red
8056
8057 @item
8058 Green
8059 Green
8060
8061 @item
8062 Blue
8063 Blue
8064
8065 @item
8066 Alpha
8067 Alpha
8068
8069 @item
8070 Luminance
8071 Red
8072
8073 @item
8074 Intensity
8075 Red
8076
8077 @end table
8078
8079
8080
8081 @code{GL_INVALID_ENUM} is generated if @var{target} is not one of the
8082 allowable values.
8083
8084 @code{GL_INVALID_ENUM} is generated if @var{format} is not one of the
8085 allowable values.
8086
8087 @code{GL_INVALID_ENUM} is generated if @var{type} is not one of the
8088 allowable values.
8089
8090 @code{GL_INVALID_OPERATION} is generated if @var{type} is one of
8091 @code{GL_UNSIGNED_BYTE_3_3_2}, @code{GL_UNSIGNED_BYTE_2_3_3_REV},
8092 @code{GL_UNSIGNED_SHORT_5_6_5}, or @code{GL_UNSIGNED_SHORT_5_6_5_REV}
8093 and @var{format} is not @code{GL_RGB}.
8094
8095 @code{GL_INVALID_OPERATION} is generated if @var{type} is one of
8096 @code{GL_UNSIGNED_SHORT_4_4_4_4}, @code{GL_UNSIGNED_SHORT_4_4_4_4_REV},
8097 @code{GL_UNSIGNED_SHORT_5_5_5_1}, @code{GL_UNSIGNED_SHORT_1_5_5_5_REV},
8098 @code{GL_UNSIGNED_INT_8_8_8_8}, @code{GL_UNSIGNED_INT_8_8_8_8_REV},
8099 @code{GL_UNSIGNED_INT_10_10_10_2}, or
8100 @code{GL_UNSIGNED_INT_2_10_10_10_REV} and @var{format} is neither
8101 @code{GL_RGBA} nor @code{GL_BGRA}.
8102
8103 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
8104 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and the buffer
8105 object's data store is currently mapped.
8106
8107 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
8108 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and the data
8109 would be packed to the buffer object such that the memory writes
8110 required would exceed the data store size.
8111
8112 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
8113 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and @var{image}
8114 is not evenly divisible into the number of bytes needed to store in
8115 memory a datum indicated by @var{type}.
8116
8117 @code{GL_INVALID_OPERATION} is generated if
8118 @code{glGetConvolutionFilter} is executed between the execution of
8119 @code{glBegin} and the corresponding execution of @code{glEnd}.
8120
8121 @end deftypefun
8122
8123 @deftypefun GLenum glGetError
8124 Return error information.
8125
8126 @code{glGetError} returns the value of the error flag. Each detectable
8127 error is assigned a numeric code and symbolic name. When an error
8128 occurs, the error flag is set to the appropriate error code value. No
8129 other errors are recorded until @code{glGetError} is called, the error
8130 code is returned, and the flag is reset to @code{GL_NO_ERROR}. If a call
8131 to @code{glGetError} returns @code{GL_NO_ERROR}, there has been no
8132 detectable error since the last call to @code{glGetError}, or since the
8133 GL was initialized.
8134
8135 To allow for distributed implementations, there may be several error
8136 flags. If any single error flag has recorded an error, the value of that
8137 flag is returned and that flag is reset to @code{GL_NO_ERROR} when
8138 @code{glGetError} is called. If more than one flag has recorded an
8139 error, @code{glGetError} returns and clears an arbitrary error flag
8140 value. Thus, @code{glGetError} should always be called in a loop, until
8141 it returns @code{GL_NO_ERROR}, if all error flags are to be reset.
8142
8143 Initially, all error flags are set to @code{GL_NO_ERROR}.
8144
8145 The following errors are currently defined:
8146
8147 @table @asis
8148 @item @code{GL_NO_ERROR}
8149 No error has been recorded. The value of this symbolic constant is
8150 guaranteed to be 0.
8151
8152 @item @code{GL_INVALID_ENUM}
8153 An unacceptable value is specified for an enumerated argument. The
8154 offending command is ignored and has no other side effect than to set
8155 the error flag.
8156
8157 @item @code{GL_INVALID_VALUE}
8158 A numeric argument is out of range. The offending command is ignored and
8159 has no other side effect than to set the error flag.
8160
8161 @item @code{GL_INVALID_OPERATION}
8162 The specified operation is not allowed in the current state. The
8163 offending command is ignored and has no other side effect than to set
8164 the error flag.
8165
8166 @item @code{GL_STACK_OVERFLOW}
8167 This command would cause a stack overflow. The offending command is
8168 ignored and has no other side effect than to set the error flag.
8169
8170 @item @code{GL_STACK_UNDERFLOW}
8171 This command would cause a stack underflow. The offending command is
8172 ignored and has no other side effect than to set the error flag.
8173
8174 @item @code{GL_OUT_OF_MEMORY}
8175 There is not enough memory left to execute the command. The state of the
8176 GL is undefined, except for the state of the error flags, after this
8177 error is recorded.
8178
8179 @item @code{GL_TABLE_TOO_LARGE}
8180 The specified table exceeds the implementation's maximum supported table
8181 size. The offending command is ignored and has no other side effect than
8182 to set the error flag.
8183
8184 @end table
8185
8186 When an error flag is set, results of a GL operation are undefined only
8187 if @code{GL_OUT_OF_MEMORY} has occurred. In all other cases, the command
8188 generating the error is ignored and has no effect on the GL state or
8189 frame buffer contents. If the generating command returns a value, it
8190 returns 0. If @code{glGetError} itself generates an error, it returns 0.
8191
8192 @code{GL_INVALID_OPERATION} is generated if @code{glGetError} is
8193 executed between the execution of @code{glBegin} and the corresponding
8194 execution of @code{glEnd}. In this case, @code{glGetError} returns 0.
8195
8196 @end deftypefun
8197
8198 @deftypefun void glGetHistogram target reset format type values
8199 Get histogram table.
8200
8201 @table @asis
8202 @item @var{target}
8203 Must be @code{GL_HISTOGRAM}.
8204
8205 @item @var{reset}
8206 If @code{GL_TRUE}, each component counter that is actually returned is
8207 reset to zero. (Other counters are unaffected.) If @code{GL_FALSE}, none
8208 of the counters in the histogram table is modified.
8209
8210 @item @var{format}
8211 The format of values to be returned in @var{values}. Must be one of
8212 @code{GL_RED}, @code{GL_GREEN}, @code{GL_BLUE}, @code{GL_ALPHA},
8213 @code{GL_RGB}, @code{GL_BGR}, @code{GL_RGBA}, @code{GL_BGRA},
8214 @code{GL_LUMINANCE}, or @code{GL_LUMINANCE_ALPHA}.
8215
8216 @item @var{type}
8217 The type of values to be returned in @var{values}. Symbolic constants
8218 @code{GL_UNSIGNED_BYTE}, @code{GL_BYTE}, @code{GL_BITMAP},
8219 @code{GL_UNSIGNED_SHORT}, @code{GL_SHORT}, @code{GL_UNSIGNED_INT},
8220 @code{GL_INT}, @code{GL_FLOAT}, @code{GL_UNSIGNED_BYTE_3_3_2},
8221 @code{GL_UNSIGNED_BYTE_2_3_3_REV}, @code{GL_UNSIGNED_SHORT_5_6_5},
8222 @code{GL_UNSIGNED_SHORT_5_6_5_REV}, @code{GL_UNSIGNED_SHORT_4_4_4_4},
8223 @code{GL_UNSIGNED_SHORT_4_4_4_4_REV}, @code{GL_UNSIGNED_SHORT_5_5_5_1},
8224 @code{GL_UNSIGNED_SHORT_1_5_5_5_REV}, @code{GL_UNSIGNED_INT_8_8_8_8},
8225 @code{GL_UNSIGNED_INT_8_8_8_8_REV}, @code{GL_UNSIGNED_INT_10_10_10_2},
8226 and @code{GL_UNSIGNED_INT_2_10_10_10_REV} are accepted.
8227
8228 @item @var{values}
8229 A pointer to storage for the returned histogram table.
8230
8231 @end table
8232
8233 @code{glGetHistogram} returns the current histogram table as a
8234 one-dimensional image with the same width as the histogram. No pixel
8235 transfer operations are performed on this image, but pixel storage modes
8236 that are applicable to 1D images are honored.
8237
8238 If a non-zero named buffer object is bound to the
8239 @code{GL_PIXEL_PACK_BUFFER} target (see @code{glBindBuffer}) while a
8240 histogram table is requested, @var{values} is treated as a byte offset
8241 into the buffer object's data store.
8242
8243 Color components that are requested in the specified @var{format}, but
8244 which are not included in the internal format of the histogram, are
8245 returned as zero. The assignments of internal color components to the
8246 components requested by @var{format} are:
8247
8248 @table @asis
8249 @item @strong{Internal Component}
8250 @strong{Resulting Component}
8251
8252 @item
8253 Red
8254 Red
8255
8256 @item
8257 Green
8258 Green
8259
8260 @item
8261 Blue
8262 Blue
8263
8264 @item
8265 Alpha
8266 Alpha
8267
8268 @item
8269 Luminance
8270 Red
8271
8272 @end table
8273
8274
8275
8276 @code{GL_INVALID_ENUM} is generated if @var{target} is not
8277 @code{GL_HISTOGRAM}.
8278
8279 @code{GL_INVALID_ENUM} is generated if @var{format} is not one of the
8280 allowable values.
8281
8282 @code{GL_INVALID_ENUM} is generated if @var{type} is not one of the
8283 allowable values.
8284
8285 @code{GL_INVALID_OPERATION} is generated if @var{type} is one of
8286 @code{GL_UNSIGNED_BYTE_3_3_2}, @code{GL_UNSIGNED_BYTE_2_3_3_REV},
8287 @code{GL_UNSIGNED_SHORT_5_6_5}, or @code{GL_UNSIGNED_SHORT_5_6_5_REV}
8288 and @var{format} is not @code{GL_RGB}.
8289
8290 @code{GL_INVALID_OPERATION} is generated if @var{type} is one of
8291 @code{GL_UNSIGNED_SHORT_4_4_4_4}, @code{GL_UNSIGNED_SHORT_4_4_4_4_REV},
8292 @code{GL_UNSIGNED_SHORT_5_5_5_1}, @code{GL_UNSIGNED_SHORT_1_5_5_5_REV},
8293 @code{GL_UNSIGNED_INT_8_8_8_8}, @code{GL_UNSIGNED_INT_8_8_8_8_REV},
8294 @code{GL_UNSIGNED_INT_10_10_10_2}, or
8295 @code{GL_UNSIGNED_INT_2_10_10_10_REV} and @var{format} is neither
8296 @code{GL_RGBA} nor @code{GL_BGRA}.
8297
8298 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
8299 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and the buffer
8300 object's data store is currently mapped.
8301
8302 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
8303 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and the data
8304 would be packed to the buffer object such that the memory writes
8305 required would exceed the data store size.
8306
8307 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
8308 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and @var{values}
8309 is not evenly divisible into the number of bytes needed to store in
8310 memory a datum indicated by @var{type}.
8311
8312 @code{GL_INVALID_OPERATION} is generated if @code{glGetHistogram} is
8313 executed between the execution of @code{glBegin} and the corresponding
8314 execution of @code{glEnd}.
8315
8316 @end deftypefun
8317
8318 @deftypefun void glGetMinmax target reset format types values
8319 Get minimum and maximum pixel values.
8320
8321 @table @asis
8322 @item @var{target}
8323 Must be @code{GL_MINMAX}.
8324
8325 @item @var{reset}
8326 If @code{GL_TRUE}, all entries in the minmax table that are actually
8327 returned are reset to their initial values. (Other entries are
8328 unaltered.) If @code{GL_FALSE}, the minmax table is unaltered.
8329
8330 @item @var{format}
8331 The format of the data to be returned in @var{values}. Must be one of
8332 @code{GL_RED}, @code{GL_GREEN}, @code{GL_BLUE}, @code{GL_ALPHA},
8333 @code{GL_RGB}, @code{GL_BGR}, @code{GL_RGBA}, @code{GL_BGRA},
8334 @code{GL_LUMINANCE}, or @code{GL_LUMINANCE_ALPHA}.
8335
8336 @item @var{types}
8337 The type of the data to be returned in @var{values}. Symbolic constants
8338 @code{GL_UNSIGNED_BYTE}, @code{GL_BYTE}, @code{GL_BITMAP},
8339 @code{GL_UNSIGNED_SHORT}, @code{GL_SHORT}, @code{GL_UNSIGNED_INT},
8340 @code{GL_INT}, @code{GL_FLOAT}, @code{GL_UNSIGNED_BYTE_3_3_2},
8341 @code{GL_UNSIGNED_BYTE_2_3_3_REV}, @code{GL_UNSIGNED_SHORT_5_6_5},
8342 @code{GL_UNSIGNED_SHORT_5_6_5_REV}, @code{GL_UNSIGNED_SHORT_4_4_4_4},
8343 @code{GL_UNSIGNED_SHORT_4_4_4_4_REV}, @code{GL_UNSIGNED_SHORT_5_5_5_1},
8344 @code{GL_UNSIGNED_SHORT_1_5_5_5_REV}, @code{GL_UNSIGNED_INT_8_8_8_8},
8345 @code{GL_UNSIGNED_INT_8_8_8_8_REV}, @code{GL_UNSIGNED_INT_10_10_10_2},
8346 and @code{GL_UNSIGNED_INT_2_10_10_10_REV} are accepted.
8347
8348 @item @var{values}
8349 A pointer to storage for the returned values.
8350
8351 @end table
8352
8353 @code{glGetMinmax} returns the accumulated minimum and maximum pixel
8354 values (computed on a per-component basis) in a one-dimensional image of
8355 width 2. The first set of return values are the minima, and the second
8356 set of return values are the maxima. The format of the return values is
8357 determined by @var{format}, and their type is determined by @var{types}.
8358
8359 If a non-zero named buffer object is bound to the
8360 @code{GL_PIXEL_PACK_BUFFER} target (see @code{glBindBuffer}) while
8361 minimum and maximum pixel values are requested, @var{values} is treated
8362 as a byte offset into the buffer object's data store.
8363
8364 No pixel transfer operations are performed on the return values, but
8365 pixel storage modes that are applicable to one-dimensional images are
8366 performed. Color components that are requested in the specified
8367 @var{format}, but that are not included in the internal format of the
8368 minmax table, are returned as zero. The assignment of internal color
8369 components to the components requested by @var{format} are as follows:
8370
8371
8372
8373 @table @asis
8374 @item @strong{Internal Component}
8375 @strong{Resulting Component}
8376
8377 @item
8378 Red
8379 Red
8380
8381 @item
8382 Green
8383 Green
8384
8385 @item
8386 Blue
8387 Blue
8388
8389 @item
8390 Alpha
8391 Alpha
8392
8393 @item
8394 Luminance
8395 Red
8396
8397 @end table
8398
8399 If @var{reset} is @code{GL_TRUE}, the minmax table entries corresponding
8400 to the return values are reset to their initial values. Minimum and
8401 maximum values that are not returned are not modified, even if
8402 @var{reset} is @code{GL_TRUE}.
8403
8404 @code{GL_INVALID_ENUM} is generated if @var{target} is not
8405 @code{GL_MINMAX}.
8406
8407 @code{GL_INVALID_ENUM} is generated if @var{format} is not one of the
8408 allowable values.
8409
8410 @code{GL_INVALID_ENUM} is generated if @var{types} is not one of the
8411 allowable values.
8412
8413 @code{GL_INVALID_OPERATION} is generated if @var{types} is one of
8414 @code{GL_UNSIGNED_BYTE_3_3_2}, @code{GL_UNSIGNED_BYTE_2_3_3_REV},
8415 @code{GL_UNSIGNED_SHORT_5_6_5}, or @code{GL_UNSIGNED_SHORT_5_6_5_REV}
8416 and @var{format} is not @code{GL_RGB}.
8417
8418 @code{GL_INVALID_OPERATION} is generated if @var{types} is one of
8419 @code{GL_UNSIGNED_SHORT_4_4_4_4}, @code{GL_UNSIGNED_SHORT_4_4_4_4_REV},
8420 @code{GL_UNSIGNED_SHORT_5_5_5_1}, @code{GL_UNSIGNED_SHORT_1_5_5_5_REV},
8421 @code{GL_UNSIGNED_INT_8_8_8_8}, @code{GL_UNSIGNED_INT_8_8_8_8_REV},
8422 @code{GL_UNSIGNED_INT_10_10_10_2}, or
8423 @code{GL_UNSIGNED_INT_2_10_10_10_REV} and @var{format} is neither
8424 @code{GL_RGBA} nor @code{GL_BGRA}.
8425
8426 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
8427 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and the buffer
8428 object's data store is currently mapped.
8429
8430 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
8431 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and the data
8432 would be packed to the buffer object such that the memory writes
8433 required would exceed the data store size.
8434
8435 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
8436 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and @var{values}
8437 is not evenly divisible into the number of bytes needed to store in
8438 memory a datum indicated by @var{type}.
8439
8440 @code{GL_INVALID_OPERATION} is generated if @code{glGetMinmax} is
8441 executed between the execution of @code{glBegin} and the corresponding
8442 execution of @code{glEnd}.
8443
8444 @end deftypefun
8445
8446 @deftypefun void glGetPolygonStipple pattern
8447 Return the polygon stipple pattern.
8448
8449 @table @asis
8450 @item @var{pattern}
8451 Returns the stipple pattern. The initial value is all 1's.
8452
8453 @end table
8454
8455 @code{glGetPolygonStipple} returns to @var{pattern} a @r{32×32} polygon
8456 stipple pattern. The pattern is packed into memory as if
8457 @code{glReadPixels} with both @var{height} and @var{width} of 32,
8458 @var{type} of @code{GL_BITMAP}, and @var{format} of
8459 @code{GL_COLOR_INDEX} were called, and the stipple pattern were stored
8460 in an internal @r{32×32} color index buffer. Unlike @code{glReadPixels},
8461 however, pixel transfer operations (shift, offset, pixel map) are not
8462 applied to the returned stipple image.
8463
8464 If a non-zero named buffer object is bound to the
8465 @code{GL_PIXEL_PACK_BUFFER} target (see @code{glBindBuffer}) while a
8466 polygon stipple pattern is requested, @var{pattern} is treated as a byte
8467 offset into the buffer object's data store.
8468
8469 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
8470 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and the buffer
8471 object's data store is currently mapped.
8472
8473 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
8474 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and the data
8475 would be packed to the buffer object such that the memory writes
8476 required would exceed the data store size.
8477
8478 @code{GL_INVALID_OPERATION} is generated if @code{glGetPolygonStipple}
8479 is executed between the execution of @code{glBegin} and the
8480 corresponding execution of @code{glEnd}.
8481
8482 @end deftypefun
8483
8484 @deftypefun void glGetProgramInfoLog program maxLength length infoLog
8485 Returns the information log for a program object.
8486
8487 @table @asis
8488 @item @var{program}
8489 Specifies the program object whose information log is to be queried.
8490
8491 @item @var{maxLength}
8492 Specifies the size of the character buffer for storing the returned
8493 information log.
8494
8495 @item @var{length}
8496 Returns the length of the string returned in @var{infoLog} (excluding
8497 the null terminator).
8498
8499 @item @var{infoLog}
8500 Specifies an array of characters that is used to return the information
8501 log.
8502
8503 @end table
8504
8505 @code{glGetProgramInfoLog} returns the information log for the specified
8506 program object. The information log for a program object is modified
8507 when the program object is linked or validated. The string that is
8508 returned will be null terminated.
8509
8510 @code{glGetProgramInfoLog} returns in @var{infoLog} as much of the
8511 information log as it can, up to a maximum of @var{maxLength}
8512 characters. The number of characters actually returned, excluding the
8513 null termination character, is specified by @var{length}. If the length
8514 of the returned string is not required, a value of @code{NULL} can be
8515 passed in the @var{length} argument. The size of the buffer required to
8516 store the returned information log can be obtained by calling
8517 @code{glGetProgram} with the value @code{GL_INFO_LOG_LENGTH}.
8518
8519 The information log for a program object is either an empty string, or a
8520 string containing information about the last link operation, or a string
8521 containing information about the last validation operation. It may
8522 contain diagnostic messages, warning messages, and other information.
8523 When a program object is created, its information log will be a string
8524 of length 0.
8525
8526 @code{GL_INVALID_VALUE} is generated if @var{program} is not a value
8527 generated by OpenGL.
8528
8529 @code{GL_INVALID_OPERATION} is generated if @var{program} is not a
8530 program object.
8531
8532 @code{GL_INVALID_VALUE} is generated if @var{maxLength} is less than 0.
8533
8534 @code{GL_INVALID_OPERATION} is generated if @code{glGetProgramInfoLog}
8535 is executed between the execution of @code{glBegin} and the
8536 corresponding execution of @code{glEnd}.
8537
8538 @end deftypefun
8539
8540 @deftypefun void glGetSeparableFilter target format type row column span
8541 Get separable convolution filter kernel images.
8542
8543 @table @asis
8544 @item @var{target}
8545 The separable filter to be retrieved. Must be @code{GL_SEPARABLE_2D}.
8546
8547 @item @var{format}
8548 Format of the output images. Must be one of @code{GL_RED},
8549 @code{GL_GREEN}, @code{GL_BLUE}, @code{GL_ALPHA}, @code{GL_RGB},
8550 @code{GL_BGR}@code{GL_RGBA}, @code{GL_BGRA}, @code{GL_LUMINANCE}, or
8551 @code{GL_LUMINANCE_ALPHA}.
8552
8553 @item @var{type}
8554 Data type of components in the output images. Symbolic constants
8555 @code{GL_UNSIGNED_BYTE}, @code{GL_BYTE}, @code{GL_BITMAP},
8556 @code{GL_UNSIGNED_SHORT}, @code{GL_SHORT}, @code{GL_UNSIGNED_INT},
8557 @code{GL_INT}, @code{GL_FLOAT}, @code{GL_UNSIGNED_BYTE_3_3_2},
8558 @code{GL_UNSIGNED_BYTE_2_3_3_REV}, @code{GL_UNSIGNED_SHORT_5_6_5},
8559 @code{GL_UNSIGNED_SHORT_5_6_5_REV}, @code{GL_UNSIGNED_SHORT_4_4_4_4},
8560 @code{GL_UNSIGNED_SHORT_4_4_4_4_REV}, @code{GL_UNSIGNED_SHORT_5_5_5_1},
8561 @code{GL_UNSIGNED_SHORT_1_5_5_5_REV}, @code{GL_UNSIGNED_INT_8_8_8_8},
8562 @code{GL_UNSIGNED_INT_8_8_8_8_REV}, @code{GL_UNSIGNED_INT_10_10_10_2},
8563 and @code{GL_UNSIGNED_INT_2_10_10_10_REV} are accepted.
8564
8565 @item @var{row}
8566 Pointer to storage for the row filter image.
8567
8568 @item @var{column}
8569 Pointer to storage for the column filter image.
8570
8571 @item @var{span}
8572 Pointer to storage for the span filter image (currently unused).
8573
8574 @end table
8575
8576 @code{glGetSeparableFilter} returns the two one-dimensional filter
8577 kernel images for the current separable 2D convolution filter. The row
8578 image is placed in @var{row} and the column image is placed in
8579 @var{column} according to the specifications in @var{format} and
8580 @var{type}. (In the current implementation, @var{span} is not affected
8581 in any way.) No pixel transfer operations are performed on the images,
8582 but the relevant pixel storage modes are applied.
8583
8584 If a non-zero named buffer object is bound to the
8585 @code{GL_PIXEL_PACK_BUFFER} target (see @code{glBindBuffer}) while a
8586 separable convolution filter is requested, @var{row}, @var{column}, and
8587 @var{span} are treated as a byte offset into the buffer object's data
8588 store.
8589
8590 Color components that are present in @var{format} but not included in
8591 the internal format of the filters are returned as zero. The assignments
8592 of internal color components to the components of @var{format} are as
8593 follows:
8594
8595
8596
8597 @table @asis
8598 @item @strong{Internal Component}
8599 @strong{Resulting Component}
8600
8601 @item
8602 Red
8603 Red
8604
8605 @item
8606 Green
8607 Green
8608
8609 @item
8610 Blue
8611 Blue
8612
8613 @item
8614 Alpha
8615 Alpha
8616
8617 @item
8618 Luminance
8619 Red
8620
8621 @item
8622 Intensity
8623 Red
8624
8625 @end table
8626
8627
8628
8629 @code{GL_INVALID_ENUM} is generated if @var{target} is not
8630 @code{GL_SEPARABLE_2D}.
8631
8632 @code{GL_INVALID_ENUM} is generated if @var{format} is not one of the
8633 allowable values.
8634
8635 @code{GL_INVALID_ENUM} is generated if @var{type} is not one of the
8636 allowable values.
8637
8638 @code{GL_INVALID_OPERATION} is generated if @var{type} is one of
8639 @code{GL_UNSIGNED_BYTE_3_3_2}, @code{GL_UNSIGNED_BYTE_2_3_3_REV},
8640 @code{GL_UNSIGNED_SHORT_5_6_5}, or @code{GL_UNSIGNED_SHORT_5_6_5_REV}
8641 and @var{format} is not @code{GL_RGB}.
8642
8643 @code{GL_INVALID_OPERATION} is generated if @var{type} is one of
8644 @code{GL_UNSIGNED_SHORT_4_4_4_4}, @code{GL_UNSIGNED_SHORT_4_4_4_4_REV},
8645 @code{GL_UNSIGNED_SHORT_5_5_5_1}, @code{GL_UNSIGNED_SHORT_1_5_5_5_REV},
8646 @code{GL_UNSIGNED_INT_8_8_8_8}, @code{GL_UNSIGNED_INT_8_8_8_8_REV},
8647 @code{GL_UNSIGNED_INT_10_10_10_2}, or
8648 @code{GL_UNSIGNED_INT_2_10_10_10_REV} and @var{format} is neither
8649 @code{GL_RGBA} nor @code{GL_BGRA}.
8650
8651 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
8652 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and the buffer
8653 object's data store is currently mapped.
8654
8655 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
8656 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and the data
8657 would be packed to the buffer object such that the memory writes
8658 required would exceed the data store size.
8659
8660 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
8661 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and @var{row} or
8662 @var{column} is not evenly divisible into the number of bytes needed to
8663 store in memory a datum indicated by @var{type}.
8664
8665 @code{GL_INVALID_OPERATION} is generated if @code{glGetSeparableFilter}
8666 is executed between the execution of @code{glBegin} and the
8667 corresponding execution of @code{glEnd}.
8668
8669 @end deftypefun
8670
8671 @deftypefun void glGetShaderInfoLog shader maxLength length infoLog
8672 Returns the information log for a shader object.
8673
8674 @table @asis
8675 @item @var{shader}
8676 Specifies the shader object whose information log is to be queried.
8677
8678 @item @var{maxLength}
8679 Specifies the size of the character buffer for storing the returned
8680 information log.
8681
8682 @item @var{length}
8683 Returns the length of the string returned in @var{infoLog} (excluding
8684 the null terminator).
8685
8686 @item @var{infoLog}
8687 Specifies an array of characters that is used to return the information
8688 log.
8689
8690 @end table
8691
8692 @code{glGetShaderInfoLog} returns the information log for the specified
8693 shader object. The information log for a shader object is modified when
8694 the shader is compiled. The string that is returned will be null
8695 terminated.
8696
8697 @code{glGetShaderInfoLog} returns in @var{infoLog} as much of the
8698 information log as it can, up to a maximum of @var{maxLength}
8699 characters. The number of characters actually returned, excluding the
8700 null termination character, is specified by @var{length}. If the length
8701 of the returned string is not required, a value of @code{NULL} can be
8702 passed in the @var{length} argument. The size of the buffer required to
8703 store the returned information log can be obtained by calling
8704 @code{glGetShader} with the value @code{GL_INFO_LOG_LENGTH}.
8705
8706 The information log for a shader object is a string that may contain
8707 diagnostic messages, warning messages, and other information about the
8708 last compile operation. When a shader object is created, its information
8709 log will be a string of length 0.
8710
8711 @code{GL_INVALID_VALUE} is generated if @var{shader} is not a value
8712 generated by OpenGL.
8713
8714 @code{GL_INVALID_OPERATION} is generated if @var{shader} is not a shader
8715 object.
8716
8717 @code{GL_INVALID_VALUE} is generated if @var{maxLength} is less than 0.
8718
8719 @code{GL_INVALID_OPERATION} is generated if @code{glGetShaderInfoLog} is
8720 executed between the execution of @code{glBegin} and the corresponding
8721 execution of @code{glEnd}.
8722
8723 @end deftypefun
8724
8725 @deftypefun void glGetShaderSource shader bufSize length source
8726 Returns the source code string from a shader object.
8727
8728 @table @asis
8729 @item @var{shader}
8730 Specifies the shader object to be queried.
8731
8732 @item @var{bufSize}
8733 Specifies the size of the character buffer for storing the returned
8734 source code string.
8735
8736 @item @var{length}
8737 Returns the length of the string returned in @var{source} (excluding the
8738 null terminator).
8739
8740 @item @var{source}
8741 Specifies an array of characters that is used to return the source code
8742 string.
8743
8744 @end table
8745
8746 @code{glGetShaderSource} returns the concatenation of the source code
8747 strings from the shader object specified by @var{shader}. The source
8748 code strings for a shader object are the result of a previous call to
8749 @code{glShaderSource}. The string returned by the function will be null
8750 terminated.
8751
8752 @code{glGetShaderSource} returns in @var{source} as much of the source
8753 code string as it can, up to a maximum of @var{bufSize} characters. The
8754 number of characters actually returned, excluding the null termination
8755 character, is specified by @var{length}. If the length of the returned
8756 string is not required, a value of @code{NULL} can be passed in the
8757 @var{length} argument. The size of the buffer required to store the
8758 returned source code string can be obtained by calling
8759 @code{glGetShader} with the value @code{GL_SHADER_SOURCE_LENGTH}.
8760
8761 @code{GL_INVALID_VALUE} is generated if @var{shader} is not a value
8762 generated by OpenGL.
8763
8764 @code{GL_INVALID_OPERATION} is generated if @var{shader} is not a shader
8765 object.
8766
8767 @code{GL_INVALID_VALUE} is generated if @var{bufSize} is less than 0.
8768
8769 @code{GL_INVALID_OPERATION} is generated if @code{glGetShaderSource} is
8770 executed between the execution of @code{glBegin} and the corresponding
8771 execution of @code{glEnd}.
8772
8773 @end deftypefun
8774
8775 @deftypefun const-GLubyte* glGetString name
8776 Return a string describing the current GL connection.
8777
8778 @table @asis
8779 @item @var{name}
8780 Specifies a symbolic constant, one of @code{GL_VENDOR},
8781 @code{GL_RENDERER}, @code{GL_VERSION},
8782 @code{GL_SHADING_LANGUAGE_VERSION}, or @code{GL_EXTENSIONS}.
8783
8784 @end table
8785
8786 @code{glGetString} returns a pointer to a static string describing some
8787 aspect of the current GL connection. @var{name} can be one of the
8788 following:
8789
8790 @table @asis
8791 @item @code{GL_VENDOR}
8792
8793
8794 Returns the company responsible for this GL implementation. This name
8795 does not change from release to release.
8796
8797 @item @code{GL_RENDERER}
8798
8799
8800 Returns the name of the renderer. This name is typically specific to a
8801 particular configuration of a hardware platform. It does not change from
8802 release to release.
8803
8804 @item @code{GL_VERSION}
8805
8806
8807 Returns a version or release number.
8808
8809 @item @code{GL_SHADING_LANGUAGE_VERSION}
8810
8811
8812 Returns a version or release number for the shading language.
8813
8814 @item @code{GL_EXTENSIONS}
8815
8816
8817 Returns a space-separated list of supported extensions to GL.
8818
8819 @end table
8820
8821 Because the GL does not include queries for the performance
8822 characteristics of an implementation, some applications are written to
8823 recognize known platforms and modify their GL usage based on known
8824 performance characteristics of these platforms. Strings @code{GL_VENDOR}
8825 and @code{GL_RENDERER} together uniquely specify a platform. They do not
8826 change from release to release and should be used by
8827 platform-recognition algorithms.
8828
8829 Some applications want to make use of features that are not part of the
8830 standard GL. These features may be implemented as extensions to the
8831 standard GL. The @code{GL_EXTENSIONS} string is a space-separated list
8832 of supported GL extensions. (Extension names never contain a space
8833 character.)
8834
8835 The @code{GL_VERSION} and @code{GL_SHADING_LANGUAGE_VERSION} strings
8836 begin with a version number. The version number uses one of these forms:
8837
8838 @var{major_number.minor_number}@var{major_number.minor_number.release_number}
8839
8840 Vendor-specific information may follow the version number. Its format
8841 depends on the implementation, but a space always separates the version
8842 number and the vendor-specific information.
8843
8844 All strings are null-terminated.
8845
8846 @code{GL_INVALID_ENUM} is generated if @var{name} is not an accepted
8847 value.
8848
8849 @code{GL_INVALID_OPERATION} is generated if @code{glGetString} is
8850 executed between the execution of @code{glBegin} and the corresponding
8851 execution of @code{glEnd}.
8852
8853 @end deftypefun
8854
8855 @deftypefun void glGetTexImage target level format type img
8856 Return a texture image.
8857
8858 @table @asis
8859 @item @var{target}
8860 Specifies which texture is to be obtained. @code{GL_TEXTURE_1D},
8861 @code{GL_TEXTURE_2D}, @code{GL_TEXTURE_3D},
8862 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_X},
8863 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_X},
8864 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Y},
8865 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Y},
8866 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Z}, and
8867 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Z} are accepted.
8868
8869 @item @var{level}
8870 Specifies the level-of-detail number of the desired image. Level 0 is
8871 the base image level. Level @r{@var{n}} is the @r{@var{n}}th mipmap
8872 reduction image.
8873
8874 @item @var{format}
8875 Specifies a pixel format for the returned data. The supported formats
8876 are @code{GL_RED}, @code{GL_GREEN}, @code{GL_BLUE}, @code{GL_ALPHA},
8877 @code{GL_RGB}, @code{GL_BGR}, @code{GL_RGBA}, @code{GL_BGRA},
8878 @code{GL_LUMINANCE}, and @code{GL_LUMINANCE_ALPHA}.
8879
8880 @item @var{type}
8881 Specifies a pixel type for the returned data. The supported types are
8882 @code{GL_UNSIGNED_BYTE}, @code{GL_BYTE}, @code{GL_UNSIGNED_SHORT},
8883 @code{GL_SHORT}, @code{GL_UNSIGNED_INT}, @code{GL_INT}, @code{GL_FLOAT},
8884 @code{GL_UNSIGNED_BYTE_3_3_2}, @code{GL_UNSIGNED_BYTE_2_3_3_REV},
8885 @code{GL_UNSIGNED_SHORT_5_6_5}, @code{GL_UNSIGNED_SHORT_5_6_5_REV},
8886 @code{GL_UNSIGNED_SHORT_4_4_4_4}, @code{GL_UNSIGNED_SHORT_4_4_4_4_REV},
8887 @code{GL_UNSIGNED_SHORT_5_5_5_1}, @code{GL_UNSIGNED_SHORT_1_5_5_5_REV},
8888 @code{GL_UNSIGNED_INT_8_8_8_8}, @code{GL_UNSIGNED_INT_8_8_8_8_REV},
8889 @code{GL_UNSIGNED_INT_10_10_10_2}, and
8890 @code{GL_UNSIGNED_INT_2_10_10_10_REV}.
8891
8892 @item @var{img}
8893 Returns the texture image. Should be a pointer to an array of the type
8894 specified by @var{type}.
8895
8896 @end table
8897
8898 @code{glGetTexImage} returns a texture image into @var{img}.
8899 @var{target} specifies whether the desired texture image is one
8900 specified by @code{glTexImage1D} (@code{GL_TEXTURE_1D}),
8901 @code{glTexImage2D} (@code{GL_TEXTURE_2D} or any of
8902 @code{GL_TEXTURE_CUBE_MAP_*}), or @code{glTexImage3D}
8903 (@code{GL_TEXTURE_3D}). @var{level} specifies the level-of-detail number
8904 of the desired image. @var{format} and @var{type} specify the format and
8905 type of the desired image array. See the reference pages
8906 @code{glTexImage1D} and @code{glDrawPixels} for a description of the
8907 acceptable values for the @var{format} and @var{type} parameters,
8908 respectively.
8909
8910 If a non-zero named buffer object is bound to the
8911 @code{GL_PIXEL_PACK_BUFFER} target (see @code{glBindBuffer}) while a
8912 texture image is requested, @var{img} is treated as a byte offset into
8913 the buffer object's data store.
8914
8915 To understand the operation of @code{glGetTexImage}, consider the
8916 selected internal four-component texture image to be an RGBA color
8917 buffer the size of the image. The semantics of @code{glGetTexImage} are
8918 then identical to those of @code{glReadPixels}, with the exception that
8919 no pixel transfer operations are performed, when called with the same
8920 @var{format} and @var{type}, with @var{x} and @var{y} set to 0,
8921 @var{width} set to the width of the texture image (including border if
8922 one was specified), and @var{height} set to 1 for 1D images, or to the
8923 height of the texture image (including border if one was specified) for
8924 2D images. Because the internal texture image is an RGBA image, pixel
8925 formats @code{GL_COLOR_INDEX}, @code{GL_STENCIL_INDEX}, and
8926 @code{GL_DEPTH_COMPONENT} are not accepted, and pixel type
8927 @code{GL_BITMAP} is not accepted.
8928
8929 If the selected texture image does not contain four components, the
8930 following mappings are applied. Single-component textures are treated as
8931 RGBA buffers with red set to the single-component value, green set to 0,
8932 blue set to 0, and alpha set to 1. Two-component textures are treated as
8933 RGBA buffers with red set to the value of component zero, alpha set to
8934 the value of component one, and green and blue set to 0. Finally,
8935 three-component textures are treated as RGBA buffers with red set to
8936 component zero, green set to component one, blue set to component two,
8937 and alpha set to 1.
8938
8939 To determine the required size of @var{img}, use
8940 @code{glGetTexLevelParameter} to determine the dimensions of the
8941 internal texture image, then scale the required number of pixels by the
8942 storage required for each pixel, based on @var{format} and @var{type}.
8943 Be sure to take the pixel storage parameters into account, especially
8944 @code{GL_PACK_ALIGNMENT}.
8945
8946 @code{GL_INVALID_ENUM} is generated if @var{target}, @var{format}, or
8947 @var{type} is not an accepted value.
8948
8949 @code{GL_INVALID_VALUE} is generated if @var{level} is less than 0.
8950
8951 @code{GL_INVALID_VALUE} may be generated if @var{level} is greater than
8952 @r{@var{log}_2⁡(@var{max},)}, where @r{@var{max}} is the returned value
8953 of @code{GL_MAX_TEXTURE_SIZE}.
8954
8955 @code{GL_INVALID_OPERATION} is returned if @var{type} is one of
8956 @code{GL_UNSIGNED_BYTE_3_3_2}, @code{GL_UNSIGNED_BYTE_2_3_3_REV},
8957 @code{GL_UNSIGNED_SHORT_5_6_5}, or @code{GL_UNSIGNED_SHORT_5_6_5_REV}
8958 and @var{format} is not @code{GL_RGB}.
8959
8960 @code{GL_INVALID_OPERATION} is returned if @var{type} is one of
8961 @code{GL_UNSIGNED_SHORT_4_4_4_4}, @code{GL_UNSIGNED_SHORT_4_4_4_4_REV},
8962 @code{GL_UNSIGNED_SHORT_5_5_5_1}, @code{GL_UNSIGNED_SHORT_1_5_5_5_REV},
8963 @code{GL_UNSIGNED_INT_8_8_8_8}, @code{GL_UNSIGNED_INT_8_8_8_8_REV},
8964 @code{GL_UNSIGNED_INT_10_10_10_2}, or
8965 @code{GL_UNSIGNED_INT_2_10_10_10_REV}, and @var{format} is neither
8966 @code{GL_RGBA} or @code{GL_BGRA}.
8967
8968 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
8969 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and the buffer
8970 object's data store is currently mapped.
8971
8972 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
8973 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and the data
8974 would be packed to the buffer object such that the memory writes
8975 required would exceed the data store size.
8976
8977 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
8978 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and @var{img} is
8979 not evenly divisible into the number of bytes needed to store in memory
8980 a datum indicated by @var{type}.
8981
8982 @code{GL_INVALID_OPERATION} is generated if @code{glGetTexImage} is
8983 executed between the execution of @code{glBegin} and the corresponding
8984 execution of @code{glEnd}.
8985
8986 @end deftypefun
8987
8988 @deftypefun GLint glGetUniformLocation program name
8989 Returns the location of a uniform variable.
8990
8991 @table @asis
8992 @item @var{program}
8993 Specifies the program object to be queried.
8994
8995 @item @var{name}
8996 Points to a null terminated string containing the name of the uniform
8997 variable whose location is to be queried.
8998
8999 @end table
9000
9001 @code{glGetUniformLocation } returns an integer that represents the
9002 location of a specific uniform variable within a program object.
9003 @var{name} must be a null terminated string that contains no white
9004 space. @var{name} must be an active uniform variable name in
9005 @var{program} that is not a structure, an array of structures, or a
9006 subcomponent of a vector or a matrix. This function returns -1 if
9007 @var{name} does not correspond to an active uniform variable in
9008 @var{program} or if @var{name} starts with the reserved prefix "gl_".
9009
9010 Uniform variables that are structures or arrays of structures may be
9011 queried by calling @code{glGetUniformLocation} for each field within the
9012 structure. The array element operator "[]" and the structure field
9013 operator "." may be used in @var{name} in order to select elements
9014 within an array or fields within a structure. The result of using these
9015 operators is not allowed to be another structure, an array of
9016 structures, or a subcomponent of a vector or a matrix. Except if the
9017 last part of @var{name} indicates a uniform variable array, the location
9018 of the first element of an array can be retrieved by using the name of
9019 the array, or by using the name appended by "[0]".
9020
9021 The actual locations assigned to uniform variables are not known until
9022 the program object is linked successfully. After linking has occurred,
9023 the command @code{glGetUniformLocation} can be used to obtain the
9024 location of a uniform variable. This location value can then be passed
9025 to @code{glUniform} to set the value of the uniform variable or to
9026 @code{glGetUniform} in order to query the current value of the uniform
9027 variable. After a program object has been linked successfully, the index
9028 values for uniform variables remain fixed until the next link command
9029 occurs. Uniform variable locations and values can only be queried after
9030 a link if the link was successful.
9031
9032 @code{GL_INVALID_VALUE} is generated if @var{program} is not a value
9033 generated by OpenGL.
9034
9035 @code{GL_INVALID_OPERATION} is generated if @var{program} is not a
9036 program object.
9037
9038 @code{GL_INVALID_OPERATION} is generated if @var{program} has not been
9039 successfully linked.
9040
9041 @code{GL_INVALID_OPERATION} is generated if @code{glGetUniformLocation}
9042 is executed between the execution of @code{glBegin} and the
9043 corresponding execution of @code{glEnd}.
9044
9045 @end deftypefun
9046
9047 @deftypefun void glHint target mode
9048 Specify implementation-specific hints.
9049
9050 @table @asis
9051 @item @var{target}
9052 Specifies a symbolic constant indicating the behavior to be controlled.
9053 @code{GL_FOG_HINT}, @code{GL_GENERATE_MIPMAP_HINT},
9054 @code{GL_LINE_SMOOTH_HINT}, @code{GL_PERSPECTIVE_CORRECTION_HINT},
9055 @code{GL_POINT_SMOOTH_HINT}, @code{GL_POLYGON_SMOOTH_HINT},
9056 @code{GL_TEXTURE_COMPRESSION_HINT}, and
9057 @code{GL_FRAGMENT_SHADER_DERIVATIVE_HINT} are accepted.
9058
9059 @item @var{mode}
9060 Specifies a symbolic constant indicating the desired behavior.
9061 @code{GL_FASTEST}, @code{GL_NICEST}, and @code{GL_DONT_CARE} are
9062 accepted.
9063
9064 @end table
9065
9066 Certain aspects of GL behavior, when there is room for interpretation,
9067 can be controlled with hints. A hint is specified with two arguments.
9068 @var{target} is a symbolic constant indicating the behavior to be
9069 controlled, and @var{mode} is another symbolic constant indicating the
9070 desired behavior. The initial value for each @var{target} is
9071 @code{GL_DONT_CARE}. @var{mode} can be one of the following:
9072
9073 @table @asis
9074 @item @code{GL_FASTEST}
9075
9076
9077 The most efficient option should be chosen.
9078
9079 @item @code{GL_NICEST}
9080
9081
9082 The most correct, or highest quality, option should be chosen.
9083
9084 @item @code{GL_DONT_CARE}
9085
9086
9087 No preference.
9088
9089 @end table
9090
9091 Though the implementation aspects that can be hinted are well defined,
9092 the interpretation of the hints depends on the implementation. The hint
9093 aspects that can be specified with @var{target}, along with suggested
9094 semantics, are as follows:
9095
9096 @table @asis
9097 @item @code{GL_FOG_HINT}
9098
9099
9100 Indicates the accuracy of fog calculation. If per-pixel fog calculation
9101 is not efficiently supported by the GL implementation, hinting
9102 @code{GL_DONT_CARE} or @code{GL_FASTEST} can result in per-vertex
9103 calculation of fog effects.
9104
9105 @item @code{GL_FRAGMENT_SHADER_DERIVATIVE_HINT}
9106
9107
9108 Indicates the accuracy of the derivative calculation for the GL shading
9109 language fragment processing built-in functions: @code{dFdx},
9110 @code{dFdy}, and @code{fwidth}.
9111
9112 @item @code{GL_GENERATE_MIPMAP_HINT}
9113
9114
9115 Indicates the quality of filtering when generating mipmap images.
9116
9117 @item @code{GL_LINE_SMOOTH_HINT}
9118
9119
9120 Indicates the sampling quality of antialiased lines. If a larger filter
9121 function is applied, hinting @code{GL_NICEST} can result in more pixel
9122 fragments being generated during rasterization.
9123
9124 @item @code{GL_PERSPECTIVE_CORRECTION_HINT}
9125
9126
9127 Indicates the quality of color, texture coordinate, and fog coordinate
9128 interpolation. If perspective-corrected parameter interpolation is not
9129 efficiently supported by the GL implementation, hinting
9130 @code{GL_DONT_CARE} or @code{GL_FASTEST} can result in simple linear
9131 interpolation of colors and/or texture coordinates.
9132
9133 @item @code{GL_POINT_SMOOTH_HINT}
9134
9135
9136 Indicates the sampling quality of antialiased points. If a larger filter
9137 function is applied, hinting @code{GL_NICEST} can result in more pixel
9138 fragments being generated during rasterization.
9139
9140 @item @code{GL_POLYGON_SMOOTH_HINT}
9141
9142
9143 Indicates the sampling quality of antialiased polygons. Hinting
9144 @code{GL_NICEST} can result in more pixel fragments being generated
9145 during rasterization, if a larger filter function is applied.
9146
9147 @item @code{GL_TEXTURE_COMPRESSION_HINT}
9148
9149
9150 Indicates the quality and performance of the compressing texture images.
9151 Hinting @code{GL_FASTEST} indicates that texture images should be
9152 compressed as quickly as possible, while @code{GL_NICEST} indicates that
9153 texture images should be compressed with as little image quality loss as
9154 possible. @code{GL_NICEST} should be selected if the texture is to be
9155 retrieved by @code{glGetCompressedTexImage} for reuse.
9156
9157 @end table
9158
9159 @code{GL_INVALID_ENUM} is generated if either @var{target} or @var{mode}
9160 is not an accepted value.
9161
9162 @code{GL_INVALID_OPERATION} is generated if @code{glHint} is executed
9163 between the execution of @code{glBegin} and the corresponding execution
9164 of @code{glEnd}.
9165
9166 @end deftypefun
9167
9168 @deftypefun void glHistogram target width internalformat sink
9169 Define histogram table.
9170
9171 @table @asis
9172 @item @var{target}
9173 The histogram whose parameters are to be set. Must be one of
9174 @code{GL_HISTOGRAM} or @code{GL_PROXY_HISTOGRAM}.
9175
9176 @item @var{width}
9177 The number of entries in the histogram table. Must be a power of 2.
9178
9179 @item @var{internalformat}
9180 The format of entries in the histogram table. Must be one of
9181 @code{GL_ALPHA}, @code{GL_ALPHA4}, @code{GL_ALPHA8}, @code{GL_ALPHA12},
9182 @code{GL_ALPHA16}, @code{GL_LUMINANCE}, @code{GL_LUMINANCE4},
9183 @code{GL_LUMINANCE8}, @code{GL_LUMINANCE12}, @code{GL_LUMINANCE16},
9184 @code{GL_LUMINANCE_ALPHA}, @code{GL_LUMINANCE4_ALPHA4},
9185 @code{GL_LUMINANCE6_ALPHA2}, @code{GL_LUMINANCE8_ALPHA8},
9186 @code{GL_LUMINANCE12_ALPHA4}, @code{GL_LUMINANCE12_ALPHA12},
9187 @code{GL_LUMINANCE16_ALPHA16}, @code{GL_R3_G3_B2}, @code{GL_RGB},
9188 @code{GL_RGB4}, @code{GL_RGB5}, @code{GL_RGB8}, @code{GL_RGB10},
9189 @code{GL_RGB12}, @code{GL_RGB16}, @code{GL_RGBA}, @code{GL_RGBA2},
9190 @code{GL_RGBA4}, @code{GL_RGB5_A1}, @code{GL_RGBA8}, @code{GL_RGB10_A2},
9191 @code{GL_RGBA12}, or @code{GL_RGBA16}.
9192
9193 @item @var{sink}
9194 If @code{GL_TRUE}, pixels will be consumed by the histogramming process
9195 and no drawing or texture loading will take place. If @code{GL_FALSE},
9196 pixels will proceed to the minmax process after histogramming.
9197
9198 @end table
9199
9200 When @code{GL_HISTOGRAM} is enabled, RGBA color components are converted
9201 to histogram table indices by clamping to the range [0,1], multiplying
9202 by the width of the histogram table, and rounding to the nearest
9203 integer. The table entries selected by the RGBA indices are then
9204 incremented. (If the internal format of the histogram table includes
9205 luminance, then the index derived from the R color component determines
9206 the luminance table entry to be incremented.) If a histogram table entry
9207 is incremented beyond its maximum value, then its value becomes
9208 undefined. (This is not an error.)
9209
9210 Histogramming is performed only for RGBA pixels (though these may be
9211 specified originally as color indices and converted to RGBA by index
9212 table lookup). Histogramming is enabled with @code{glEnable} and
9213 disabled with @code{glDisable}.
9214
9215 When @var{target} is @code{GL_HISTOGRAM}, @code{glHistogram} redefines
9216 the current histogram table to have @var{width} entries of the format
9217 specified by @var{internalformat}. The entries are indexed 0 through
9218 @r{@var{width}-1}, and all entries are initialized to zero. The values
9219 in the previous histogram table, if any, are lost. If @var{sink} is
9220 @code{GL_TRUE}, then pixels are discarded after histogramming; no
9221 further processing of the pixels takes place, and no drawing, texture
9222 loading, or pixel readback will result.
9223
9224 When @var{target} is @code{GL_PROXY_HISTOGRAM}, @code{glHistogram}
9225 computes all state information as if the histogram table were to be
9226 redefined, but does not actually define the new table. If the requested
9227 histogram table is too large to be supported, then the state information
9228 will be set to zero. This provides a way to determine if a histogram
9229 table with the given parameters can be supported.
9230
9231
9232
9233 @code{GL_INVALID_ENUM} is generated if @var{target} is not one of the
9234 allowable values.
9235
9236 @code{GL_INVALID_VALUE} is generated if @var{width} is less than zero or
9237 is not a power of 2.
9238
9239 @code{GL_INVALID_ENUM} is generated if @var{internalformat} is not one
9240 of the allowable values.
9241
9242 @code{GL_TABLE_TOO_LARGE} is generated if @var{target} is
9243 @code{GL_HISTOGRAM} and the histogram table specified is too large for
9244 the implementation.
9245
9246 @code{GL_INVALID_OPERATION} is generated if @code{glHistogram} is
9247 executed between the execution of @code{glBegin} and the corresponding
9248 execution of @code{glEnd}.
9249
9250 @end deftypefun
9251
9252 @deftypefun void glIndexMask mask
9253 Control the writing of individual bits in the color index buffers.
9254
9255 @table @asis
9256 @item @var{mask}
9257 Specifies a bit mask to enable and disable the writing of individual
9258 bits in the color index buffers. Initially, the mask is all 1's.
9259
9260 @end table
9261
9262 @code{glIndexMask} controls the writing of individual bits in the color
9263 index buffers. The least significant @r{@var{n}} bits of @var{mask},
9264 where @r{@var{n}} is the number of bits in a color index buffer, specify
9265 a mask. Where a 1 (one) appears in the mask, it's possible to write to
9266 the corresponding bit in the color index buffer (or buffers). Where a 0
9267 (zero) appears, the corresponding bit is write-protected.
9268
9269 This mask is used only in color index mode, and it affects only the
9270 buffers currently selected for writing (see @code{glDrawBuffer}).
9271 Initially, all bits are enabled for writing.
9272
9273 @code{GL_INVALID_OPERATION} is generated if @code{glIndexMask} is
9274 executed between the execution of @code{glBegin} and the corresponding
9275 execution of @code{glEnd}.
9276
9277 @end deftypefun
9278
9279 @deftypefun void glIndexPointer type stride pointer
9280 Define an array of color indexes.
9281
9282 @table @asis
9283 @item @var{type}
9284 Specifies the data type of each color index in the array. Symbolic
9285 constants @code{GL_UNSIGNED_BYTE}, @code{GL_SHORT}, @code{GL_INT},
9286 @code{GL_FLOAT}, and @code{GL_DOUBLE} are accepted. The initial value is
9287 @code{GL_FLOAT}.
9288
9289 @item @var{stride}
9290 Specifies the byte offset between consecutive color indexes. If
9291 @var{stride} is 0, the color indexes are understood to be tightly packed
9292 in the array. The initial value is 0.
9293
9294 @item @var{pointer}
9295 Specifies a pointer to the first index in the array. The initial value
9296 is 0.
9297
9298 @end table
9299
9300 @code{glIndexPointer} specifies the location and data format of an array
9301 of color indexes to use when rendering. @var{type} specifies the data
9302 type of each color index and @var{stride} specifies the byte stride from
9303 one color index to the next, allowing vertices and attributes to be
9304 packed into a single array or stored in separate arrays.
9305
9306 If a non-zero named buffer object is bound to the @code{GL_ARRAY_BUFFER}
9307 target (see @code{glBindBuffer}) while a color index array is specified,
9308 @var{pointer} is treated as a byte offset into the buffer object's data
9309 store. Also, the buffer object binding (@code{GL_ARRAY_BUFFER_BINDING})
9310 is saved as color index vertex array client-side state
9311 (@code{GL_INDEX_ARRAY_BUFFER_BINDING}).
9312
9313 When a color index array is specified, @var{type}, @var{stride}, and
9314 @var{pointer} are saved as client-side state, in addition to the current
9315 vertex array buffer object binding.
9316
9317 To enable and disable the color index array, call
9318 @code{glEnableClientState} and @code{glDisableClientState} with the
9319 argument @code{GL_INDEX_ARRAY}. If enabled, the color index array is
9320 used when @code{glDrawArrays}, @code{glMultiDrawArrays},
9321 @code{glDrawElements}, @code{glMultiDrawElements},
9322 @code{glDrawRangeElements}, or @code{glArrayElement} is called.
9323
9324 @code{GL_INVALID_ENUM} is generated if @var{type} is not an accepted
9325 value.
9326
9327 @code{GL_INVALID_VALUE} is generated if @var{stride} is negative.
9328
9329 @end deftypefun
9330
9331 @deftypefun void glIndexi c
9332 @deftypefunx void glIndexf c
9333 @deftypefunx void glIndexub c
9334 Set the current color index.
9335
9336 @table @asis
9337 @item @var{c}
9338 Specifies the new value for the current color index.
9339
9340
9341
9342 @end table
9343
9344 @code{glIndex} updates the current (single-valued) color index. It takes
9345 one argument, the new value for the current color index.
9346
9347 The current index is stored as a floating-point value. Integer values
9348 are converted directly to floating-point values, with no special
9349 mapping. The initial value is 1.
9350
9351 Index values outside the representable range of the color index buffer
9352 are not clamped. However, before an index is dithered (if enabled) and
9353 written to the frame buffer, it is converted to fixed-point format. Any
9354 bits in the integer portion of the resulting fixed-point value that do
9355 not correspond to bits in the frame buffer are masked out.
9356
9357 @end deftypefun
9358
9359 @deftypefun void glInitNames
9360 Initialize the name stack.
9361
9362 The name stack is used during selection mode to allow sets of rendering
9363 commands to be uniquely identified. It consists of an ordered set of
9364 unsigned integers. @code{glInitNames} causes the name stack to be
9365 initialized to its default empty state.
9366
9367 The name stack is always empty while the render mode is not
9368 @code{GL_SELECT}. Calls to @code{glInitNames} while the render mode is
9369 not @code{GL_SELECT} are ignored.
9370
9371 @code{GL_INVALID_OPERATION} is generated if @code{glInitNames} is
9372 executed between the execution of @code{glBegin} and the corresponding
9373 execution of @code{glEnd}.
9374
9375 @end deftypefun
9376
9377 @deftypefun void glInterleavedArrays format stride pointer
9378 Simultaneously specify and enable several interleaved arrays.
9379
9380 @table @asis
9381 @item @var{format}
9382 Specifies the type of array to enable. Symbolic constants @code{GL_V2F},
9383 @code{GL_V3F}, @code{GL_C4UB_V2F}, @code{GL_C4UB_V3F},
9384 @code{GL_C3F_V3F}, @code{GL_N3F_V3F}, @code{GL_C4F_N3F_V3F},
9385 @code{GL_T2F_V3F}, @code{GL_T4F_V4F}, @code{GL_T2F_C4UB_V3F},
9386 @code{GL_T2F_C3F_V3F}, @code{GL_T2F_N3F_V3F}, @code{GL_T2F_C4F_N3F_V3F},
9387 and @code{GL_T4F_C4F_N3F_V4F} are accepted.
9388
9389 @item @var{stride}
9390 Specifies the offset in bytes between each aggregate array element.
9391
9392 @end table
9393
9394 @code{glInterleavedArrays} lets you specify and enable individual color,
9395 normal, texture and vertex arrays whose elements are part of a larger
9396 aggregate array element. For some implementations, this is more
9397 efficient than specifying the arrays separately.
9398
9399 If @var{stride} is 0, the aggregate elements are stored consecutively.
9400 Otherwise, @var{stride} bytes occur between the beginning of one
9401 aggregate array element and the beginning of the next aggregate array
9402 element.
9403
9404 @var{format} serves as a ``key'' describing the extraction of individual
9405 arrays from the aggregate array. If @var{format} contains a T, then
9406 texture coordinates are extracted from the interleaved array. If C is
9407 present, color values are extracted. If N is present, normal coordinates
9408 are extracted. Vertex coordinates are always extracted.
9409
9410 The digits 2, 3, and 4 denote how many values are extracted. F indicates
9411 that values are extracted as floating-point values. Colors may also be
9412 extracted as 4 unsigned bytes if 4UB follows the C. If a color is
9413 extracted as 4 unsigned bytes, the vertex array element which follows is
9414 located at the first possible floating-point aligned address.
9415
9416 @code{GL_INVALID_ENUM} is generated if @var{format} is not an accepted
9417 value.
9418
9419 @code{GL_INVALID_VALUE} is generated if @var{stride} is negative.
9420
9421 @end deftypefun
9422
9423 @deftypefun GLboolean glIsBuffer buffer
9424 Determine if a name corresponds to a buffer object.
9425
9426 @table @asis
9427 @item @var{buffer}
9428 Specifies a value that may be the name of a buffer object.
9429
9430 @end table
9431
9432 @code{glIsBuffer} returns @code{GL_TRUE} if @var{buffer} is currently
9433 the name of a buffer object. If @var{buffer} is zero, or is a non-zero
9434 value that is not currently the name of a buffer object, or if an error
9435 occurs, @code{glIsBuffer} returns @code{GL_FALSE}.
9436
9437 A name returned by @code{glGenBuffers}, but not yet associated with a
9438 buffer object by calling @code{glBindBuffer}, is not the name of a
9439 buffer object.
9440
9441 @code{GL_INVALID_OPERATION} is generated if @code{glIsBuffer} is
9442 executed between the execution of @code{glBegin} and the corresponding
9443 execution of @code{glEnd}.
9444
9445 @end deftypefun
9446
9447 @deftypefun GLboolean glIsEnabled cap
9448 Test whether a capability is enabled.
9449
9450 @table @asis
9451 @item @var{cap}
9452 Specifies a symbolic constant indicating a GL capability.
9453
9454 @end table
9455
9456 @code{glIsEnabled} returns @code{GL_TRUE} if @var{cap} is an enabled
9457 capability and returns @code{GL_FALSE} otherwise. Initially all
9458 capabilities except @code{GL_DITHER} are disabled; @code{GL_DITHER} is
9459 initially enabled.
9460
9461 The following capabilities are accepted for @var{cap}:
9462
9463
9464
9465 @table @asis
9466 @item @strong{Constant}
9467 @strong{See}
9468
9469 @item @code{GL_ALPHA_TEST}
9470 @code{glAlphaFunc}
9471
9472 @item @code{GL_AUTO_NORMAL}
9473 @code{glEvalCoord}
9474
9475 @item @code{GL_BLEND}
9476 @code{glBlendFunc}, @code{glLogicOp}
9477
9478 @item @code{GL_CLIP_PLANE}@var{i}
9479 @code{glClipPlane}
9480
9481 @item @code{GL_COLOR_ARRAY}
9482 @code{glColorPointer}
9483
9484 @item @code{GL_COLOR_LOGIC_OP}
9485 @code{glLogicOp}
9486
9487 @item @code{GL_COLOR_MATERIAL}
9488 @code{glColorMaterial}
9489
9490 @item @code{GL_COLOR_SUM}
9491 @code{glSecondaryColor}
9492
9493 @item @code{GL_COLOR_TABLE}
9494 @code{glColorTable}
9495
9496 @item @code{GL_CONVOLUTION_1D}
9497 @code{glConvolutionFilter1D}
9498
9499 @item @code{GL_CONVOLUTION_2D}
9500 @code{glConvolutionFilter2D}
9501
9502 @item @code{GL_CULL_FACE}
9503 @code{glCullFace}
9504
9505 @item @code{GL_DEPTH_TEST}
9506 @code{glDepthFunc}, @code{glDepthRange}
9507
9508 @item @code{GL_DITHER}
9509 @code{glEnable}
9510
9511 @item @code{GL_EDGE_FLAG_ARRAY}
9512 @code{glEdgeFlagPointer}
9513
9514 @item @code{GL_FOG}
9515 @code{glFog}
9516
9517 @item @code{GL_FOG_COORD_ARRAY}
9518 @code{glFogCoordPointer}
9519
9520 @item @code{GL_HISTOGRAM}
9521 @code{glHistogram}
9522
9523 @item @code{GL_INDEX_ARRAY}
9524 @code{glIndexPointer}
9525
9526 @item @code{GL_INDEX_LOGIC_OP}
9527 @code{glLogicOp}
9528
9529 @item @code{GL_LIGHT}@var{i}
9530 @code{glLightModel}, @code{glLight}
9531
9532 @item @code{GL_LIGHTING}
9533 @code{glMaterial}, @code{glLightModel}, @code{glLight}
9534
9535 @item @code{GL_LINE_SMOOTH}
9536 @code{glLineWidth}
9537
9538 @item @code{GL_LINE_STIPPLE}
9539 @code{glLineStipple}
9540
9541 @item @code{GL_MAP1_COLOR_4}
9542 @code{glMap1}
9543
9544 @item @code{GL_MAP1_INDEX}
9545 @code{glMap1}
9546
9547 @item @code{GL_MAP1_NORMAL}
9548 @code{glMap1}
9549
9550 @item @code{GL_MAP1_TEXTURE_COORD_1}
9551 @code{glMap1}
9552
9553 @item @code{GL_MAP1_TEXTURE_COORD_2}
9554 @code{glMap1}
9555
9556 @item @code{GL_MAP1_TEXTURE_COORD_3}
9557 @code{glMap1}
9558
9559 @item @code{GL_MAP1_TEXTURE_COORD_4}
9560 @code{glMap1}
9561
9562 @item @code{GL_MAP2_COLOR_4}
9563 @code{glMap2}
9564
9565 @item @code{GL_MAP2_INDEX}
9566 @code{glMap2}
9567
9568 @item @code{GL_MAP2_NORMAL}
9569 @code{glMap2}
9570
9571 @item @code{GL_MAP2_TEXTURE_COORD_1}
9572 @code{glMap2}
9573
9574 @item @code{GL_MAP2_TEXTURE_COORD_2}
9575 @code{glMap2}
9576
9577 @item @code{GL_MAP2_TEXTURE_COORD_3}
9578 @code{glMap2}
9579
9580 @item @code{GL_MAP2_TEXTURE_COORD_4}
9581 @code{glMap2}
9582
9583 @item @code{GL_MAP2_VERTEX_3}
9584 @code{glMap2}
9585
9586 @item @code{GL_MAP2_VERTEX_4}
9587 @code{glMap2}
9588
9589 @item @code{GL_MINMAX}
9590 @code{glMinmax}
9591
9592 @item @code{GL_MULTISAMPLE}
9593 @code{glSampleCoverage}
9594
9595 @item @code{GL_NORMAL_ARRAY}
9596 @code{glNormalPointer}
9597
9598 @item @code{GL_NORMALIZE}
9599 @code{glNormal}
9600
9601 @item @code{GL_POINT_SMOOTH}
9602 @code{glPointSize}
9603
9604 @item @code{GL_POINT_SPRITE}
9605 @code{glEnable}
9606
9607 @item @code{GL_POLYGON_SMOOTH}
9608 @code{glPolygonMode}
9609
9610 @item @code{GL_POLYGON_OFFSET_FILL}
9611 @code{glPolygonOffset}
9612
9613 @item @code{GL_POLYGON_OFFSET_LINE}
9614 @code{glPolygonOffset}
9615
9616 @item @code{GL_POLYGON_OFFSET_POINT}
9617 @code{glPolygonOffset}
9618
9619 @item @code{GL_POLYGON_STIPPLE}
9620 @code{glPolygonStipple}
9621
9622 @item @code{GL_POST_COLOR_MATRIX_COLOR_TABLE}
9623 @code{glColorTable}
9624
9625 @item @code{GL_POST_CONVOLUTION_COLOR_TABLE}
9626 @code{glColorTable}
9627
9628 @item @code{GL_RESCALE_NORMAL}
9629 @code{glNormal}
9630
9631 @item @code{GL_SAMPLE_ALPHA_TO_COVERAGE}
9632 @code{glSampleCoverage}
9633
9634 @item @code{GL_SAMPLE_ALPHA_TO_ONE}
9635 @code{glSampleCoverage}
9636
9637 @item @code{GL_SAMPLE_COVERAGE}
9638 @code{glSampleCoverage}
9639
9640 @item @code{GL_SCISSOR_TEST}
9641 @code{glScissor}
9642
9643 @item @code{GL_SECONDARY_COLOR_ARRAY}
9644 @code{glSecondaryColorPointer}
9645
9646 @item @code{GL_SEPARABLE_2D}
9647 @code{glSeparableFilter2D}
9648
9649 @item @code{GL_STENCIL_TEST}
9650 @code{glStencilFunc}, @code{glStencilOp}
9651
9652 @item @code{GL_TEXTURE_1D}
9653 @code{glTexImage1D}
9654
9655 @item @code{GL_TEXTURE_2D}
9656 @code{glTexImage2D}
9657
9658 @item @code{GL_TEXTURE_3D}
9659 @code{glTexImage3D}
9660
9661 @item @code{GL_TEXTURE_COORD_ARRAY}
9662 @code{glTexCoordPointer}
9663
9664 @item @code{GL_TEXTURE_CUBE_MAP}
9665 @code{glTexImage2D}
9666
9667 @item @code{GL_TEXTURE_GEN_Q}
9668 @code{glTexGen}
9669
9670 @item @code{GL_TEXTURE_GEN_R}
9671 @code{glTexGen}
9672
9673 @item @code{GL_TEXTURE_GEN_S}
9674 @code{glTexGen}
9675
9676 @item @code{GL_TEXTURE_GEN_T}
9677 @code{glTexGen}
9678
9679 @item @code{GL_VERTEX_ARRAY}
9680 @code{glVertexPointer}
9681
9682 @item @code{GL_VERTEX_PROGRAM_POINT_SIZE}
9683 @code{glEnable}
9684
9685 @item @code{GL_VERTEX_PROGRAM_TWO_SIDE}
9686 @code{glEnable}
9687
9688 @end table
9689
9690
9691
9692 @code{GL_INVALID_ENUM} is generated if @var{cap} is not an accepted
9693 value.
9694
9695 @code{GL_INVALID_OPERATION} is generated if @code{glIsEnabled} is
9696 executed between the execution of @code{glBegin} and the corresponding
9697 execution of @code{glEnd}.
9698
9699 @end deftypefun
9700
9701 @deftypefun GLboolean glIsList list
9702 Determine if a name corresponds to a display list.
9703
9704 @table @asis
9705 @item @var{list}
9706 Specifies a potential display list name.
9707
9708 @end table
9709
9710 @code{glIsList} returns @code{GL_TRUE} if @var{list} is the name of a
9711 display list and returns @code{GL_FALSE} if it is not, or if an error
9712 occurs.
9713
9714 A name returned by @code{glGenLists}, but not yet associated with a
9715 display list by calling @code{glNewList}, is not the name of a display
9716 list.
9717
9718 @code{GL_INVALID_OPERATION} is generated if @code{glIsList} is executed
9719 between the execution of @code{glBegin} and the corresponding execution
9720 of @code{glEnd}.
9721
9722 @end deftypefun
9723
9724 @deftypefun GLboolean glIsProgram program
9725 Determines if a name corresponds to a program object.
9726
9727 @table @asis
9728 @item @var{program}
9729 Specifies a potential program object.
9730
9731 @end table
9732
9733 @code{glIsProgram} returns @code{GL_TRUE} if @var{program} is the name
9734 of a program object previously created with @code{glCreateProgram} and
9735 not yet deleted with @code{glDeleteProgram}. If @var{program} is zero or
9736 a non-zero value that is not the name of a program object, or if an
9737 error occurs, @code{glIsProgram} returns @code{GL_FALSE}.
9738
9739 @code{GL_INVALID_OPERATION} is generated if @code{glIsProgram} is
9740 executed between the execution of @code{glBegin} and the corresponding
9741 execution of @code{glEnd}.
9742
9743 @end deftypefun
9744
9745 @deftypefun GLboolean glIsQuery id
9746 Determine if a name corresponds to a query object.
9747
9748 @table @asis
9749 @item @var{id}
9750 Specifies a value that may be the name of a query object.
9751
9752 @end table
9753
9754 @code{glIsQuery} returns @code{GL_TRUE} if @var{id} is currently the
9755 name of a query object. If @var{id} is zero, or is a non-zero value that
9756 is not currently the name of a query object, or if an error occurs,
9757 @code{glIsQuery} returns @code{GL_FALSE}.
9758
9759 A name returned by @code{glGenQueries}, but not yet associated with a
9760 query object by calling @code{glBeginQuery}, is not the name of a query
9761 object.
9762
9763 @code{GL_INVALID_OPERATION} is generated if @code{glIsQuery} is executed
9764 between the execution of @code{glBegin} and the corresponding execution
9765 of @code{glEnd}.
9766
9767 @end deftypefun
9768
9769 @deftypefun GLboolean glIsShader shader
9770 Determines if a name corresponds to a shader object.
9771
9772 @table @asis
9773 @item @var{shader}
9774 Specifies a potential shader object.
9775
9776 @end table
9777
9778 @code{glIsShader} returns @code{GL_TRUE} if @var{shader} is the name of
9779 a shader object previously created with @code{glCreateShader} and not
9780 yet deleted with @code{glDeleteShader}. If @var{shader} is zero or a
9781 non-zero value that is not the name of a shader object, or if an error
9782 occurs, @code{glIsShader } returns @code{GL_FALSE}.
9783
9784 @code{GL_INVALID_OPERATION} is generated if @code{glIsShader} is
9785 executed between the execution of @code{glBegin} and the corresponding
9786 execution of @code{glEnd}.
9787
9788 @end deftypefun
9789
9790 @deftypefun GLboolean glIsTexture texture
9791 Determine if a name corresponds to a texture.
9792
9793 @table @asis
9794 @item @var{texture}
9795 Specifies a value that may be the name of a texture.
9796
9797 @end table
9798
9799 @code{glIsTexture} returns @code{GL_TRUE} if @var{texture} is currently
9800 the name of a texture. If @var{texture} is zero, or is a non-zero value
9801 that is not currently the name of a texture, or if an error occurs,
9802 @code{glIsTexture} returns @code{GL_FALSE}.
9803
9804 A name returned by @code{glGenTextures}, but not yet associated with a
9805 texture by calling @code{glBindTexture}, is not the name of a texture.
9806
9807 @code{GL_INVALID_OPERATION} is generated if @code{glIsTexture} is
9808 executed between the execution of @code{glBegin} and the corresponding
9809 execution of @code{glEnd}.
9810
9811 @end deftypefun
9812
9813 @deftypefun void glLightModelf pname param
9814 @deftypefunx void glLightModeli pname param
9815 Set the lighting model parameters.
9816
9817 @table @asis
9818 @item @var{pname}
9819 Specifies a single-valued lighting model parameter.
9820 @code{GL_LIGHT_MODEL_LOCAL_VIEWER}, @code{GL_LIGHT_MODEL_COLOR_CONTROL},
9821 and @code{GL_LIGHT_MODEL_TWO_SIDE} are accepted.
9822
9823 @item @var{param}
9824 Specifies the value that @var{param} will be set to.
9825
9826 @end table
9827
9828 @code{glLightModel} sets the lighting model parameter. @var{pname} names
9829 a parameter and @var{params} gives the new value. There are three
9830 lighting model parameters:
9831
9832 @table @asis
9833 @item @code{GL_LIGHT_MODEL_AMBIENT}
9834
9835
9836 @var{params} contains four integer or floating-point values that specify
9837 the ambient RGBA intensity of the entire scene. Integer values are
9838 mapped linearly such that the most positive representable value maps to
9839 1.0, and the most negative representable value maps to @r{-1.0}.
9840 Floating-point values are mapped directly. Neither integer nor
9841 floating-point values are clamped. The initial ambient scene intensity
9842 is (0.2, 0.2, 0.2, 1.0).
9843
9844 @item @code{GL_LIGHT_MODEL_COLOR_CONTROL}
9845
9846
9847 @var{params} must be either @code{GL_SEPARATE_SPECULAR_COLOR} or
9848 @code{GL_SINGLE_COLOR}. @code{GL_SINGLE_COLOR} specifies that a single
9849 color is generated from the lighting computation for a vertex.
9850 @code{GL_SEPARATE_SPECULAR_COLOR} specifies that the specular color
9851 computation of lighting be stored separately from the remainder of the
9852 lighting computation. The specular color is summed into the generated
9853 fragment's color after the application of texture mapping (if enabled).
9854 The initial value is @code{GL_SINGLE_COLOR}.
9855
9856 @item @code{GL_LIGHT_MODEL_LOCAL_VIEWER}
9857
9858
9859 @var{params} is a single integer or floating-point value that specifies
9860 how specular reflection angles are computed. If @var{params} is 0 (or
9861 0.0), specular reflection angles take the view direction to be parallel
9862 to and in the direction of the -@var{z} axis, regardless of the location
9863 of the vertex in eye coordinates. Otherwise, specular reflections are
9864 computed from the origin of the eye coordinate system. The initial value
9865 is 0.
9866
9867 @item @code{GL_LIGHT_MODEL_TWO_SIDE}
9868
9869
9870 @var{params} is a single integer or floating-point value that specifies
9871 whether one- or two-sided lighting calculations are done for polygons.
9872 It has no effect on the lighting calculations for points, lines, or
9873 bitmaps. If @var{params} is 0 (or 0.0), one-sided lighting is specified,
9874 and only the @var{front} material parameters are used in the lighting
9875 equation. Otherwise, two-sided lighting is specified. In this case,
9876 vertices of back-facing polygons are lighted using the @var{back}
9877 material parameters and have their normals reversed before the lighting
9878 equation is evaluated. Vertices of front-facing polygons are always
9879 lighted using the @var{front} material parameters, with no change to
9880 their normals. The initial value is 0.
9881
9882 @end table
9883
9884 In RGBA mode, the lighted color of a vertex is the sum of the material
9885 emission intensity, the product of the material ambient reflectance and
9886 the lighting model full-scene ambient intensity, and the contribution of
9887 each enabled light source. Each light source contributes the sum of
9888 three terms: ambient, diffuse, and specular. The ambient light source
9889 contribution is the product of the material ambient reflectance and the
9890 light's ambient intensity. The diffuse light source contribution is the
9891 product of the material diffuse reflectance, the light's diffuse
9892 intensity, and the dot product of the vertex's normal with the
9893 normalized vector from the vertex to the light source. The specular
9894 light source contribution is the product of the material specular
9895 reflectance, the light's specular intensity, and the dot product of the
9896 normalized vertex-to-eye and vertex-to-light vectors, raised to the
9897 power of the shininess of the material. All three light source
9898 contributions are attenuated equally based on the distance from the
9899 vertex to the light source and on light source direction, spread
9900 exponent, and spread cutoff angle. All dot products are replaced with 0
9901 if they evaluate to a negative value.
9902
9903 The alpha component of the resulting lighted color is set to the alpha
9904 value of the material diffuse reflectance.
9905
9906 In color index mode, the value of the lighted index of a vertex ranges
9907 from the ambient to the specular values passed to @code{glMaterial}
9908 using @code{GL_COLOR_INDEXES}. Diffuse and specular coefficients,
9909 computed with a (.30, .59, .11) weighting of the lights' colors, the
9910 shininess of the material, and the same reflection and attenuation
9911 equations as in the RGBA case, determine how much above ambient the
9912 resulting index is.
9913
9914 @code{GL_INVALID_ENUM} is generated if @var{pname} is not an accepted
9915 value.
9916
9917 @code{GL_INVALID_ENUM} is generated if @var{pname} is
9918 @code{GL_LIGHT_MODEL_COLOR_CONTROL} and @var{params} is not one of
9919 @code{GL_SINGLE_COLOR} or @code{GL_SEPARATE_SPECULAR_COLOR}.
9920
9921 @code{GL_INVALID_OPERATION} is generated if @code{glLightModel} is
9922 executed between the execution of @code{glBegin} and the corresponding
9923 execution of @code{glEnd}.
9924
9925 @end deftypefun
9926
9927 @deftypefun void glLightf light pname param
9928 @deftypefunx void glLighti light pname param
9929 Set light source parameters.
9930
9931 @table @asis
9932 @item @var{light}
9933 Specifies a light. The number of lights depends on the implementation,
9934 but at least eight lights are supported. They are identified by symbolic
9935 names of the form @code{GL_LIGHT}@r{@var{i}}, where i ranges from 0 to
9936 the value of @code{GL_MAX_LIGHTS} - 1.
9937
9938 @item @var{pname}
9939 Specifies a single-valued light source parameter for @var{light}.
9940 @code{GL_SPOT_EXPONENT}, @code{GL_SPOT_CUTOFF},
9941 @code{GL_CONSTANT_ATTENUATION}, @code{GL_LINEAR_ATTENUATION}, and
9942 @code{GL_QUADRATIC_ATTENUATION} are accepted.
9943
9944 @item @var{param}
9945 Specifies the value that parameter @var{pname} of light source
9946 @var{light} will be set to.
9947
9948 @end table
9949
9950 @code{glLight} sets the values of individual light source parameters.
9951 @var{light} names the light and is a symbolic name of the form
9952 @code{GL_LIGHT}@r{@var{i}}, where i ranges from 0 to the value of
9953 @code{GL_MAX_LIGHTS} - 1. @var{pname} specifies one of ten light source
9954 parameters, again by symbolic name. @var{params} is either a single
9955 value or a pointer to an array that contains the new values.
9956
9957 To enable and disable lighting calculation, call @code{glEnable} and
9958 @code{glDisable} with argument @code{GL_LIGHTING}. Lighting is initially
9959 disabled. When it is enabled, light sources that are enabled contribute
9960 to the lighting calculation. Light source @r{@var{i}} is enabled and
9961 disabled using @code{glEnable} and @code{glDisable} with argument
9962 @code{GL_LIGHT}@r{@var{i}}.
9963
9964 The ten light parameters are as follows:
9965
9966 @table @asis
9967 @item @code{GL_AMBIENT}
9968 @var{params} contains four integer or floating-point values that specify
9969 the ambient RGBA intensity of the light. Integer values are mapped
9970 linearly such that the most positive representable value maps to 1.0,
9971 and the most negative representable value maps to @r{-1.0}.
9972 Floating-point values are mapped directly. Neither integer nor
9973 floating-point values are clamped. The initial ambient light intensity
9974 is (0, 0, 0, 1).
9975
9976 @item @code{GL_DIFFUSE}
9977 @var{params} contains four integer or floating-point values that specify
9978 the diffuse RGBA intensity of the light. Integer values are mapped
9979 linearly such that the most positive representable value maps to 1.0,
9980 and the most negative representable value maps to @r{-1.0}.
9981 Floating-point values are mapped directly. Neither integer nor
9982 floating-point values are clamped. The initial value for
9983 @code{GL_LIGHT0} is (1, 1, 1, 1); for other lights, the initial value is
9984 (0, 0, 0, 1).
9985
9986 @item @code{GL_SPECULAR}
9987 @var{params} contains four integer or floating-point values that specify
9988 the specular RGBA intensity of the light. Integer values are mapped
9989 linearly such that the most positive representable value maps to 1.0,
9990 and the most negative representable value maps to @r{-1.0}.
9991 Floating-point values are mapped directly. Neither integer nor
9992 floating-point values are clamped. The initial value for
9993 @code{GL_LIGHT0} is (1, 1, 1, 1); for other lights, the initial value is
9994 (0, 0, 0, 1).
9995
9996 @item @code{GL_POSITION}
9997 @var{params} contains four integer or floating-point values that specify
9998 the position of the light in homogeneous object coordinates. Both
9999 integer and floating-point values are mapped directly. Neither integer
10000 nor floating-point values are clamped.
10001
10002 The position is transformed by the modelview matrix when @code{glLight}
10003 is called (just as if it were a point), and it is stored in eye
10004 coordinates. If the @r{@var{w}} component of the position is 0, the
10005 light is treated as a directional source. Diffuse and specular lighting
10006 calculations take the light's direction, but not its actual position,
10007 into account, and attenuation is disabled. Otherwise, diffuse and
10008 specular lighting calculations are based on the actual location of the
10009 light in eye coordinates, and attenuation is enabled. The initial
10010 position is (0, 0, 1, 0); thus, the initial light source is directional,
10011 parallel to, and in the direction of the @r{-@var{z}} axis.
10012
10013 @item @code{GL_SPOT_DIRECTION}
10014 @var{params} contains three integer or floating-point values that
10015 specify the direction of the light in homogeneous object coordinates.
10016 Both integer and floating-point values are mapped directly. Neither
10017 integer nor floating-point values are clamped.
10018
10019 The spot direction is transformed by the upper 3x3 of the modelview
10020 matrix when @code{glLight} is called, and it is stored in eye
10021 coordinates. It is significant only when @code{GL_SPOT_CUTOFF} is not
10022 180, which it is initially. The initial direction is @r{(0,0-1)}.
10023
10024 @item @code{GL_SPOT_EXPONENT}
10025 @var{params} is a single integer or floating-point value that specifies
10026 the intensity distribution of the light. Integer and floating-point
10027 values are mapped directly. Only values in the range @r{[0,128]} are
10028 accepted.
10029
10030 Effective light intensity is attenuated by the cosine of the angle
10031 between the direction of the light and the direction from the light to
10032 the vertex being lighted, raised to the power of the spot exponent.
10033 Thus, higher spot exponents result in a more focused light source,
10034 regardless of the spot cutoff angle (see @code{GL_SPOT_CUTOFF}, next
10035 paragraph). The initial spot exponent is 0, resulting in uniform light
10036 distribution.
10037
10038 @item @code{GL_SPOT_CUTOFF}
10039 @var{params} is a single integer or floating-point value that specifies
10040 the maximum spread angle of a light source. Integer and floating-point
10041 values are mapped directly. Only values in the range @r{[0,90]} and the
10042 special value 180 are accepted. If the angle between the direction of
10043 the light and the direction from the light to the vertex being lighted
10044 is greater than the spot cutoff angle, the light is completely masked.
10045 Otherwise, its intensity is controlled by the spot exponent and the
10046 attenuation factors. The initial spot cutoff is 180, resulting in
10047 uniform light distribution.
10048
10049 @item @code{GL_CONSTANT_ATTENUATION}
10050 @item @code{GL_LINEAR_ATTENUATION}
10051 @item @code{GL_QUADRATIC_ATTENUATION}
10052 @var{params} is a single integer or floating-point value that specifies
10053 one of the three light attenuation factors. Integer and floating-point
10054 values are mapped directly. Only nonnegative values are accepted. If the
10055 light is positional, rather than directional, its intensity is
10056 attenuated by the reciprocal of the sum of the constant factor, the
10057 linear factor times the distance between the light and the vertex being
10058 lighted, and the quadratic factor times the square of the same distance.
10059 The initial attenuation factors are (1, 0, 0), resulting in no
10060 attenuation.
10061
10062 @end table
10063
10064 @code{GL_INVALID_ENUM} is generated if either @var{light} or @var{pname}
10065 is not an accepted value.
10066
10067 @code{GL_INVALID_VALUE} is generated if a spot exponent value is
10068 specified outside the range @r{[0,128]}, or if spot cutoff is specified
10069 outside the range @r{[0,90]} (except for the special value 180), or if a
10070 negative attenuation factor is specified.
10071
10072 @code{GL_INVALID_OPERATION} is generated if @code{glLight} is executed
10073 between the execution of @code{glBegin} and the corresponding execution
10074 of @code{glEnd}.
10075
10076 @end deftypefun
10077
10078 @deftypefun void glLineStipple factor pattern
10079 Specify the line stipple pattern.
10080
10081 @table @asis
10082 @item @var{factor}
10083 Specifies a multiplier for each bit in the line stipple pattern. If
10084 @var{factor} is 3, for example, each bit in the pattern is used three
10085 times before the next bit in the pattern is used. @var{factor} is
10086 clamped to the range [1, 256] and defaults to 1.
10087
10088 @item @var{pattern}
10089 Specifies a 16-bit integer whose bit pattern determines which fragments
10090 of a line will be drawn when the line is rasterized. Bit zero is used
10091 first; the default pattern is all 1's.
10092
10093 @end table
10094
10095 Line stippling masks out certain fragments produced by rasterization;
10096 those fragments will not be drawn. The masking is achieved by using
10097 three parameters: the 16-bit line stipple pattern @var{pattern}, the
10098 repeat count @var{factor}, and an integer stipple counter @r{@var{s}}.
10099
10100 Counter @r{@var{s}} is reset to 0 whenever @code{glBegin} is called and
10101 before each line segment of a
10102 @code{glBegin}(@code{GL_LINES})/@code{glEnd} sequence is generated. It
10103 is incremented after each fragment of a unit width aliased line segment
10104 is generated or after each @r{@var{i}} fragments of an @r{@var{i}} width
10105 line segment are generated. The @r{@var{i}} fragments associated with
10106 count @r{@var{s}} are masked out if
10107
10108 @var{pattern} bit @r{(@var{s}/@var{factor},)%16}
10109
10110 is 0, otherwise these fragments are sent to the frame buffer. Bit zero
10111 of @var{pattern} is the least significant bit.
10112
10113 Antialiased lines are treated as a sequence of @r{1×@var{width}}
10114 rectangles for purposes of stippling. Whether rectangle @r{@var{s}} is
10115 rasterized or not depends on the fragment rule described for aliased
10116 lines, counting rectangles rather than groups of fragments.
10117
10118 To enable and disable line stippling, call @code{glEnable} and
10119 @code{glDisable} with argument @code{GL_LINE_STIPPLE}. When enabled, the
10120 line stipple pattern is applied as described above. When disabled, it is
10121 as if the pattern were all 1's. Initially, line stippling is disabled.
10122
10123 @code{GL_INVALID_OPERATION} is generated if @code{glLineStipple} is
10124 executed between the execution of @code{glBegin} and the corresponding
10125 execution of @code{glEnd}.
10126
10127 @end deftypefun
10128
10129 @deftypefun void glLineWidth width
10130 Specify the width of rasterized lines.
10131
10132 @table @asis
10133 @item @var{width}
10134 Specifies the width of rasterized lines. The initial value is 1.
10135
10136 @end table
10137
10138 @code{glLineWidth} specifies the rasterized width of both aliased and
10139 antialiased lines. Using a line width other than 1 has different
10140 effects, depending on whether line antialiasing is enabled. To enable
10141 and disable line antialiasing, call @code{glEnable} and @code{glDisable}
10142 with argument @code{GL_LINE_SMOOTH}. Line antialiasing is initially
10143 disabled.
10144
10145 If line antialiasing is disabled, the actual width is determined by
10146 rounding the supplied width to the nearest integer. (If the rounding
10147 results in the value 0, it is as if the line width were 1.) If
10148 @r{∣Δ@var{x},∣>=∣Δ@var{y},∣}, @var{i} pixels are filled in each column
10149 that is rasterized, where @var{i} is the rounded value of @var{width}.
10150 Otherwise, @var{i} pixels are filled in each row that is rasterized.
10151
10152 If antialiasing is enabled, line rasterization produces a fragment for
10153 each pixel square that intersects the region lying within the rectangle
10154 having width equal to the current line width, length equal to the actual
10155 length of the line, and centered on the mathematical line segment. The
10156 coverage value for each fragment is the window coordinate area of the
10157 intersection of the rectangular region with the corresponding pixel
10158 square. This value is saved and used in the final rasterization step.
10159
10160 Not all widths can be supported when line antialiasing is enabled. If an
10161 unsupported width is requested, the nearest supported width is used.
10162 Only width 1 is guaranteed to be supported; others depend on the
10163 implementation. Likewise, there is a range for aliased line widths as
10164 well. To query the range of supported widths and the size difference
10165 between supported widths within the range, call @code{glGet} with
10166 arguments @code{GL_ALIASED_LINE_WIDTH_RANGE},
10167 @code{GL_SMOOTH_LINE_WIDTH_RANGE}, and
10168 @code{GL_SMOOTH_LINE_WIDTH_GRANULARITY}.
10169
10170 @code{GL_INVALID_VALUE} is generated if @var{width} is less than or
10171 equal to 0.
10172
10173 @code{GL_INVALID_OPERATION} is generated if @code{glLineWidth} is
10174 executed between the execution of @code{glBegin} and the corresponding
10175 execution of @code{glEnd}.
10176
10177 @end deftypefun
10178
10179 @deftypefun void glLinkProgram program
10180 Links a program object.
10181
10182 @table @asis
10183 @item @var{program}
10184 Specifies the handle of the program object to be linked.
10185
10186 @end table
10187
10188 @code{glLinkProgram} links the program object specified by
10189 @var{program}. If any shader objects of type @code{GL_VERTEX_SHADER} are
10190 attached to @var{program}, they will be used to create an executable
10191 that will run on the programmable vertex processor. If any shader
10192 objects of type @code{GL_FRAGMENT_SHADER} are attached to @var{program},
10193 they will be used to create an executable that will run on the
10194 programmable fragment processor.
10195
10196 The status of the link operation will be stored as part of the program
10197 object's state. This value will be set to @code{GL_TRUE} if the program
10198 object was linked without errors and is ready for use, and
10199 @code{GL_FALSE} otherwise. It can be queried by calling
10200 @code{glGetProgram} with arguments @var{program} and
10201 @code{GL_LINK_STATUS}.
10202
10203 As a result of a successful link operation, all active user-defined
10204 uniform variables belonging to @var{program} will be initialized to 0,
10205 and each of the program object's active uniform variables will be
10206 assigned a location that can be queried by calling
10207 @code{glGetUniformLocation}. Also, any active user-defined attribute
10208 variables that have not been bound to a generic vertex attribute index
10209 will be bound to one at this time.
10210
10211 Linking of a program object can fail for a number of reasons as
10212 specified in the @var{OpenGL Shading Language Specification}. The
10213 following lists some of the conditions that will cause a link error.
10214
10215 @itemize
10216 @item
10217 The number of active attribute variables supported by the implementation
10218 has been exceeded.
10219
10220 @item
10221 The storage limit for uniform variables has been exceeded.
10222
10223 @item
10224 The number of active uniform variables supported by the implementation
10225 has been exceeded.
10226
10227 @item
10228 The @code{main} function is missing for the vertex shader or the
10229 fragment shader.
10230
10231 @item
10232 A varying variable actually used in the fragment shader is not declared
10233 in the same way (or is not declared at all) in the vertex shader.
10234
10235 @item
10236 A reference to a function or variable name is unresolved.
10237
10238 @item
10239 A shared global is declared with two different types or two different
10240 initial values.
10241
10242 @item
10243 One or more of the attached shader objects has not been successfully
10244 compiled.
10245
10246 @item
10247 Binding a generic attribute matrix caused some rows of the matrix to
10248 fall outside the allowed maximum of @code{GL_MAX_VERTEX_ATTRIBS}.
10249
10250 @item
10251 Not enough contiguous vertex attribute slots could be found to bind
10252 attribute matrices.
10253
10254 @end itemize
10255
10256 When a program object has been successfully linked, the program object
10257 can be made part of current state by calling @code{glUseProgram}.
10258 Whether or not the link operation was successful, the program object's
10259 information log will be overwritten. The information log can be
10260 retrieved by calling @code{glGetProgramInfoLog}.
10261
10262 @code{glLinkProgram} will also install the generated executables as part
10263 of the current rendering state if the link operation was successful and
10264 the specified program object is already currently in use as a result of
10265 a previous call to @code{glUseProgram}. If the program object currently
10266 in use is relinked unsuccessfully, its link status will be set to
10267 @code{GL_FALSE} , but the executables and associated state will remain
10268 part of the current state until a subsequent call to @code{glUseProgram}
10269 removes it from use. After it is removed from use, it cannot be made
10270 part of current state until it has been successfully relinked.
10271
10272 If @var{program} contains shader objects of type @code{GL_VERTEX_SHADER}
10273 but does not contain shader objects of type @code{GL_FRAGMENT_SHADER},
10274 the vertex shader will be linked against the implicit interface for
10275 fixed functionality fragment processing. Similarly, if @var{program}
10276 contains shader objects of type @code{GL_FRAGMENT_SHADER} but it does
10277 not contain shader objects of type @code{GL_VERTEX_SHADER}, the fragment
10278 shader will be linked against the implicit interface for fixed
10279 functionality vertex processing.
10280
10281 The program object's information log is updated and the program is
10282 generated at the time of the link operation. After the link operation,
10283 applications are free to modify attached shader objects, compile
10284 attached shader objects, detach shader objects, delete shader objects,
10285 and attach additional shader objects. None of these operations affects
10286 the information log or the program that is part of the program object.
10287
10288 @code{GL_INVALID_VALUE} is generated if @var{program} is not a value
10289 generated by OpenGL.
10290
10291 @code{GL_INVALID_OPERATION} is generated if @var{program} is not a
10292 program object.
10293
10294 @code{GL_INVALID_OPERATION} is generated if @code{glLinkProgram} is
10295 executed between the execution of @code{glBegin} and the corresponding
10296 execution of @code{glEnd}.
10297
10298 @end deftypefun
10299
10300 @deftypefun void glListBase base
10301 Set the display-list base for .
10302
10303 @table @asis
10304 @item @var{base}
10305 Specifies an integer offset that will be added to @code{glCallLists}
10306 offsets to generate display-list names. The initial value is 0.
10307
10308 @end table
10309
10310 @code{glCallLists} specifies an array of offsets. Display-list names are
10311 generated by adding @var{base} to each offset. Names that reference
10312 valid display lists are executed; the others are ignored.
10313
10314 @code{GL_INVALID_OPERATION} is generated if @code{glListBase} is
10315 executed between the execution of @code{glBegin} and the corresponding
10316 execution of @code{glEnd}.
10317
10318 @end deftypefun
10319
10320 @deftypefun void glLoadIdentity
10321 Replace the current matrix with the identity matrix.
10322
10323 @code{glLoadIdentity} replaces the current matrix with the identity
10324 matrix. It is semantically equivalent to calling @code{glLoadMatrix}
10325 with the identity matrix
10326
10327
10328
10329 @r{((1 0 0 0), (0 1 0 0), (0 0 1 0), (0 0 0 1),,)}
10330
10331
10332
10333 but in some cases it is more efficient.
10334
10335 @code{GL_INVALID_OPERATION} is generated if @code{glLoadIdentity} is
10336 executed between the execution of @code{glBegin} and the corresponding
10337 execution of @code{glEnd}.
10338
10339 @end deftypefun
10340
10341 @deftypefun void glLoadMatrixf m
10342 Replace the current matrix with the specified matrix.
10343
10344 @table @asis
10345 @item @var{m}
10346 Specifies a pointer to 16 consecutive values, which are used as the
10347 elements of a @r{4×4} column-major matrix.
10348
10349 @end table
10350
10351 @code{glLoadMatrix} replaces the current matrix with the one whose
10352 elements are specified by @var{m}. The current matrix is the projection
10353 matrix, modelview matrix, or texture matrix, depending on the current
10354 matrix mode (see @code{glMatrixMode}).
10355
10356 The current matrix, M, defines a transformation of coordinates. For
10357 instance, assume M refers to the modelview matrix. If
10358 @r{@var{v}=(@var{v}⁡[0,],@var{v}⁡[1,]@var{v}⁡[2,]@var{v}⁡[3,])} is the
10359 set of object coordinates of a vertex, and @var{m} points to an array of
10360 @r{16} single- or double-precision floating-point values
10361 @r{@var{m}=@{@var{m}⁡[0,],@var{m}⁡[1,]@var{...}@var{m}⁡[15,]@}}, then
10362 the modelview transformation @r{@var{M}⁡(@var{v},)} does the following:
10363
10364 @r{@var{M}⁡(@var{v},)=((@var{m}⁡[0,] @var{m}⁡[4,] @var{m}⁡[8,]
10365 @var{m}⁡[12,]), (@var{m}⁡[1,] @var{m}⁡[5,] @var{m}⁡[9,] @var{m}⁡[13,]),
10366 (@var{m}⁡[2,] @var{m}⁡[6,] @var{m}⁡[10,] @var{m}⁡[14,]), (@var{m}⁡[3,]
10367 @var{m}⁡[7,] @var{m}⁡[11,] @var{m}⁡[15,]),)×((@var{v}⁡[0,]),
10368 (@var{v}⁡[1,]), (@var{v}⁡[2,]), (@var{v}⁡[3,]),)}
10369
10370
10371
10372 Projection and texture transformations are similarly defined.
10373
10374 @code{GL_INVALID_OPERATION} is generated if @code{glLoadMatrix} is
10375 executed between the execution of @code{glBegin} and the corresponding
10376 execution of @code{glEnd}.
10377
10378 @end deftypefun
10379
10380 @deftypefun void glLoadName name
10381 Load a name onto the name stack.
10382
10383 @table @asis
10384 @item @var{name}
10385 Specifies a name that will replace the top value on the name stack.
10386
10387 @end table
10388
10389 The name stack is used during selection mode to allow sets of rendering
10390 commands to be uniquely identified. It consists of an ordered set of
10391 unsigned integers and is initially empty.
10392
10393 @code{glLoadName} causes @var{name} to replace the value on the top of
10394 the name stack.
10395
10396 The name stack is always empty while the render mode is not
10397 @code{GL_SELECT}. Calls to @code{glLoadName} while the render mode is
10398 not @code{GL_SELECT} are ignored.
10399
10400 @code{GL_INVALID_OPERATION} is generated if @code{glLoadName} is called
10401 while the name stack is empty.
10402
10403 @code{GL_INVALID_OPERATION} is generated if @code{glLoadName} is
10404 executed between the execution of @code{glBegin} and the corresponding
10405 execution of @code{glEnd}.
10406
10407 @end deftypefun
10408
10409 @deftypefun void glLoadTransposeMatrixf m
10410 Replace the current matrix with the specified row-major ordered matrix.
10411
10412 @table @asis
10413 @item @var{m}
10414 Specifies a pointer to 16 consecutive values, which are used as the
10415 elements of a @r{4×4} row-major matrix.
10416
10417 @end table
10418
10419 @code{glLoadTransposeMatrix} replaces the current matrix with the one
10420 whose elements are specified by @var{m}. The current matrix is the
10421 projection matrix, modelview matrix, or texture matrix, depending on the
10422 current matrix mode (see @code{glMatrixMode}).
10423
10424 The current matrix, M, defines a transformation of coordinates. For
10425 instance, assume M refers to the modelview matrix. If
10426 @r{@var{v}=(@var{v}⁡[0,],@var{v}⁡[1,]@var{v}⁡[2,]@var{v}⁡[3,])} is the
10427 set of object coordinates of a vertex, and @var{m} points to an array of
10428 @r{16} single- or double-precision floating-point values
10429 @r{@var{m}=@{@var{m}⁡[0,],@var{m}⁡[1,]@var{...}@var{m}⁡[15,]@}}, then
10430 the modelview transformation @r{@var{M}⁡(@var{v},)} does the following:
10431
10432 @r{@var{M}⁡(@var{v},)=((@var{m}⁡[0,] @var{m}⁡[1,] @var{m}⁡[2,]
10433 @var{m}⁡[3,]), (@var{m}⁡[4,] @var{m}⁡[5,] @var{m}⁡[6,] @var{m}⁡[7,]),
10434 (@var{m}⁡[8,] @var{m}⁡[9,] @var{m}⁡[10,] @var{m}⁡[11,]), (@var{m}⁡[12,]
10435 @var{m}⁡[13,] @var{m}⁡[14,] @var{m}⁡[15,]),)×((@var{v}⁡[0,]),
10436 (@var{v}⁡[1,]), (@var{v}⁡[2,]), (@var{v}⁡[3,]),)}
10437
10438
10439
10440 Projection and texture transformations are similarly defined.
10441
10442 Calling @code{glLoadTransposeMatrix} with matrix @r{@var{M}} is
10443 identical in operation to @code{glLoadMatrix} with @r{@var{M}^@var{T}},
10444 where @r{@var{T}} represents the transpose.
10445
10446 @code{GL_INVALID_OPERATION} is generated if @code{glLoadTransposeMatrix}
10447 is executed between the execution of @code{glBegin} and the
10448 corresponding execution of @code{glEnd}.
10449
10450 @end deftypefun
10451
10452 @deftypefun void glLogicOp opcode
10453 Specify a logical pixel operation for color index rendering.
10454
10455 @table @asis
10456 @item @var{opcode}
10457 Specifies a symbolic constant that selects a logical operation. The
10458 following symbols are accepted: @code{GL_CLEAR}, @code{GL_SET},
10459 @code{GL_COPY}, @code{GL_COPY_INVERTED}, @code{GL_NOOP},
10460 @code{GL_INVERT}, @code{GL_AND}, @code{GL_NAND}, @code{GL_OR},
10461 @code{GL_NOR}, @code{GL_XOR}, @code{GL_EQUIV}, @code{GL_AND_REVERSE},
10462 @code{GL_AND_INVERTED}, @code{GL_OR_REVERSE}, and @code{GL_OR_INVERTED}.
10463 The initial value is @code{GL_COPY}.
10464
10465 @end table
10466
10467 @code{glLogicOp} specifies a logical operation that, when enabled, is
10468 applied between the incoming color index or RGBA color and the color
10469 index or RGBA color at the corresponding location in the frame buffer.
10470 To enable or disable the logical operation, call @code{glEnable} and
10471 @code{glDisable} using the symbolic constant @code{GL_COLOR_LOGIC_OP}
10472 for RGBA mode or @code{GL_INDEX_LOGIC_OP} for color index mode. The
10473 initial value is disabled for both operations.
10474
10475
10476
10477 @table @asis
10478 @item @strong{Opcode}
10479 @strong{Resulting Operation}
10480
10481 @item @code{GL_CLEAR}
10482 0
10483
10484 @item @code{GL_SET}
10485 1
10486
10487 @item @code{GL_COPY}
10488 s
10489
10490 @item @code{GL_COPY_INVERTED}
10491 ~s
10492
10493 @item @code{GL_NOOP}
10494 d
10495
10496 @item @code{GL_INVERT}
10497 ~d
10498
10499 @item @code{GL_AND}
10500 s & d
10501
10502 @item @code{GL_NAND}
10503 ~(s & d)
10504
10505 @item @code{GL_OR}
10506 s | d
10507
10508 @item @code{GL_NOR}
10509 ~(s | d)
10510
10511 @item @code{GL_XOR}
10512 s ^ d
10513
10514 @item @code{GL_EQUIV}
10515 ~(s ^ d)
10516
10517 @item @code{GL_AND_REVERSE}
10518 s & ~d
10519
10520 @item @code{GL_AND_INVERTED}
10521 ~s & d
10522
10523 @item @code{GL_OR_REVERSE}
10524 s | ~d
10525
10526 @item @code{GL_OR_INVERTED}
10527 ~s | d
10528
10529 @end table
10530
10531 @var{opcode} is a symbolic constant chosen from the list above. In the
10532 explanation of the logical operations, @var{s} represents the incoming
10533 color index and @var{d} represents the index in the frame buffer.
10534 Standard C-language operators are used. As these bitwise operators
10535 suggest, the logical operation is applied independently to each bit pair
10536 of the source and destination indices or colors.
10537
10538 @code{GL_INVALID_ENUM} is generated if @var{opcode} is not an accepted
10539 value.
10540
10541 @code{GL_INVALID_OPERATION} is generated if @code{glLogicOp} is executed
10542 between the execution of @code{glBegin} and the corresponding execution
10543 of @code{glEnd}.
10544
10545 @end deftypefun
10546
10547 @deftypefun void glMap1f target u1 u2 stride order points
10548 Define a one-dimensional evaluator.
10549
10550 @table @asis
10551 @item @var{target}
10552 Specifies the kind of values that are generated by the evaluator.
10553 Symbolic constants @code{GL_MAP1_VERTEX_3}, @code{GL_MAP1_VERTEX_4},
10554 @code{GL_MAP1_INDEX}, @code{GL_MAP1_COLOR_4}, @code{GL_MAP1_NORMAL},
10555 @code{GL_MAP1_TEXTURE_COORD_1}, @code{GL_MAP1_TEXTURE_COORD_2},
10556 @code{GL_MAP1_TEXTURE_COORD_3}, and @code{GL_MAP1_TEXTURE_COORD_4} are
10557 accepted.
10558
10559 @item @var{u1}
10560 @itemx @var{u2}
10561 Specify a linear mapping of @r{@var{u}}, as presented to
10562 @code{glEvalCoord1}, to @r{@var{u}^}, the variable that is evaluated by
10563 the equations specified by this command.
10564
10565 @item @var{stride}
10566 Specifies the number of floats or doubles between the beginning of one
10567 control point and the beginning of the next one in the data structure
10568 referenced in @var{points}. This allows control points to be embedded in
10569 arbitrary data structures. The only constraint is that the values for a
10570 particular control point must occupy contiguous memory locations.
10571
10572 @item @var{order}
10573 Specifies the number of control points. Must be positive.
10574
10575 @item @var{points}
10576 Specifies a pointer to the array of control points.
10577
10578 @end table
10579
10580 Evaluators provide a way to use polynomial or rational polynomial
10581 mapping to produce vertices, normals, texture coordinates, and colors.
10582 The values produced by an evaluator are sent to further stages of GL
10583 processing just as if they had been presented using @code{glVertex},
10584 @code{glNormal}, @code{glTexCoord}, and @code{glColor} commands, except
10585 that the generated values do not update the current normal, texture
10586 coordinates, or color.
10587
10588 All polynomial or rational polynomial splines of any degree (up to the
10589 maximum degree supported by the GL implementation) can be described
10590 using evaluators. These include almost all splines used in computer
10591 graphics: B-splines, Bezier curves, Hermite splines, and so on.
10592
10593 Evaluators define curves based on Bernstein polynomials. Define
10594 @r{@var{p}⁡(@var{u}^,)} as
10595
10596 @r{@var{p}⁡(@var{u}^,)=Σ@var{i}=0@var{n}@var{B}_@var{i},^@var{n}⁡(@var{u}^,)⁢@var{R}_@var{i}}
10597
10598
10599
10600 where @r{@var{R}_@var{i}} is a control point and
10601 @r{@var{B}_@var{i},^@var{n}⁡(@var{u}^,)} is the @r{@var{i}}th Bernstein
10602 polynomial of degree @r{@var{n}} (@var{order} = @r{@var{n}+1}):
10603
10604 @r{@var{B}_@var{i},^@var{n}⁡(@var{u}^,)=((@var{n}),
10605 (@var{i}),,)⁢@var{u}^,^@var{i}⁢(1-@var{u}^,)^@var{n}-@var{i},,}
10606
10607 Recall that
10608
10609 @r{0^0==1} and @r{((@var{n}), (0),,)==1}
10610
10611 @code{glMap1} is used to define the basis and to specify what kind of
10612 values are produced. Once defined, a map can be enabled and disabled by
10613 calling @code{glEnable} and @code{glDisable} with the map name, one of
10614 the nine predefined values for @var{target} described below.
10615 @code{glEvalCoord1} evaluates the one-dimensional maps that are enabled.
10616 When @code{glEvalCoord1} presents a value @r{@var{u}}, the Bernstein
10617 functions are evaluated using @r{@var{u}^}, where
10618 @r{@var{u}^=@var{u}-@var{u1},/@var{u2}-@var{u1},}
10619
10620 @var{target} is a symbolic constant that indicates what kind of control
10621 points are provided in @var{points}, and what output is generated when
10622 the map is evaluated. It can assume one of nine predefined values:
10623
10624 @table @asis
10625 @item @code{GL_MAP1_VERTEX_3}
10626 Each control point is three floating-point values representing
10627 @r{@var{x}}, @r{@var{y}}, and @r{@var{z}}. Internal @code{glVertex3}
10628 commands are generated when the map is evaluated.
10629
10630 @item @code{GL_MAP1_VERTEX_4}
10631 Each control point is four floating-point values representing
10632 @r{@var{x}}, @r{@var{y}}, @r{@var{z}}, and @r{@var{w}}. Internal
10633 @code{glVertex4} commands are generated when the map is evaluated.
10634
10635 @item @code{GL_MAP1_INDEX}
10636 Each control point is a single floating-point value representing a color
10637 index. Internal @code{glIndex} commands are generated when the map is
10638 evaluated but the current index is not updated with the value of these
10639 @code{glIndex} commands.
10640
10641 @item @code{GL_MAP1_COLOR_4}
10642 Each control point is four floating-point values representing red,
10643 green, blue, and alpha. Internal @code{glColor4} commands are generated
10644 when the map is evaluated but the current color is not updated with the
10645 value of these @code{glColor4} commands.
10646
10647 @item @code{GL_MAP1_NORMAL}
10648 Each control point is three floating-point values representing the
10649 @r{@var{x}}, @r{@var{y}}, and @r{@var{z}} components of a normal vector.
10650 Internal @code{glNormal} commands are generated when the map is
10651 evaluated but the current normal is not updated with the value of these
10652 @code{glNormal} commands.
10653
10654 @item @code{GL_MAP1_TEXTURE_COORD_1}
10655 Each control point is a single floating-point value representing the
10656 @r{@var{s}} texture coordinate. Internal @code{glTexCoord1} commands are
10657 generated when the map is evaluated but the current texture coordinates
10658 are not updated with the value of these @code{glTexCoord} commands.
10659
10660 @item @code{GL_MAP1_TEXTURE_COORD_2}
10661 Each control point is two floating-point values representing the
10662 @r{@var{s}} and @r{@var{t}} texture coordinates. Internal
10663 @code{glTexCoord2} commands are generated when the map is evaluated but
10664 the current texture coordinates are not updated with the value of these
10665 @code{glTexCoord} commands.
10666
10667 @item @code{GL_MAP1_TEXTURE_COORD_3}
10668 Each control point is three floating-point values representing the
10669 @r{@var{s}}, @r{@var{t}}, and @r{@var{r}} texture coordinates. Internal
10670 @code{glTexCoord3} commands are generated when the map is evaluated but
10671 the current texture coordinates are not updated with the value of these
10672 @code{glTexCoord} commands.
10673
10674 @item @code{GL_MAP1_TEXTURE_COORD_4}
10675 Each control point is four floating-point values representing the
10676 @r{@var{s}}, @r{@var{t}}, @r{@var{r}}, and @r{@var{q}} texture
10677 coordinates. Internal @code{glTexCoord4} commands are generated when the
10678 map is evaluated but the current texture coordinates are not updated
10679 with the value of these @code{glTexCoord} commands.
10680
10681 @end table
10682
10683 @var{stride}, @var{order}, and @var{points} define the array addressing
10684 for accessing the control points. @var{points} is the location of the
10685 first control point, which occupies one, two, three, or four contiguous
10686 memory locations, depending on which map is being defined. @var{order}
10687 is the number of control points in the array. @var{stride} specifies how
10688 many float or double locations to advance the internal memory pointer to
10689 reach the next control point.
10690
10691 @code{GL_INVALID_ENUM} is generated if @var{target} is not an accepted
10692 value.
10693
10694 @code{GL_INVALID_VALUE} is generated if @var{u1} is equal to @var{u2}.
10695
10696 @code{GL_INVALID_VALUE} is generated if @var{stride} is less than the
10697 number of values in a control point.
10698
10699 @code{GL_INVALID_VALUE} is generated if @var{order} is less than 1 or
10700 greater than the return value of @code{GL_MAX_EVAL_ORDER}.
10701
10702 @code{GL_INVALID_OPERATION} is generated if @code{glMap1} is executed
10703 between the execution of @code{glBegin} and the corresponding execution
10704 of @code{glEnd}.
10705
10706 @code{GL_INVALID_OPERATION} is generated if @code{glMap1} is called and
10707 the value of @code{GL_ACTIVE_TEXTURE} is not @code{GL_TEXTURE0}.
10708
10709 @end deftypefun
10710
10711 @deftypefun void glMap2f target u1 u2 ustride uorder v1 v2 vstride vorder points
10712 Define a two-dimensional evaluator.
10713
10714 @table @asis
10715 @item @var{target}
10716 Specifies the kind of values that are generated by the evaluator.
10717 Symbolic constants @code{GL_MAP2_VERTEX_3}, @code{GL_MAP2_VERTEX_4},
10718 @code{GL_MAP2_INDEX}, @code{GL_MAP2_COLOR_4}, @code{GL_MAP2_NORMAL},
10719 @code{GL_MAP2_TEXTURE_COORD_1}, @code{GL_MAP2_TEXTURE_COORD_2},
10720 @code{GL_MAP2_TEXTURE_COORD_3}, and @code{GL_MAP2_TEXTURE_COORD_4} are
10721 accepted.
10722
10723 @item @var{u1}
10724 @itemx @var{u2}
10725 Specify a linear mapping of @r{@var{u}}, as presented to
10726 @code{glEvalCoord2}, to @r{@var{u}^}, one of the two variables that are
10727 evaluated by the equations specified by this command. Initially,
10728 @var{u1} is 0 and @var{u2} is 1.
10729
10730 @item @var{ustride}
10731 Specifies the number of floats or doubles between the beginning of
10732 control point @r{@var{R}_@var{ij}} and the beginning of control point
10733 @r{@var{R}_(@var{i}+1,)⁢@var{j},}, where @r{@var{i}} and @r{@var{j}} are
10734 the @r{@var{u}} and @r{@var{v}} control point indices, respectively.
10735 This allows control points to be embedded in arbitrary data structures.
10736 The only constraint is that the values for a particular control point
10737 must occupy contiguous memory locations. The initial value of
10738 @var{ustride} is 0.
10739
10740 @item @var{uorder}
10741 Specifies the dimension of the control point array in the @r{@var{u}}
10742 axis. Must be positive. The initial value is 1.
10743
10744 @item @var{v1}
10745 @itemx @var{v2}
10746 Specify a linear mapping of @r{@var{v}}, as presented to
10747 @code{glEvalCoord2}, to @r{@var{v}^}, one of the two variables that are
10748 evaluated by the equations specified by this command. Initially,
10749 @var{v1} is 0 and @var{v2} is 1.
10750
10751 @item @var{vstride}
10752 Specifies the number of floats or doubles between the beginning of
10753 control point @r{@var{R}_@var{ij}} and the beginning of control point
10754 @r{@var{R}_@var{i}⁡(@var{j}+1,),}, where @r{@var{i}} and @r{@var{j}} are
10755 the @r{@var{u}} and @r{@var{v}} control point indices, respectively.
10756 This allows control points to be embedded in arbitrary data structures.
10757 The only constraint is that the values for a particular control point
10758 must occupy contiguous memory locations. The initial value of
10759 @var{vstride} is 0.
10760
10761 @item @var{vorder}
10762 Specifies the dimension of the control point array in the @r{@var{v}}
10763 axis. Must be positive. The initial value is 1.
10764
10765 @item @var{points}
10766 Specifies a pointer to the array of control points.
10767
10768 @end table
10769
10770 Evaluators provide a way to use polynomial or rational polynomial
10771 mapping to produce vertices, normals, texture coordinates, and colors.
10772 The values produced by an evaluator are sent on to further stages of GL
10773 processing just as if they had been presented using @code{glVertex},
10774 @code{glNormal}, @code{glTexCoord}, and @code{glColor} commands, except
10775 that the generated values do not update the current normal, texture
10776 coordinates, or color.
10777
10778 All polynomial or rational polynomial splines of any degree (up to the
10779 maximum degree supported by the GL implementation) can be described
10780 using evaluators. These include almost all surfaces used in computer
10781 graphics, including B-spline surfaces, NURBS surfaces, Bezier surfaces,
10782 and so on.
10783
10784 Evaluators define surfaces based on bivariate Bernstein polynomials.
10785 Define @r{@var{p}⁡(@var{u}^,@var{v}^)} as
10786
10787 @r{@var{p}⁡(@var{u}^,@var{v}^)=Σ@var{i}=0@var{n}Σ@var{j}=0@var{m}@var{B}_@var{i},^@var{n}⁡(@var{u}^,)⁢@var{B}_@var{j},^@var{m}⁡(@var{v}^,)⁢@var{R}_@var{ij}}
10788
10789
10790
10791 where @r{@var{R}_@var{ij}} is a control point,
10792 @r{@var{B}_@var{i},^@var{n}⁡(@var{u}^,)} is the @r{@var{i}}th Bernstein
10793 polynomial of degree @r{@var{n}} (@var{uorder} = @r{@var{n}+1})
10794
10795 @r{@var{B}_@var{i},^@var{n}⁡(@var{u}^,)=((@var{n}),
10796 (@var{i}),,)⁢@var{u}^,^@var{i}⁢(1-@var{u}^,)^@var{n}-@var{i},,}
10797
10798 and @r{@var{B}_@var{j},^@var{m}⁡(@var{v}^,)} is the @r{@var{j}}th
10799 Bernstein polynomial of degree @r{@var{m}} (@var{vorder} =
10800 @r{@var{m}+1})
10801
10802 @r{@var{B}_@var{j},^@var{m}⁡(@var{v}^,)=((@var{m}),
10803 (@var{j}),,)⁢@var{v}^,^@var{j}⁢(1-@var{v}^,)^@var{m}-@var{j},,}
10804
10805 Recall that @r{0^0==1} and @r{((@var{n}), (0),,)==1}
10806
10807 @code{glMap2} is used to define the basis and to specify what kind of
10808 values are produced. Once defined, a map can be enabled and disabled by
10809 calling @code{glEnable} and @code{glDisable} with the map name, one of
10810 the nine predefined values for @var{target}, described below. When
10811 @code{glEvalCoord2} presents values @r{@var{u}} and @r{@var{v}}, the
10812 bivariate Bernstein polynomials are evaluated using @r{@var{u}^} and
10813 @r{@var{v}^}, where
10814
10815 @r{@var{u}^=@var{u}-@var{u1},/@var{u2}-@var{u1},}
10816
10817 @r{@var{v}^=@var{v}-@var{v1},/@var{v2}-@var{v1},}
10818
10819 @var{target} is a symbolic constant that indicates what kind of control
10820 points are provided in @var{points}, and what output is generated when
10821 the map is evaluated. It can assume one of nine predefined values:
10822
10823 @table @asis
10824 @item @code{GL_MAP2_VERTEX_3}
10825 Each control point is three floating-point values representing
10826 @r{@var{x}}, @r{@var{y}}, and @r{@var{z}}. Internal @code{glVertex3}
10827 commands are generated when the map is evaluated.
10828
10829 @item @code{GL_MAP2_VERTEX_4}
10830 Each control point is four floating-point values representing
10831 @r{@var{x}}, @r{@var{y}}, @r{@var{z}}, and @r{@var{w}}. Internal
10832 @code{glVertex4} commands are generated when the map is evaluated.
10833
10834 @item @code{GL_MAP2_INDEX}
10835 Each control point is a single floating-point value representing a color
10836 index. Internal @code{glIndex} commands are generated when the map is
10837 evaluated but the current index is not updated with the value of these
10838 @code{glIndex} commands.
10839
10840 @item @code{GL_MAP2_COLOR_4}
10841 Each control point is four floating-point values representing red,
10842 green, blue, and alpha. Internal @code{glColor4} commands are generated
10843 when the map is evaluated but the current color is not updated with the
10844 value of these @code{glColor4} commands.
10845
10846 @item @code{GL_MAP2_NORMAL}
10847 Each control point is three floating-point values representing the
10848 @r{@var{x}}, @r{@var{y}}, and @r{@var{z}} components of a normal vector.
10849 Internal @code{glNormal} commands are generated when the map is
10850 evaluated but the current normal is not updated with the value of these
10851 @code{glNormal} commands.
10852
10853 @item @code{GL_MAP2_TEXTURE_COORD_1}
10854 Each control point is a single floating-point value representing the
10855 @r{@var{s}} texture coordinate. Internal @code{glTexCoord1} commands are
10856 generated when the map is evaluated but the current texture coordinates
10857 are not updated with the value of these @code{glTexCoord} commands.
10858
10859 @item @code{GL_MAP2_TEXTURE_COORD_2}
10860 Each control point is two floating-point values representing the
10861 @r{@var{s}} and @r{@var{t}} texture coordinates. Internal
10862 @code{glTexCoord2} commands are generated when the map is evaluated but
10863 the current texture coordinates are not updated with the value of these
10864 @code{glTexCoord} commands.
10865
10866 @item @code{GL_MAP2_TEXTURE_COORD_3}
10867 Each control point is three floating-point values representing the
10868 @r{@var{s}}, @r{@var{t}}, and @r{@var{r}} texture coordinates. Internal
10869 @code{glTexCoord3} commands are generated when the map is evaluated but
10870 the current texture coordinates are not updated with the value of these
10871 @code{glTexCoord} commands.
10872
10873 @item @code{GL_MAP2_TEXTURE_COORD_4}
10874 Each control point is four floating-point values representing the
10875 @r{@var{s}}, @r{@var{t}}, @r{@var{r}}, and @r{@var{q}} texture
10876 coordinates. Internal @code{glTexCoord4} commands are generated when the
10877 map is evaluated but the current texture coordinates are not updated
10878 with the value of these @code{glTexCoord} commands.
10879
10880 @end table
10881
10882 @var{ustride}, @var{uorder}, @var{vstride}, @var{vorder}, and
10883 @var{points} define the array addressing for accessing the control
10884 points. @var{points} is the location of the first control point, which
10885 occupies one, two, three, or four contiguous memory locations, depending
10886 on which map is being defined. There are @r{@var{uorder}×@var{vorder}}
10887 control points in the array. @var{ustride} specifies how many float or
10888 double locations are skipped to advance the internal memory pointer from
10889 control point @r{@var{R}_@var{i}⁢@var{j},} to control point
10890 @r{@var{R}_(@var{i}+1,)⁢@var{j},}. @var{vstride} specifies how many
10891 float or double locations are skipped to advance the internal memory
10892 pointer from control point @r{@var{R}_@var{i}⁢@var{j},} to control point
10893 @r{@var{R}_@var{i}⁡(@var{j}+1,),}.
10894
10895 @code{GL_INVALID_ENUM} is generated if @var{target} is not an accepted
10896 value.
10897
10898 @code{GL_INVALID_VALUE} is generated if @var{u1} is equal to @var{u2},
10899 or if @var{v1} is equal to @var{v2}.
10900
10901 @code{GL_INVALID_VALUE} is generated if either @var{ustride} or
10902 @var{vstride} is less than the number of values in a control point.
10903
10904 @code{GL_INVALID_VALUE} is generated if either @var{uorder} or
10905 @var{vorder} is less than 1 or greater than the return value of
10906 @code{GL_MAX_EVAL_ORDER}.
10907
10908 @code{GL_INVALID_OPERATION} is generated if @code{glMap2} is executed
10909 between the execution of @code{glBegin} and the corresponding execution
10910 of @code{glEnd}.
10911
10912 @code{GL_INVALID_OPERATION} is generated if @code{glMap2} is called and
10913 the value of @code{GL_ACTIVE_TEXTURE} is not @code{GL_TEXTURE0}.
10914
10915 @end deftypefun
10916
10917 @deftypefun void-* glMapBuffer target access
10918 @deftypefunx GLboolean glUnmapBuffer target
10919 Map a buffer object's data store.
10920
10921 @table @asis
10922 @item @var{target}
10923 Specifies the target buffer object being mapped. The symbolic constant
10924 must be @code{GL_ARRAY_BUFFER}, @code{GL_ELEMENT_ARRAY_BUFFER},
10925 @code{GL_PIXEL_PACK_BUFFER}, or @code{GL_PIXEL_UNPACK_BUFFER}.
10926
10927 @item @var{access}
10928 Specifies the access policy, indicating whether it will be possible to
10929 read from, write to, or both read from and write to the buffer object's
10930 mapped data store. The symbolic constant must be @code{GL_READ_ONLY},
10931 @code{GL_WRITE_ONLY}, or @code{GL_READ_WRITE}.
10932
10933 @end table
10934
10935 @code{glMapBuffer} maps to the client's address space the entire data
10936 store of the buffer object currently bound to @var{target}. The data can
10937 then be directly read and/or written relative to the returned pointer,
10938 depending on the specified @var{access} policy. If the GL is unable to
10939 map the buffer object's data store, @code{glMapBuffer} generates an
10940 error and returns @code{NULL}. This may occur for system-specific
10941 reasons, such as low virtual memory availability.
10942
10943 If a mapped data store is accessed in a way inconsistent with the
10944 specified @var{access} policy, no error is generated, but performance
10945 may be negatively impacted and system errors, including program
10946 termination, may result. Unlike the @var{usage} parameter of
10947 @code{glBufferData}, @var{access} is not a hint, and does in fact
10948 constrain the usage of the mapped data store on some GL implementations.
10949 In order to achieve the highest performance available, a buffer object's
10950 data store should be used in ways consistent with both its specified
10951 @var{usage} and @var{access} parameters.
10952
10953 A mapped data store must be unmapped with @code{glUnmapBuffer} before
10954 its buffer object is used. Otherwise an error will be generated by any
10955 GL command that attempts to dereference the buffer object's data store.
10956 When a data store is unmapped, the pointer to its data store becomes
10957 invalid. @code{glUnmapBuffer} returns @code{GL_TRUE} unless the data
10958 store contents have become corrupt during the time the data store was
10959 mapped. This can occur for system-specific reasons that affect the
10960 availability of graphics memory, such as screen mode changes. In such
10961 situations, @code{GL_FALSE} is returned and the data store contents are
10962 undefined. An application must detect this rare condition and
10963 reinitialize the data store.
10964
10965 A buffer object's mapped data store is automatically unmapped when the
10966 buffer object is deleted or its data store is recreated with
10967 @code{glBufferData}.
10968
10969 @code{GL_INVALID_ENUM} is generated if @var{target} is not
10970 @code{GL_ARRAY_BUFFER}, @code{GL_ELEMENT_ARRAY_BUFFER},
10971 @code{GL_PIXEL_PACK_BUFFER}, or @code{GL_PIXEL_UNPACK_BUFFER}.
10972
10973 @code{GL_INVALID_ENUM} is generated if @var{access} is not
10974 @code{GL_READ_ONLY}, @code{GL_WRITE_ONLY}, or @code{GL_READ_WRITE}.
10975
10976 @code{GL_OUT_OF_MEMORY} is generated when @code{glMapBuffer} is executed
10977 if the GL is unable to map the buffer object's data store. This may
10978 occur for a variety of system-specific reasons, such as the absence of
10979 sufficient remaining virtual memory.
10980
10981 @code{GL_INVALID_OPERATION} is generated if the reserved buffer object
10982 name 0 is bound to @var{target}.
10983
10984 @code{GL_INVALID_OPERATION} is generated if @code{glMapBuffer} is
10985 executed for a buffer object whose data store is already mapped.
10986
10987 @code{GL_INVALID_OPERATION} is generated if @code{glUnmapBuffer} is
10988 executed for a buffer object whose data store is not currently mapped.
10989
10990 @code{GL_INVALID_OPERATION} is generated if @code{glMapBuffer} or
10991 @code{glUnmapBuffer} is executed between the execution of @code{glBegin}
10992 and the corresponding execution of @code{glEnd}.
10993
10994 @end deftypefun
10995
10996 @deftypefun void glMapGrid1f un u1 u2
10997 @deftypefunx void glMapGrid2f un u1 u2 vn v1 v2
10998 Define a one- or two-dimensional mesh.
10999
11000 @table @asis
11001 @item @var{un}
11002 Specifies the number of partitions in the grid range interval [@var{u1},
11003 @var{u2}]. Must be positive.
11004
11005 @item @var{u1}
11006 @itemx @var{u2}
11007 Specify the mappings for integer grid domain values @r{@var{i}=0} and
11008 @r{@var{i}=@var{un}}.
11009
11010 @item @var{vn}
11011 Specifies the number of partitions in the grid range interval [@var{v1},
11012 @var{v2}] (@code{glMapGrid2} only).
11013
11014 @item @var{v1}
11015 @itemx @var{v2}
11016 Specify the mappings for integer grid domain values @r{@var{j}=0} and
11017 @r{@var{j}=@var{vn}} (@code{glMapGrid2} only).
11018
11019 @end table
11020
11021 @code{glMapGrid} and @code{glEvalMesh} are used together to efficiently
11022 generate and evaluate a series of evenly-spaced map domain values.
11023 @code{glEvalMesh} steps through the integer domain of a one- or
11024 two-dimensional grid, whose range is the domain of the evaluation maps
11025 specified by @code{glMap1} and @code{glMap2}.
11026
11027 @code{glMapGrid1} and @code{glMapGrid2} specify the linear grid mappings
11028 between the @r{@var{i}} (or @r{@var{i}} and @r{@var{j}}) integer grid
11029 coordinates, to the @r{@var{u}} (or @r{@var{u}} and @r{@var{v}})
11030 floating-point evaluation map coordinates. See @code{glMap1} and
11031 @code{glMap2} for details of how @r{@var{u}} and @r{@var{v}} coordinates
11032 are evaluated.
11033
11034 @code{glMapGrid1} specifies a single linear mapping such that integer
11035 grid coordinate 0 maps exactly to @var{u1}, and integer grid coordinate
11036 @var{un} maps exactly to @var{u2}. All other integer grid coordinates
11037 @r{@var{i}} are mapped so that
11038
11039 @r{@var{u}=@var{i}⁡(@var{u2}-@var{u1},)/@var{un}+@var{u1}}
11040
11041 @code{glMapGrid2} specifies two such linear mappings. One maps integer
11042 grid coordinate @r{@var{i}=0} exactly to @var{u1}, and integer grid
11043 coordinate @r{@var{i}=@var{un}} exactly to @var{u2}. The other maps
11044 integer grid coordinate @r{@var{j}=0} exactly to @var{v1}, and integer
11045 grid coordinate @r{@var{j}=@var{vn}} exactly to @var{v2}. Other integer
11046 grid coordinates @r{@var{i}} and @r{@var{j}} are mapped such that
11047
11048 @r{@var{u}=@var{i}⁡(@var{u2}-@var{u1},)/@var{un}+@var{u1}}
11049
11050 @r{@var{v}=@var{j}⁡(@var{v2}-@var{v1},)/@var{vn}+@var{v1}}
11051
11052 The mappings specified by @code{glMapGrid} are used identically by
11053 @code{glEvalMesh} and @code{glEvalPoint}.
11054
11055 @code{GL_INVALID_VALUE} is generated if either @var{un} or @var{vn} is
11056 not positive.
11057
11058 @code{GL_INVALID_OPERATION} is generated if @code{glMapGrid} is executed
11059 between the execution of @code{glBegin} and the corresponding execution
11060 of @code{glEnd}.
11061
11062 @end deftypefun
11063
11064 @deftypefun void glMaterialf face pname param
11065 @deftypefunx void glMateriali face pname param
11066 Specify material parameters for the lighting model.
11067
11068 @table @asis
11069 @item @var{face}
11070 Specifies which face or faces are being updated. Must be one of
11071 @code{GL_FRONT}, @code{GL_BACK}, or @code{GL_FRONT_AND_BACK}.
11072
11073 @item @var{pname}
11074 Specifies the single-valued material parameter of the face or faces that
11075 is being updated. Must be @code{GL_SHININESS}.
11076
11077 @item @var{param}
11078 Specifies the value that parameter @code{GL_SHININESS} will be set to.
11079
11080 @end table
11081
11082 @code{glMaterial} assigns values to material parameters. There are two
11083 matched sets of material parameters. One, the @var{front-facing} set, is
11084 used to shade points, lines, bitmaps, and all polygons (when two-sided
11085 lighting is disabled), or just front-facing polygons (when two-sided
11086 lighting is enabled). The other set, @var{back-facing}, is used to shade
11087 back-facing polygons only when two-sided lighting is enabled. Refer to
11088 the @code{glLightModel} reference page for details concerning one- and
11089 two-sided lighting calculations.
11090
11091 @code{glMaterial} takes three arguments. The first, @var{face},
11092 specifies whether the @code{GL_FRONT} materials, the @code{GL_BACK}
11093 materials, or both @code{GL_FRONT_AND_BACK} materials will be modified.
11094 The second, @var{pname}, specifies which of several parameters in one or
11095 both sets will be modified. The third, @var{params}, specifies what
11096 value or values will be assigned to the specified parameter.
11097
11098 Material parameters are used in the lighting equation that is optionally
11099 applied to each vertex. The equation is discussed in the
11100 @code{glLightModel} reference page. The parameters that can be specified
11101 using @code{glMaterial}, and their interpretations by the lighting
11102 equation, are as follows:
11103
11104 @table @asis
11105 @item @code{GL_AMBIENT}
11106 @var{params} contains four integer or floating-point values that specify
11107 the ambient RGBA reflectance of the material. Integer values are mapped
11108 linearly such that the most positive representable value maps to 1.0,
11109 and the most negative representable value maps to @r{-1.0}.
11110 Floating-point values are mapped directly. Neither integer nor
11111 floating-point values are clamped. The initial ambient reflectance for
11112 both front- and back-facing materials is (0.2, 0.2, 0.2, 1.0).
11113
11114 @item @code{GL_DIFFUSE}
11115 @var{params} contains four integer or floating-point values that specify
11116 the diffuse RGBA reflectance of the material. Integer values are mapped
11117 linearly such that the most positive representable value maps to 1.0,
11118 and the most negative representable value maps to @r{-1.0}.
11119 Floating-point values are mapped directly. Neither integer nor
11120 floating-point values are clamped. The initial diffuse reflectance for
11121 both front- and back-facing materials is (0.8, 0.8, 0.8, 1.0).
11122
11123 @item @code{GL_SPECULAR}
11124 @var{params} contains four integer or floating-point values that specify
11125 the specular RGBA reflectance of the material. Integer values are mapped
11126 linearly such that the most positive representable value maps to 1.0,
11127 and the most negative representable value maps to @r{-1.0}.
11128 Floating-point values are mapped directly. Neither integer nor
11129 floating-point values are clamped. The initial specular reflectance for
11130 both front- and back-facing materials is (0, 0, 0, 1).
11131
11132 @item @code{GL_EMISSION}
11133 @var{params} contains four integer or floating-point values that specify
11134 the RGBA emitted light intensity of the material. Integer values are
11135 mapped linearly such that the most positive representable value maps to
11136 1.0, and the most negative representable value maps to @r{-1.0}.
11137 Floating-point values are mapped directly. Neither integer nor
11138 floating-point values are clamped. The initial emission intensity for
11139 both front- and back-facing materials is (0, 0, 0, 1).
11140
11141 @item @code{GL_SHININESS}
11142 @var{params} is a single integer or floating-point value that specifies
11143 the RGBA specular exponent of the material. Integer and floating-point
11144 values are mapped directly. Only values in the range @r{[0,128]} are
11145 accepted. The initial specular exponent for both front- and back-facing
11146 materials is 0.
11147
11148 @item @code{GL_AMBIENT_AND_DIFFUSE}
11149 Equivalent to calling @code{glMaterial} twice with the same parameter
11150 values, once with @code{GL_AMBIENT} and once with @code{GL_DIFFUSE}.
11151
11152 @item @code{GL_COLOR_INDEXES}
11153 @var{params} contains three integer or floating-point values specifying
11154 the color indices for ambient, diffuse, and specular lighting. These
11155 three values, and @code{GL_SHININESS}, are the only material values used
11156 by the color index mode lighting equation. Refer to the
11157 @code{glLightModel} reference page for a discussion of color index
11158 lighting.
11159
11160 @end table
11161
11162 @code{GL_INVALID_ENUM} is generated if either @var{face} or @var{pname}
11163 is not an accepted value.
11164
11165 @code{GL_INVALID_VALUE} is generated if a specular exponent outside the
11166 range @r{[0,128]} is specified.
11167
11168 @end deftypefun
11169
11170 @deftypefun void glMatrixMode mode
11171 Specify which matrix is the current matrix.
11172
11173 @table @asis
11174 @item @var{mode}
11175 Specifies which matrix stack is the target for subsequent matrix
11176 operations. Three values are accepted: @code{GL_MODELVIEW},
11177 @code{GL_PROJECTION}, and @code{GL_TEXTURE}. The initial value is
11178 @code{GL_MODELVIEW}. Additionally, if the @code{ARB_imaging} extension
11179 is supported, @code{GL_COLOR} is also accepted.
11180
11181 @end table
11182
11183 @code{glMatrixMode} sets the current matrix mode. @var{mode} can assume
11184 one of four values:
11185
11186 @table @asis
11187 @item @code{GL_MODELVIEW}
11188 Applies subsequent matrix operations to the modelview matrix stack.
11189
11190 @item @code{GL_PROJECTION}
11191 Applies subsequent matrix operations to the projection matrix stack.
11192
11193 @item @code{GL_TEXTURE}
11194 Applies subsequent matrix operations to the texture matrix stack.
11195
11196 @item @code{GL_COLOR}
11197 Applies subsequent matrix operations to the color matrix stack.
11198
11199 @end table
11200
11201 To find out which matrix stack is currently the target of all matrix
11202 operations, call @code{glGet} with argument @code{GL_MATRIX_MODE}. The
11203 initial value is @code{GL_MODELVIEW}.
11204
11205 @code{GL_INVALID_ENUM} is generated if @var{mode} is not an accepted
11206 value.
11207
11208 @code{GL_INVALID_OPERATION} is generated if @code{glMatrixMode} is
11209 executed between the execution of @code{glBegin} and the corresponding
11210 execution of @code{glEnd}.
11211
11212 @end deftypefun
11213
11214 @deftypefun void glMinmax target internalformat sink
11215 Define minmax table.
11216
11217 @table @asis
11218 @item @var{target}
11219 The minmax table whose parameters are to be set. Must be
11220 @code{GL_MINMAX}.
11221
11222 @item @var{internalformat}
11223 The format of entries in the minmax table. Must be one of
11224 @code{GL_ALPHA}, @code{GL_ALPHA4}, @code{GL_ALPHA8}, @code{GL_ALPHA12},
11225 @code{GL_ALPHA16}, @code{GL_LUMINANCE}, @code{GL_LUMINANCE4},
11226 @code{GL_LUMINANCE8}, @code{GL_LUMINANCE12}, @code{GL_LUMINANCE16},
11227 @code{GL_LUMINANCE_ALPHA}, @code{GL_LUMINANCE4_ALPHA4},
11228 @code{GL_LUMINANCE6_ALPHA2}, @code{GL_LUMINANCE8_ALPHA8},
11229 @code{GL_LUMINANCE12_ALPHA4}, @code{GL_LUMINANCE12_ALPHA12},
11230 @code{GL_LUMINANCE16_ALPHA16}, @code{GL_R3_G3_B2}, @code{GL_RGB},
11231 @code{GL_RGB4}, @code{GL_RGB5}, @code{GL_RGB8}, @code{GL_RGB10},
11232 @code{GL_RGB12}, @code{GL_RGB16}, @code{GL_RGBA}, @code{GL_RGBA2},
11233 @code{GL_RGBA4}, @code{GL_RGB5_A1}, @code{GL_RGBA8}, @code{GL_RGB10_A2},
11234 @code{GL_RGBA12}, or @code{GL_RGBA16}.
11235
11236 @item @var{sink}
11237 If @code{GL_TRUE}, pixels will be consumed by the minmax process and no
11238 drawing or texture loading will take place. If @code{GL_FALSE}, pixels
11239 will proceed to the final conversion process after minmax.
11240
11241 @end table
11242
11243 When @code{GL_MINMAX} is enabled, the RGBA components of incoming pixels
11244 are compared to the minimum and maximum values for each component, which
11245 are stored in the two-element minmax table. (The first element stores
11246 the minima, and the second element stores the maxima.) If a pixel
11247 component is greater than the corresponding component in the maximum
11248 element, then the maximum element is updated with the pixel component
11249 value. If a pixel component is less than the corresponding component in
11250 the minimum element, then the minimum element is updated with the pixel
11251 component value. (In both cases, if the internal format of the minmax
11252 table includes luminance, then the R color component of incoming pixels
11253 is used for comparison.) The contents of the minmax table may be
11254 retrieved at a later time by calling @code{glGetMinmax}. The minmax
11255 operation is enabled or disabled by calling @code{glEnable} or
11256 @code{glDisable}, respectively, with an argument of @code{GL_MINMAX}.
11257
11258 @code{glMinmax} redefines the current minmax table to have entries of
11259 the format specified by @var{internalformat}. The maximum element is
11260 initialized with the smallest possible component values, and the minimum
11261 element is initialized with the largest possible component values. The
11262 values in the previous minmax table, if any, are lost. If @var{sink} is
11263 @code{GL_TRUE}, then pixels are discarded after minmax; no further
11264 processing of the pixels takes place, and no drawing, texture loading,
11265 or pixel readback will result.
11266
11267
11268
11269 @code{GL_INVALID_ENUM} is generated if @var{target} is not one of the
11270 allowable values.
11271
11272 @code{GL_INVALID_ENUM} is generated if @var{internalformat} is not one
11273 of the allowable values.
11274
11275 @code{GL_INVALID_OPERATION} is generated if @code{glMinmax} is executed
11276 between the execution of @code{glBegin} and the corresponding execution
11277 of @code{glEnd}.
11278
11279 @end deftypefun
11280
11281 @deftypefun void glMultiDrawArrays mode first count primcount
11282 Render multiple sets of primitives from array data.
11283
11284 @table @asis
11285 @item @var{mode}
11286 Specifies what kind of primitives to render. Symbolic constants
11287 @code{GL_POINTS}, @code{GL_LINE_STRIP}, @code{GL_LINE_LOOP},
11288 @code{GL_LINES}, @code{GL_TRIANGLE_STRIP}, @code{GL_TRIANGLE_FAN},
11289 @code{GL_TRIANGLES}, @code{GL_QUAD_STRIP}, @code{GL_QUADS}, and
11290 @code{GL_POLYGON} are accepted.
11291
11292 @item @var{first}
11293 Points to an array of starting indices in the enabled arrays.
11294
11295 @item @var{count}
11296 Points to an array of the number of indices to be rendered.
11297
11298 @item @var{primcount}
11299 Specifies the size of the first and count
11300
11301 @end table
11302
11303 @code{glMultiDrawArrays} specifies multiple sets of geometric primitives
11304 with very few subroutine calls. Instead of calling a GL procedure to
11305 pass each individual vertex, normal, texture coordinate, edge flag, or
11306 color, you can prespecify separate arrays of vertices, normals, and
11307 colors and use them to construct a sequence of primitives with a single
11308 call to @code{glMultiDrawArrays}.
11309
11310 @code{glMultiDrawArrays} behaves identically to @code{glDrawArrays}
11311 except that @var{primcount} separate ranges of elements are specified
11312 instead.
11313
11314 When @code{glMultiDrawArrays} is called, it uses @var{count} sequential
11315 elements from each enabled array to construct a sequence of geometric
11316 primitives, beginning with element @var{first}. @var{mode} specifies
11317 what kind of primitives are constructed, and how the array elements
11318 construct those primitives. If @code{GL_VERTEX_ARRAY} is not enabled, no
11319 geometric primitives are generated.
11320
11321 Vertex attributes that are modified by @code{glMultiDrawArrays} have an
11322 unspecified value after @code{glMultiDrawArrays} returns. For example,
11323 if @code{GL_COLOR_ARRAY} is enabled, the value of the current color is
11324 undefined after @code{glMultiDrawArrays} executes. Attributes that
11325 aren't modified remain well defined.
11326
11327 @code{GL_INVALID_ENUM} is generated if @var{mode} is not an accepted
11328 value.
11329
11330 @code{GL_INVALID_VALUE} is generated if @var{primcount} is negative.
11331
11332 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
11333 name is bound to an enabled array and the buffer object's data store is
11334 currently mapped.
11335
11336 @code{GL_INVALID_OPERATION} is generated if @code{glMultiDrawArrays} is
11337 executed between the execution of @code{glBegin} and the corresponding
11338 @code{glEnd}.
11339
11340 @end deftypefun
11341
11342 @deftypefun void glMultiDrawElements mode count type indices primcount
11343 Render multiple sets of primitives by specifying indices of array data
11344 elements.
11345
11346 @table @asis
11347 @item @var{mode}
11348 Specifies what kind of primitives to render. Symbolic constants
11349 @code{GL_POINTS}, @code{GL_LINE_STRIP}, @code{GL_LINE_LOOP},
11350 @code{GL_LINES}, @code{GL_TRIANGLE_STRIP}, @code{GL_TRIANGLE_FAN},
11351 @code{GL_TRIANGLES}, @code{GL_QUAD_STRIP}, @code{GL_QUADS}, and
11352 @code{GL_POLYGON} are accepted.
11353
11354 @item @var{count}
11355 Points to an array of the elements counts.
11356
11357 @item @var{type}
11358 Specifies the type of the values in @var{indices}. Must be one of
11359 @code{GL_UNSIGNED_BYTE}, @code{GL_UNSIGNED_SHORT}, or
11360 @code{GL_UNSIGNED_INT}.
11361
11362 @item @var{indices}
11363 Specifies a pointer to the location where the indices are stored.
11364
11365 @item @var{primcount}
11366 Specifies the size of the @var{count} array.
11367
11368 @end table
11369
11370 @code{glMultiDrawElements} specifies multiple sets of geometric
11371 primitives with very few subroutine calls. Instead of calling a GL
11372 function to pass each individual vertex, normal, texture coordinate,
11373 edge flag, or color, you can prespecify separate arrays of vertices,
11374 normals, and so on, and use them to construct a sequence of primitives
11375 with a single call to @code{glMultiDrawElements}.
11376
11377 @code{glMultiDrawElements} is identical in operation to
11378 @code{glDrawElements} except that @var{primcount} separate lists of
11379 elements are specified.
11380
11381 Vertex attributes that are modified by @code{glMultiDrawElements} have
11382 an unspecified value after @code{glMultiDrawElements} returns. For
11383 example, if @code{GL_COLOR_ARRAY} is enabled, the value of the current
11384 color is undefined after @code{glMultiDrawElements} executes. Attributes
11385 that aren't modified maintain their previous values.
11386
11387 @code{GL_INVALID_ENUM} is generated if @var{mode} is not an accepted
11388 value.
11389
11390 @code{GL_INVALID_VALUE} is generated if @var{primcount} is negative.
11391
11392 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
11393 name is bound to an enabled array or the element array and the buffer
11394 object's data store is currently mapped.
11395
11396 @code{GL_INVALID_OPERATION} is generated if @code{glMultiDrawElements}
11397 is executed between the execution of @code{glBegin} and the
11398 corresponding @code{glEnd}.
11399
11400 @end deftypefun
11401
11402 @deftypefun void glMultiTexCoord1i target s
11403 @deftypefunx void glMultiTexCoord1f target s
11404 @deftypefunx void glMultiTexCoord2i target s t
11405 @deftypefunx void glMultiTexCoord2f target s t
11406 @deftypefunx void glMultiTexCoord3i target s t r
11407 @deftypefunx void glMultiTexCoord3f target s t r
11408 @deftypefunx void glMultiTexCoord4i target s t r q
11409 @deftypefunx void glMultiTexCoord4f target s t r q
11410 Set the current texture coordinates.
11411
11412 @table @asis
11413 @item @var{target}
11414 Specifies the texture unit whose coordinates should be modified. The
11415 number of texture units is implementation dependent, but must be at
11416 least two. Symbolic constant must be one of
11417 @code{GL_TEXTURE}@r{@var{i}}, where i ranges from 0 to
11418 @code{GL_MAX_TEXTURE_COORDS} - 1, which is an implementation-dependent
11419 value.
11420
11421 @item @var{s}
11422 @itemx @var{t}
11423 @itemx @var{r}
11424 @itemx @var{q}
11425 Specify @var{s}, @var{t}, @var{r}, and @var{q} texture coordinates for
11426 @var{target} texture unit. Not all parameters are present in all forms
11427 of the command.
11428
11429 @end table
11430
11431 @code{glMultiTexCoord} specifies texture coordinates in one, two, three,
11432 or four dimensions. @code{glMultiTexCoord1} sets the current texture
11433 coordinates to @r{(@var{s},001)}; a call to @code{glMultiTexCoord2} sets
11434 them to @r{(@var{s},@var{t}01)}. Similarly, @code{glMultiTexCoord3}
11435 specifies the texture coordinates as @r{(@var{s},@var{t}@var{r}1)}, and
11436 @code{glMultiTexCoord4} defines all four components explicitly as
11437 @r{(@var{s},@var{t}@var{r}@var{q})}.
11438
11439 The current texture coordinates are part of the data that is associated
11440 with each vertex and with the current raster position. Initially, the
11441 values for @r{(@var{s},@var{t}@var{r}@var{q})} are @r{(0,001)}.
11442
11443
11444
11445 @end deftypefun
11446
11447 @deftypefun void glMultMatrixf m
11448 Multiply the current matrix with the specified matrix.
11449
11450 @table @asis
11451 @item @var{m}
11452 Points to 16 consecutive values that are used as the elements of a
11453 @r{4×4} column-major matrix.
11454
11455 @end table
11456
11457 @code{glMultMatrix} multiplies the current matrix with the one specified
11458 using @var{m}, and replaces the current matrix with the product.
11459
11460 The current matrix is determined by the current matrix mode (see
11461 @code{glMatrixMode}). It is either the projection matrix, modelview
11462 matrix, or the texture matrix.
11463
11464 @code{GL_INVALID_OPERATION} is generated if @code{glMultMatrix} is
11465 executed between the execution of @code{glBegin} and the corresponding
11466 execution of @code{glEnd}.
11467
11468 @end deftypefun
11469
11470 @deftypefun void glMultTransposeMatrixf m
11471 Multiply the current matrix with the specified row-major ordered matrix.
11472
11473 @table @asis
11474 @item @var{m}
11475 Points to 16 consecutive values that are used as the elements of a
11476 @r{4×4} row-major matrix.
11477
11478 @end table
11479
11480 @code{glMultTransposeMatrix} multiplies the current matrix with the one
11481 specified using @var{m}, and replaces the current matrix with the
11482 product.
11483
11484 The current matrix is determined by the current matrix mode (see
11485 @code{glMatrixMode}). It is either the projection matrix, modelview
11486 matrix, or the texture matrix.
11487
11488 @code{GL_INVALID_OPERATION} is generated if @code{glMultTransposeMatrix}
11489 is executed between the execution of @code{glBegin} and the
11490 corresponding execution of @code{glEnd}.
11491
11492 @end deftypefun
11493
11494 @deftypefun void glNewList list mode
11495 @deftypefunx void glEndList
11496 Create or replace a display list.
11497
11498 @table @asis
11499 @item @var{list}
11500 Specifies the display-list name.
11501
11502 @item @var{mode}
11503 Specifies the compilation mode, which can be @code{GL_COMPILE} or
11504 @code{GL_COMPILE_AND_EXECUTE}.
11505
11506 @end table
11507
11508 Display lists are groups of GL commands that have been stored for
11509 subsequent execution. Display lists are created with @code{glNewList}.
11510 All subsequent commands are placed in the display list, in the order
11511 issued, until @code{glEndList} is called.
11512
11513 @code{glNewList} has two arguments. The first argument, @var{list}, is a
11514 positive integer that becomes the unique name for the display list.
11515 Names can be created and reserved with @code{glGenLists} and tested for
11516 uniqueness with @code{glIsList}. The second argument, @var{mode}, is a
11517 symbolic constant that can assume one of two values:
11518
11519 @table @asis
11520 @item @code{GL_COMPILE}
11521 Commands are merely compiled.
11522
11523 @item @code{GL_COMPILE_AND_EXECUTE}
11524 Commands are executed as they are compiled into the display list.
11525
11526 @end table
11527
11528 Certain commands are not compiled into the display list but are executed
11529 immediately, regardless of the display-list mode. These commands are
11530 @code{glAreTexturesResident}, @code{glColorPointer},
11531 @code{glDeleteLists}, @code{glDeleteTextures},
11532 @code{glDisableClientState}, @code{glEdgeFlagPointer},
11533 @code{glEnableClientState}, @code{glFeedbackBuffer}, @code{glFinish},
11534 @code{glFlush}, @code{glGenLists}, @code{glGenTextures},
11535 @code{glIndexPointer}, @code{glInterleavedArrays}, @code{glIsEnabled},
11536 @code{glIsList}, @code{glIsTexture}, @code{glNormalPointer},
11537 @code{glPopClientAttrib}, @code{glPixelStore},
11538 @code{glPushClientAttrib}, @code{glReadPixels}, @code{glRenderMode},
11539 @code{glSelectBuffer}, @code{glTexCoordPointer}, @code{glVertexPointer},
11540 and all of the @code{glGet} commands.
11541
11542 Similarly, @code{glTexImage1D}, @code{glTexImage2D}, and
11543 @code{glTexImage3D} are executed immediately and not compiled into the
11544 display list when their first argument is @code{GL_PROXY_TEXTURE_1D},
11545 @code{GL_PROXY_TEXTURE_1D}, or @code{GL_PROXY_TEXTURE_3D}, respectively.
11546
11547 When the @code{ARB_imaging} extension is supported, @code{glHistogram}
11548 executes immediately when its argument is @code{GL_PROXY_HISTOGRAM}.
11549 Similarly, @code{glColorTable} executes immediately when its first
11550 argument is @code{GL_PROXY_COLOR_TABLE},
11551 @code{GL_PROXY_POST_CONVOLUTION_COLOR_TABLE}, or
11552 @code{GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE}.
11553
11554 For OpenGL versions 1.3 and greater, or when the @code{ARB_multitexture}
11555 extension is supported, @code{glClientActiveTexture} is not compiled
11556 into display lists, but executed immediately.
11557
11558 When @code{glEndList} is encountered, the display-list definition is
11559 completed by associating the list with the unique name @var{list}
11560 (specified in the @code{glNewList} command). If a display list with name
11561 @var{list} already exists, it is replaced only when @code{glEndList} is
11562 called.
11563
11564 @code{GL_INVALID_VALUE} is generated if @var{list} is 0.
11565
11566 @code{GL_INVALID_ENUM} is generated if @var{mode} is not an accepted
11567 value.
11568
11569 @code{GL_INVALID_OPERATION} is generated if @code{glEndList} is called
11570 without a preceding @code{glNewList}, or if @code{glNewList} is called
11571 while a display list is being defined.
11572
11573 @code{GL_INVALID_OPERATION} is generated if @code{glNewList} or
11574 @code{glEndList} is executed between the execution of @code{glBegin} and
11575 the corresponding execution of @code{glEnd}.
11576
11577 @code{GL_OUT_OF_MEMORY} is generated if there is insufficient memory to
11578 compile the display list. If the GL version is 1.1 or greater, no change
11579 is made to the previous contents of the display list, if any, and no
11580 other change is made to the GL state. (It is as if no attempt had been
11581 made to create the new display list.)
11582
11583 @end deftypefun
11584
11585 @deftypefun void glNormalPointer type stride pointer
11586 Define an array of normals.
11587
11588 @table @asis
11589 @item @var{type}
11590 Specifies the data type of each coordinate in the array. Symbolic
11591 constants @code{GL_BYTE}, @code{GL_SHORT}, @code{GL_INT},
11592 @code{GL_FLOAT}, and @code{GL_DOUBLE} are accepted. The initial value is
11593 @code{GL_FLOAT}.
11594
11595 @item @var{stride}
11596 Specifies the byte offset between consecutive normals. If @var{stride}
11597 is 0, the normals are understood to be tightly packed in the array. The
11598 initial value is 0.
11599
11600 @item @var{pointer}
11601 Specifies a pointer to the first coordinate of the first normal in the
11602 array. The initial value is 0.
11603
11604 @end table
11605
11606 @code{glNormalPointer} specifies the location and data format of an
11607 array of normals to use when rendering. @var{type} specifies the data
11608 type of each normal coordinate, and @var{stride} specifies the byte
11609 stride from one normal to the next, allowing vertices and attributes to
11610 be packed into a single array or stored in separate arrays.
11611 (Single-array storage may be more efficient on some implementations; see
11612 @code{glInterleavedArrays}.)
11613
11614 If a non-zero named buffer object is bound to the @code{GL_ARRAY_BUFFER}
11615 target (see @code{glBindBuffer}) while a normal array is specified,
11616 @var{pointer} is treated as a byte offset into the buffer object's data
11617 store. Also, the buffer object binding (@code{GL_ARRAY_BUFFER_BINDING})
11618 is saved as normal vertex array client-side state
11619 (@code{GL_NORMAL_ARRAY_BUFFER_BINDING}).
11620
11621 When a normal array is specified, @var{type}, @var{stride}, and
11622 @var{pointer} are saved as client-side state, in addition to the current
11623 vertex array buffer object binding.
11624
11625 To enable and disable the normal array, call @code{glEnableClientState}
11626 and @code{glDisableClientState} with the argument
11627 @code{GL_NORMAL_ARRAY}. If enabled, the normal array is used when
11628 @code{glDrawArrays}, @code{glMultiDrawArrays}, @code{glDrawElements},
11629 @code{glMultiDrawElements}, @code{glDrawRangeElements}, or
11630 @code{glArrayElement} is called.
11631
11632 @code{GL_INVALID_ENUM} is generated if @var{type} is not an accepted
11633 value.
11634
11635 @code{GL_INVALID_VALUE} is generated if @var{stride} is negative.
11636
11637 @end deftypefun
11638
11639 @deftypefun void glNormal3f nx ny nz
11640 @deftypefunx void glNormal3i nx ny nz
11641 Set the current normal vector.
11642
11643 @table @asis
11644 @item @var{nx}
11645 @itemx @var{ny}
11646 @itemx @var{nz}
11647 Specify the @r{@var{x}}, @r{@var{y}}, and @r{@var{z}} coordinates of the
11648 new current normal. The initial value of the current normal is the unit
11649 vector, (0, 0, 1).
11650
11651
11652
11653 @end table
11654
11655 The current normal is set to the given coordinates whenever
11656 @code{glNormal} is issued. Byte, short, or integer arguments are
11657 converted to floating-point format with a linear mapping that maps the
11658 most positive representable integer value to 1.0 and the most negative
11659 representable integer value to @r{-1.0}.
11660
11661 Normals specified with @code{glNormal} need not have unit length. If
11662 @code{GL_NORMALIZE} is enabled, then normals of any length specified
11663 with @code{glNormal} are normalized after transformation. If
11664 @code{GL_RESCALE_NORMAL} is enabled, normals are scaled by a scaling
11665 factor derived from the modelview matrix. @code{GL_RESCALE_NORMAL}
11666 requires that the originally specified normals were of unit length, and
11667 that the modelview matrix contain only uniform scales for proper
11668 results. To enable and disable normalization, call @code{glEnable} and
11669 @code{glDisable} with either @code{GL_NORMALIZE} or
11670 @code{GL_RESCALE_NORMAL}. Normalization is initially disabled.
11671
11672 @end deftypefun
11673
11674 @deftypefun void glOrtho left right bottom top nearVal farVal
11675 Multiply the current matrix with an orthographic matrix.
11676
11677 @table @asis
11678 @item @var{left}
11679 @itemx @var{right}
11680 Specify the coordinates for the left and right vertical clipping planes.
11681
11682 @item @var{bottom}
11683 @itemx @var{top}
11684 Specify the coordinates for the bottom and top horizontal clipping
11685 planes.
11686
11687 @item @var{nearVal}
11688 @itemx @var{farVal}
11689 Specify the distances to the nearer and farther depth clipping planes.
11690 These values are negative if the plane is to be behind the viewer.
11691
11692 @end table
11693
11694 @code{glOrtho} describes a transformation that produces a parallel
11695 projection. The current matrix (see @code{glMatrixMode}) is multiplied
11696 by this matrix and the result replaces the current matrix, as if
11697 @code{glMultMatrix} were called with the following matrix as its
11698 argument:
11699
11700 @r{((2/@var{right}-@var{left},, 0 0 @var{t}_@var{x},), (0
11701 2/@var{top}-@var{bottom},, 0 @var{t}_@var{y},), (0 0
11702 -2/@var{farVal}-@var{nearVal},, @var{t}_@var{z},), (0 0 0 1),)}
11703
11704 where
11705 @r{@var{t}_@var{x}=-@var{right}+@var{left},/@var{right}-@var{left},,}@r{@var{t}_@var{y}=-@var{top}+@var{bottom},/@var{top}-@var{bottom},,}@r{@var{t}_@var{z}=-@var{farVal}+@var{nearVal},/@var{farVal}-@var{nearVal},,}
11706
11707 Typically, the matrix mode is @code{GL_PROJECTION}, and
11708 @r{(@var{left},@var{bottom}-@var{nearVal})} and
11709 @r{(@var{right},@var{top}-@var{nearVal})} specify the points on the near
11710 clipping plane that are mapped to the lower left and upper right corners
11711 of the window, respectively, assuming that the eye is located at (0, 0,
11712 0). @r{-@var{farVal}} specifies the location of the far clipping plane.
11713 Both @var{nearVal} and @var{farVal} can be either positive or negative.
11714
11715 Use @code{glPushMatrix} and @code{glPopMatrix} to save and restore the
11716 current matrix stack.
11717
11718 @code{GL_INVALID_VALUE} is generated if @var{left} = @var{right}, or
11719 @var{bottom} = @var{top}, or @var{near} = @var{far}.
11720
11721 @code{GL_INVALID_OPERATION} is generated if @code{glOrtho} is executed
11722 between the execution of @code{glBegin} and the corresponding execution
11723 of @code{glEnd}.
11724
11725 @end deftypefun
11726
11727 @deftypefun void glPassThrough token
11728 Place a marker in the feedback buffer.
11729
11730 @table @asis
11731 @item @var{token}
11732 Specifies a marker value to be placed in the feedback buffer following a
11733 @code{GL_PASS_THROUGH_TOKEN}.
11734
11735 @end table
11736
11737
11738
11739 Feedback is a GL render mode. The mode is selected by calling
11740 @code{glRenderMode} with @code{GL_FEEDBACK}. When the GL is in feedback
11741 mode, no pixels are produced by rasterization. Instead, information
11742 about primitives that would have been rasterized is fed back to the
11743 application using the GL. See the @code{glFeedbackBuffer} reference page
11744 for a description of the feedback buffer and the values in it.
11745
11746 @code{glPassThrough} inserts a user-defined marker in the feedback
11747 buffer when it is executed in feedback mode. @var{token} is returned as
11748 if it were a primitive; it is indicated with its own unique identifying
11749 value: @code{GL_PASS_THROUGH_TOKEN}. The order of @code{glPassThrough}
11750 commands with respect to the specification of graphics primitives is
11751 maintained.
11752
11753 @code{GL_INVALID_OPERATION} is generated if @code{glPassThrough} is
11754 executed between the execution of @code{glBegin} and the corresponding
11755 execution of @code{glEnd}.
11756
11757 @end deftypefun
11758
11759 @deftypefun void glPixelStoref pname param
11760 @deftypefunx void glPixelStorei pname param
11761 Set pixel storage modes.
11762
11763 @table @asis
11764 @item @var{pname}
11765 Specifies the symbolic name of the parameter to be set. Six values
11766 affect the packing of pixel data into memory: @code{GL_PACK_SWAP_BYTES},
11767 @code{GL_PACK_LSB_FIRST}, @code{GL_PACK_ROW_LENGTH},
11768 @code{GL_PACK_IMAGE_HEIGHT}, @code{GL_PACK_SKIP_PIXELS},
11769 @code{GL_PACK_SKIP_ROWS}, @code{GL_PACK_SKIP_IMAGES}, and
11770 @code{GL_PACK_ALIGNMENT}. Six more affect the unpacking of pixel data
11771 @var{from} memory: @code{GL_UNPACK_SWAP_BYTES},
11772 @code{GL_UNPACK_LSB_FIRST}, @code{GL_UNPACK_ROW_LENGTH},
11773 @code{GL_UNPACK_IMAGE_HEIGHT}, @code{GL_UNPACK_SKIP_PIXELS},
11774 @code{GL_UNPACK_SKIP_ROWS}, @code{GL_UNPACK_SKIP_IMAGES}, and
11775 @code{GL_UNPACK_ALIGNMENT}.
11776
11777 @item @var{param}
11778 Specifies the value that @var{pname} is set to.
11779
11780 @end table
11781
11782 @code{glPixelStore} sets pixel storage modes that affect the operation
11783 of subsequent @code{glDrawPixels} and @code{glReadPixels} as well as the
11784 unpacking of polygon stipple patterns (see @code{glPolygonStipple}),
11785 bitmaps (see @code{glBitmap}), texture patterns (see
11786 @code{glTexImage1D}, @code{glTexImage2D}, @code{glTexImage3D},
11787 @code{glTexSubImage1D}, @code{glTexSubImage2D}, @code{glTexSubImage3D}).
11788 Additionally, if the @code{ARB_imaging} extension is supported, pixel
11789 storage modes affect convolution filters (see
11790 @code{glConvolutionFilter1D}, @code{glConvolutionFilter2D}, and
11791 @code{glSeparableFilter2D}, color table (see @code{glColorTable}, and
11792 @code{glColorSubTable}, and unpacking histogram (See
11793 @code{glHistogram}), and minmax (See @code{glMinmax}) data.
11794
11795 @var{pname} is a symbolic constant indicating the parameter to be set,
11796 and @var{param} is the new value. Six of the twelve storage parameters
11797 affect how pixel data is returned to client memory. They are as follows:
11798
11799 @table @asis
11800 @item @code{GL_PACK_SWAP_BYTES}
11801 If true, byte ordering for multibyte color components, depth components,
11802 color indices, or stencil indices is reversed. That is, if a four-byte
11803 component consists of bytes @r{@var{b}_0}, @r{@var{b}_1}, @r{@var{b}_2},
11804 @r{@var{b}_3}, it is stored in memory as @r{@var{b}_3}, @r{@var{b}_2},
11805 @r{@var{b}_1}, @r{@var{b}_0} if @code{GL_PACK_SWAP_BYTES} is true.
11806 @code{GL_PACK_SWAP_BYTES} has no effect on the memory order of
11807 components within a pixel, only on the order of bytes within components
11808 or indices. For example, the three components of a @code{GL_RGB} format
11809 pixel are always stored with red first, green second, and blue third,
11810 regardless of the value of @code{GL_PACK_SWAP_BYTES}.
11811
11812 @item @code{GL_PACK_LSB_FIRST}
11813 If true, bits are ordered within a byte from least significant to most
11814 significant; otherwise, the first bit in each byte is the most
11815 significant one. This parameter is significant for bitmap data only.
11816
11817 @item @code{GL_PACK_ROW_LENGTH}
11818 If greater than 0, @code{GL_PACK_ROW_LENGTH} defines the number of
11819 pixels in a row. If the first pixel of a row is placed at location
11820 @r{@var{p}} in memory, then the location of the first pixel of the next
11821 row is obtained by skipping
11822
11823 @r{@var{k}=@{(@var{n}⁢@var{l}),
11824 (@var{a}/@var{s},⁢⌈@var{s}⁢@var{n}⁢@var{l},/@var{a},⌉)⁢(@var{s}>=@var{a}),
11825 (@var{s}<@var{a}),}
11826
11827 components or indices, where @r{@var{n}} is the number of components or
11828 indices in a pixel, @r{@var{l}} is the number of pixels in a row
11829 (@code{GL_PACK_ROW_LENGTH} if it is greater than 0, the @r{@var{width}}
11830 argument to the pixel routine otherwise), @r{@var{a}} is the value of
11831 @code{GL_PACK_ALIGNMENT}, and @r{@var{s}} is the size, in bytes, of a
11832 single component (if @r{@var{a}<@var{s}}, then it is as if
11833 @r{@var{a}=@var{s}}). In the case of 1-bit values, the location of the
11834 next row is obtained by skipping
11835
11836 @r{@var{k}=8⁢@var{a}⁢⌈@var{n}⁢@var{l},/8⁢@var{a},,⌉}
11837
11838 components or indices.
11839
11840 The word @var{component} in this description refers to the nonindex
11841 values red, green, blue, alpha, and depth. Storage format @code{GL_RGB},
11842 for example, has three components per pixel: first red, then green, and
11843 finally blue.
11844
11845 @item @code{GL_PACK_IMAGE_HEIGHT}
11846 If greater than 0, @code{GL_PACK_IMAGE_HEIGHT} defines the number of
11847 pixels in an image three-dimensional texture volume, where ``image'' is
11848 defined by all pixels sharing the same third dimension index. If the
11849 first pixel of a row is placed at location @r{@var{p}} in memory, then
11850 the location of the first pixel of the next row is obtained by skipping
11851
11852 @r{@var{k}=@{(@var{n}⁢@var{l}⁢@var{h}),
11853 (@var{a}/@var{s},⁢⌈@var{s}⁢@var{n}⁢@var{l}⁢@var{h},/@var{a},⌉)⁢(@var{s}>=@var{a}),
11854 (@var{s}<@var{a}),}
11855
11856 components or indices, where @r{@var{n}} is the number of components or
11857 indices in a pixel, @r{@var{l}} is the number of pixels in a row
11858 (@code{GL_PACK_ROW_LENGTH} if it is greater than 0, the @r{@var{width}}
11859 argument to @code{glTexImage3D} otherwise), @r{@var{h}} is the number of
11860 rows in a pixel image (@code{GL_PACK_IMAGE_HEIGHT} if it is greater than
11861 0, the @r{@var{height}} argument to the @code{glTexImage3D} routine
11862 otherwise), @r{@var{a}} is the value of @code{GL_PACK_ALIGNMENT}, and
11863 @r{@var{s}} is the size, in bytes, of a single component (if
11864 @r{@var{a}<@var{s}}, then it is as if @r{@var{a}=@var{s}}).
11865
11866 The word @var{component} in this description refers to the nonindex
11867 values red, green, blue, alpha, and depth. Storage format @code{GL_RGB},
11868 for example, has three components per pixel: first red, then green, and
11869 finally blue.
11870
11871 @item @code{GL_PACK_SKIP_PIXELS}, @code{GL_PACK_SKIP_ROWS}, and @code{GL_PACK_SKIP_IMAGES}
11872 These values are provided as a convenience to the programmer; they
11873 provide no functionality that cannot be duplicated simply by
11874 incrementing the pointer passed to @code{glReadPixels}. Setting
11875 @code{GL_PACK_SKIP_PIXELS} to @r{@var{i}} is equivalent to incrementing
11876 the pointer by @r{@var{i}⁢@var{n}} components or indices, where
11877 @r{@var{n}} is the number of components or indices in each pixel.
11878 Setting @code{GL_PACK_SKIP_ROWS} to @r{@var{j}} is equivalent to
11879 incrementing the pointer by @r{@var{j}⁢@var{m}} components or indices,
11880 where @r{@var{m}} is the number of components or indices per row, as
11881 just computed in the @code{GL_PACK_ROW_LENGTH} section. Setting
11882 @code{GL_PACK_SKIP_IMAGES} to @r{@var{k}} is equivalent to incrementing
11883 the pointer by @r{@var{k}⁢@var{p}}, where @r{@var{p}} is the number of
11884 components or indices per image, as computed in the
11885 @code{GL_PACK_IMAGE_HEIGHT} section.
11886
11887 @item @code{GL_PACK_ALIGNMENT}
11888 Specifies the alignment requirements for the start of each pixel row in
11889 memory. The allowable values are 1 (byte-alignment), 2 (rows aligned to
11890 even-numbered bytes), 4 (word-alignment), and 8 (rows start on
11891 double-word boundaries).
11892
11893 @end table
11894
11895 The other six of the twelve storage parameters affect how pixel data is
11896 read from client memory. These values are significant for
11897 @code{glDrawPixels}, @code{glTexImage1D}, @code{glTexImage2D},
11898 @code{glTexImage3D}, @code{glTexSubImage1D}, @code{glTexSubImage2D},
11899 @code{glTexSubImage3D}, @code{glBitmap}, and @code{glPolygonStipple}.
11900
11901 Additionally, if the @code{ARB_imaging} extension is supported,
11902 @code{glColorTable}, @code{glColorSubTable},
11903 @code{glConvolutionFilter1D}, @code{glConvolutionFilter2D}, and
11904 @code{glSeparableFilter2D}. They are as follows:
11905
11906 @table @asis
11907 @item @code{GL_UNPACK_SWAP_BYTES}
11908 If true, byte ordering for multibyte color components, depth components,
11909 color indices, or stencil indices is reversed. That is, if a four-byte
11910 component consists of bytes @r{@var{b}_0}, @r{@var{b}_1}, @r{@var{b}_2},
11911 @r{@var{b}_3}, it is taken from memory as @r{@var{b}_3}, @r{@var{b}_2},
11912 @r{@var{b}_1}, @r{@var{b}_0} if @code{GL_UNPACK_SWAP_BYTES} is true.
11913 @code{GL_UNPACK_SWAP_BYTES} has no effect on the memory order of
11914 components within a pixel, only on the order of bytes within components
11915 or indices. For example, the three components of a @code{GL_RGB} format
11916 pixel are always stored with red first, green second, and blue third,
11917 regardless of the value of @code{GL_UNPACK_SWAP_BYTES}.
11918
11919 @item @code{GL_UNPACK_LSB_FIRST}
11920 If true, bits are ordered within a byte from least significant to most
11921 significant; otherwise, the first bit in each byte is the most
11922 significant one. This is relevant only for bitmap data.
11923
11924 @item @code{GL_UNPACK_ROW_LENGTH}
11925 If greater than 0, @code{GL_UNPACK_ROW_LENGTH} defines the number of
11926 pixels in a row. If the first pixel of a row is placed at location
11927 @r{@var{p}} in memory, then the location of the first pixel of the next
11928 row is obtained by skipping
11929
11930 @r{@var{k}=@{(@var{n}⁢@var{l}),
11931 (@var{a}/@var{s},⁢⌈@var{s}⁢@var{n}⁢@var{l},/@var{a},⌉)⁢(@var{s}>=@var{a}),
11932 (@var{s}<@var{a}),}
11933
11934 components or indices, where @r{@var{n}} is the number of components or
11935 indices in a pixel, @r{@var{l}} is the number of pixels in a row
11936 (@code{GL_UNPACK_ROW_LENGTH} if it is greater than 0, the
11937 @r{@var{width}} argument to the pixel routine otherwise), @r{@var{a}} is
11938 the value of @code{GL_UNPACK_ALIGNMENT}, and @r{@var{s}} is the size, in
11939 bytes, of a single component (if @r{@var{a}<@var{s}}, then it is as if
11940 @r{@var{a}=@var{s}}). In the case of 1-bit values, the location of the
11941 next row is obtained by skipping
11942
11943 @r{@var{k}=8⁢@var{a}⁢⌈@var{n}⁢@var{l},/8⁢@var{a},,⌉}
11944
11945 components or indices.
11946
11947 The word @var{component} in this description refers to the nonindex
11948 values red, green, blue, alpha, and depth. Storage format @code{GL_RGB},
11949 for example, has three components per pixel: first red, then green, and
11950 finally blue.
11951
11952 @item @code{GL_UNPACK_IMAGE_HEIGHT}
11953 If greater than 0, @code{GL_UNPACK_IMAGE_HEIGHT} defines the number of
11954 pixels in an image of a three-dimensional texture volume. Where
11955 ``image'' is defined by all pixel sharing the same third dimension
11956 index. If the first pixel of a row is placed at location @r{@var{p}} in
11957 memory, then the location of the first pixel of the next row is obtained
11958 by skipping
11959
11960 @r{@var{k}=@{(@var{n}⁢@var{l}⁢@var{h}),
11961 (@var{a}/@var{s},⁢⌈@var{s}⁢@var{n}⁢@var{l}⁢@var{h},/@var{a},⌉)⁢(@var{s}>=@var{a}),
11962 (@var{s}<@var{a}),}
11963
11964 components or indices, where @r{@var{n}} is the number of components or
11965 indices in a pixel, @r{@var{l}} is the number of pixels in a row
11966 (@code{GL_UNPACK_ROW_LENGTH} if it is greater than 0, the
11967 @r{@var{width}} argument to @code{glTexImage3D} otherwise), @r{@var{h}}
11968 is the number of rows in an image (@code{GL_UNPACK_IMAGE_HEIGHT} if it
11969 is greater than 0, the @r{@var{height}} argument to @code{glTexImage3D}
11970 otherwise), @r{@var{a}} is the value of @code{GL_UNPACK_ALIGNMENT}, and
11971 @r{@var{s}} is the size, in bytes, of a single component (if
11972 @r{@var{a}<@var{s}}, then it is as if @r{@var{a}=@var{s}}).
11973
11974 The word @var{component} in this description refers to the nonindex
11975 values red, green, blue, alpha, and depth. Storage format @code{GL_RGB},
11976 for example, has three components per pixel: first red, then green, and
11977 finally blue.
11978
11979 @item @code{GL_UNPACK_SKIP_PIXELS} and @code{GL_UNPACK_SKIP_ROWS}
11980 These values are provided as a convenience to the programmer; they
11981 provide no functionality that cannot be duplicated by incrementing the
11982 pointer passed to @code{glDrawPixels}, @code{glTexImage1D},
11983 @code{glTexImage2D}, @code{glTexSubImage1D}, @code{glTexSubImage2D},
11984 @code{glBitmap}, or @code{glPolygonStipple}. Setting
11985 @code{GL_UNPACK_SKIP_PIXELS} to @r{@var{i}} is equivalent to
11986 incrementing the pointer by @r{@var{i}⁢@var{n}} components or indices,
11987 where @r{@var{n}} is the number of components or indices in each pixel.
11988 Setting @code{GL_UNPACK_SKIP_ROWS} to @r{@var{j}} is equivalent to
11989 incrementing the pointer by @r{@var{j}⁢@var{k}} components or indices,
11990 where @r{@var{k}} is the number of components or indices per row, as
11991 just computed in the @code{GL_UNPACK_ROW_LENGTH} section.
11992
11993 @item @code{GL_UNPACK_ALIGNMENT}
11994 Specifies the alignment requirements for the start of each pixel row in
11995 memory. The allowable values are 1 (byte-alignment), 2 (rows aligned to
11996 even-numbered bytes), 4 (word-alignment), and 8 (rows start on
11997 double-word boundaries).
11998
11999 @end table
12000
12001 The following table gives the type, initial value, and range of valid
12002 values for each storage parameter that can be set with
12003 @code{glPixelStore}.
12004
12005
12006
12007 @table @asis
12008 @item @strong{@var{pname}}
12009 @strong{Type}, @strong{Initial Value}, @strong{Valid Range}
12010
12011 @item @code{GL_PACK_SWAP_BYTES}
12012 boolean , false , true or false
12013
12014 @item @code{GL_PACK_LSB_FIRST}
12015 boolean , false , true or false
12016
12017 @item @code{GL_PACK_ROW_LENGTH}
12018 integer , 0 , @r{[0,∞)}
12019
12020 @item @code{GL_PACK_IMAGE_HEIGHT}
12021 integer , 0 , @r{[0,∞)}
12022
12023 @item @code{GL_PACK_SKIP_ROWS}
12024 integer , 0 , @r{[0,∞)}
12025
12026 @item @code{GL_PACK_SKIP_PIXELS}
12027 integer , 0 , @r{[0,∞)}
12028
12029 @item @code{GL_PACK_SKIP_IMAGES}
12030 integer , 0 , @r{[0,∞)}
12031
12032 @item @code{GL_PACK_ALIGNMENT}
12033 integer , 4 , 1, 2, 4, or 8
12034
12035 @item @code{GL_UNPACK_SWAP_BYTES}
12036 boolean , false , true or false
12037
12038 @item @code{GL_UNPACK_LSB_FIRST}
12039 boolean , false , true or false
12040
12041 @item @code{GL_UNPACK_ROW_LENGTH}
12042 integer , 0 , @r{[0,∞)}
12043
12044 @item @code{GL_UNPACK_IMAGE_HEIGHT}
12045 integer , 0 , @r{[0,∞)}
12046
12047 @item @code{GL_UNPACK_SKIP_ROWS}
12048 integer , 0 , @r{[0,∞)}
12049
12050 @item @code{GL_UNPACK_SKIP_PIXELS}
12051 integer , 0 , @r{[0,∞)}
12052
12053 @item @code{GL_UNPACK_SKIP_IMAGES}
12054 integer , 0 , @r{[0,∞)}
12055
12056 @item @code{GL_UNPACK_ALIGNMENT}
12057 integer , 4 , 1, 2, 4, or 8
12058
12059 @end table
12060
12061 @code{glPixelStoref} can be used to set any pixel store parameter. If
12062 the parameter type is boolean, then if @var{param} is 0, the parameter
12063 is false; otherwise it is set to true. If @var{pname} is a integer type
12064 parameter, @var{param} is rounded to the nearest integer.
12065
12066 Likewise, @code{glPixelStorei} can also be used to set any of the pixel
12067 store parameters. Boolean parameters are set to false if @var{param} is
12068 0 and true otherwise.
12069
12070 @code{GL_INVALID_ENUM} is generated if @var{pname} is not an accepted
12071 value.
12072
12073 @code{GL_INVALID_VALUE} is generated if a negative row length, pixel
12074 skip, or row skip value is specified, or if alignment is specified as
12075 other than 1, 2, 4, or 8.
12076
12077 @code{GL_INVALID_OPERATION} is generated if @code{glPixelStore} is
12078 executed between the execution of @code{glBegin} and the corresponding
12079 execution of @code{glEnd}.
12080
12081 @end deftypefun
12082
12083 @deftypefun void glPixelTransferf pname param
12084 @deftypefunx void glPixelTransferi pname param
12085 Set pixel transfer modes.
12086
12087 @table @asis
12088 @item @var{pname}
12089 Specifies the symbolic name of the pixel transfer parameter to be set.
12090 Must be one of the following: @code{GL_MAP_COLOR},
12091 @code{GL_MAP_STENCIL}, @code{GL_INDEX_SHIFT}, @code{GL_INDEX_OFFSET},
12092 @code{GL_RED_SCALE}, @code{GL_RED_BIAS}, @code{GL_GREEN_SCALE},
12093 @code{GL_GREEN_BIAS}, @code{GL_BLUE_SCALE}, @code{GL_BLUE_BIAS},
12094 @code{GL_ALPHA_SCALE}, @code{GL_ALPHA_BIAS}, @code{GL_DEPTH_SCALE}, or
12095 @code{GL_DEPTH_BIAS}.
12096
12097 Additionally, if the @code{ARB_imaging} extension is supported, the
12098 following symbolic names are accepted:
12099 @code{GL_POST_COLOR_MATRIX_RED_SCALE},
12100 @code{GL_POST_COLOR_MATRIX_GREEN_SCALE},
12101 @code{GL_POST_COLOR_MATRIX_BLUE_SCALE},
12102 @code{GL_POST_COLOR_MATRIX_ALPHA_SCALE},
12103 @code{GL_POST_COLOR_MATRIX_RED_BIAS},
12104 @code{GL_POST_COLOR_MATRIX_GREEN_BIAS},
12105 @code{GL_POST_COLOR_MATRIX_BLUE_BIAS},
12106 @code{GL_POST_COLOR_MATRIX_ALPHA_BIAS},
12107 @code{GL_POST_CONVOLUTION_RED_SCALE},
12108 @code{GL_POST_CONVOLUTION_GREEN_SCALE},
12109 @code{GL_POST_CONVOLUTION_BLUE_SCALE},
12110 @code{GL_POST_CONVOLUTION_ALPHA_SCALE},
12111 @code{GL_POST_CONVOLUTION_RED_BIAS},
12112 @code{GL_POST_CONVOLUTION_GREEN_BIAS},
12113 @code{GL_POST_CONVOLUTION_BLUE_BIAS}, and
12114 @code{GL_POST_CONVOLUTION_ALPHA_BIAS}.
12115
12116 @item @var{param}
12117 Specifies the value that @var{pname} is set to.
12118
12119 @end table
12120
12121 @code{glPixelTransfer} sets pixel transfer modes that affect the
12122 operation of subsequent @code{glCopyPixels}, @code{glCopyTexImage1D},
12123 @code{glCopyTexImage2D}, @code{glCopyTexSubImage1D},
12124 @code{glCopyTexSubImage2D}, @code{glCopyTexSubImage3D},
12125 @code{glDrawPixels}, @code{glReadPixels}, @code{glTexImage1D},
12126 @code{glTexImage2D}, @code{glTexImage3D}, @code{glTexSubImage1D},
12127 @code{glTexSubImage2D}, and @code{glTexSubImage3D} commands.
12128 Additionally, if the @code{ARB_imaging} subset is supported, the
12129 routines @code{glColorTable}, @code{glColorSubTable},
12130 @code{glConvolutionFilter1D}, @code{glConvolutionFilter2D},
12131 @code{glHistogram}, @code{glMinmax}, and @code{glSeparableFilter2D} are
12132 also affected. The algorithms that are specified by pixel transfer modes
12133 operate on pixels after they are read from the frame buffer
12134 (@code{glCopyPixels}@code{glCopyTexImage1D}, @code{glCopyTexImage2D},
12135 @code{glCopyTexSubImage1D}, @code{glCopyTexSubImage2D},
12136 @code{glCopyTexSubImage3D}, and @code{glReadPixels}), or unpacked from
12137 client memory (@code{glDrawPixels}, @code{glTexImage1D},
12138 @code{glTexImage2D}, @code{glTexImage3D}, @code{glTexSubImage1D},
12139 @code{glTexSubImage2D}, and @code{glTexSubImage3D}). Pixel transfer
12140 operations happen in the same order, and in the same manner, regardless
12141 of the command that resulted in the pixel operation. Pixel storage modes
12142 (see @code{glPixelStore}) control the unpacking of pixels being read
12143 from client memory and the packing of pixels being written back into
12144 client memory.
12145
12146 Pixel transfer operations handle four fundamental pixel types:
12147 @var{color}, @var{color index}, @var{depth}, and @var{stencil}.
12148 @var{Color} pixels consist of four floating-point values with
12149 unspecified mantissa and exponent sizes, scaled such that 0 represents
12150 zero intensity and 1 represents full intensity. @var{Color indices}
12151 comprise a single fixed-point value, with unspecified precision to the
12152 right of the binary point. @var{Depth} pixels comprise a single
12153 floating-point value, with unspecified mantissa and exponent sizes,
12154 scaled such that 0.0 represents the minimum depth buffer value, and 1.0
12155 represents the maximum depth buffer value. Finally, @var{stencil} pixels
12156 comprise a single fixed-point value, with unspecified precision to the
12157 right of the binary point.
12158
12159 The pixel transfer operations performed on the four basic pixel types
12160 are as follows:
12161
12162 @table @asis
12163 @item @var{Color}
12164 Each of the four color components is multiplied by a scale factor, then
12165 added to a bias factor. That is, the red component is multiplied by
12166 @code{GL_RED_SCALE}, then added to @code{GL_RED_BIAS}; the green
12167 component is multiplied by @code{GL_GREEN_SCALE}, then added to
12168 @code{GL_GREEN_BIAS}; the blue component is multiplied by
12169 @code{GL_BLUE_SCALE}, then added to @code{GL_BLUE_BIAS}; and the alpha
12170 component is multiplied by @code{GL_ALPHA_SCALE}, then added to
12171 @code{GL_ALPHA_BIAS}. After all four color components are scaled and
12172 biased, each is clamped to the range @r{[0,1]}. All color, scale, and
12173 bias values are specified with @code{glPixelTransfer}.
12174
12175 If @code{GL_MAP_COLOR} is true, each color component is scaled by the
12176 size of the corresponding color-to-color map, then replaced by the
12177 contents of that map indexed by the scaled component. That is, the red
12178 component is scaled by @code{GL_PIXEL_MAP_R_TO_R_SIZE}, then replaced by
12179 the contents of @code{GL_PIXEL_MAP_R_TO_R} indexed by itself. The green
12180 component is scaled by @code{GL_PIXEL_MAP_G_TO_G_SIZE}, then replaced by
12181 the contents of @code{GL_PIXEL_MAP_G_TO_G} indexed by itself. The blue
12182 component is scaled by @code{GL_PIXEL_MAP_B_TO_B_SIZE}, then replaced by
12183 the contents of @code{GL_PIXEL_MAP_B_TO_B} indexed by itself. And the
12184 alpha component is scaled by @code{GL_PIXEL_MAP_A_TO_A_SIZE}, then
12185 replaced by the contents of @code{GL_PIXEL_MAP_A_TO_A} indexed by
12186 itself. All components taken from the maps are then clamped to the range
12187 @r{[0,1]}. @code{GL_MAP_COLOR} is specified with @code{glPixelTransfer}.
12188 The contents of the various maps are specified with @code{glPixelMap}.
12189
12190 If the @code{ARB_imaging} extension is supported, each of the four color
12191 components may be scaled and biased after transformation by the color
12192 matrix. That is, the red component is multiplied by
12193 @code{GL_POST_COLOR_MATRIX_RED_SCALE}, then added to
12194 @code{GL_POST_COLOR_MATRIX_RED_BIAS}; the green component is multiplied
12195 by @code{GL_POST_COLOR_MATRIX_GREEN_SCALE}, then added to
12196 @code{GL_POST_COLOR_MATRIX_GREEN_BIAS}; the blue component is multiplied
12197 by @code{GL_POST_COLOR_MATRIX_BLUE_SCALE}, then added to
12198 @code{GL_POST_COLOR_MATRIX_BLUE_BIAS}; and the alpha component is
12199 multiplied by @code{GL_POST_COLOR_MATRIX_ALPHA_SCALE}, then added to
12200 @code{GL_POST_COLOR_MATRIX_ALPHA_BIAS}. After all four color components
12201 are scaled and biased, each is clamped to the range @r{[0,1]}.
12202
12203 Similarly, if the @code{ARB_imaging} extension is supported, each of the
12204 four color components may be scaled and biased after processing by the
12205 enabled convolution filter. That is, the red component is multiplied by
12206 @code{GL_POST_CONVOLUTION_RED_SCALE}, then added to
12207 @code{GL_POST_CONVOLUTION_RED_BIAS}; the green component is multiplied
12208 by @code{GL_POST_CONVOLUTION_GREEN_SCALE}, then added to
12209 @code{GL_POST_CONVOLUTION_GREEN_BIAS}; the blue component is multiplied
12210 by @code{GL_POST_CONVOLUTION_BLUE_SCALE}, then added to
12211 @code{GL_POST_CONVOLUTION_BLUE_BIAS}; and the alpha component is
12212 multiplied by @code{GL_POST_CONVOLUTION_ALPHA_SCALE}, then added to
12213 @code{GL_POST_CONVOLUTION_ALPHA_BIAS}. After all four color components
12214 are scaled and biased, each is clamped to the range @r{[0,1]}.
12215
12216 @item @var{Color index}
12217 Each color index is shifted left by @code{GL_INDEX_SHIFT} bits; any bits
12218 beyond the number of fraction bits carried by the fixed-point index are
12219 filled with zeros. If @code{GL_INDEX_SHIFT} is negative, the shift is to
12220 the right, again zero filled. Then @code{GL_INDEX_OFFSET} is added to
12221 the index. @code{GL_INDEX_SHIFT} and @code{GL_INDEX_OFFSET} are
12222 specified with @code{glPixelTransfer}.
12223
12224 From this point, operation diverges depending on the required format of
12225 the resulting pixels. If the resulting pixels are to be written to a
12226 color index buffer, or if they are being read back to client memory in
12227 @code{GL_COLOR_INDEX} format, the pixels continue to be treated as
12228 indices. If @code{GL_MAP_COLOR} is true, each index is masked by
12229 @r{2^@var{n}-1}, where @r{@var{n}} is @code{GL_PIXEL_MAP_I_TO_I_SIZE},
12230 then replaced by the contents of @code{GL_PIXEL_MAP_I_TO_I} indexed by
12231 the masked value. @code{GL_MAP_COLOR} is specified with
12232 @code{glPixelTransfer}. The contents of the index map is specified with
12233 @code{glPixelMap}.
12234
12235 If the resulting pixels are to be written to an RGBA color buffer, or if
12236 they are read back to client memory in a format other than
12237 @code{GL_COLOR_INDEX}, the pixels are converted from indices to colors
12238 by referencing the four maps @code{GL_PIXEL_MAP_I_TO_R},
12239 @code{GL_PIXEL_MAP_I_TO_G}, @code{GL_PIXEL_MAP_I_TO_B}, and
12240 @code{GL_PIXEL_MAP_I_TO_A}. Before being dereferenced, the index is
12241 masked by @r{2^@var{n}-1}, where @r{@var{n}} is
12242 @code{GL_PIXEL_MAP_I_TO_R_SIZE} for the red map,
12243 @code{GL_PIXEL_MAP_I_TO_G_SIZE} for the green map,
12244 @code{GL_PIXEL_MAP_I_TO_B_SIZE} for the blue map, and
12245 @code{GL_PIXEL_MAP_I_TO_A_SIZE} for the alpha map. All components taken
12246 from the maps are then clamped to the range @r{[0,1]}. The contents of
12247 the four maps is specified with @code{glPixelMap}.
12248
12249 @item @var{Depth}
12250 Each depth value is multiplied by @code{GL_DEPTH_SCALE}, added to
12251 @code{GL_DEPTH_BIAS}, then clamped to the range @r{[0,1]}.
12252
12253 @item @var{Stencil}
12254 Each index is shifted @code{GL_INDEX_SHIFT} bits just as a color index
12255 is, then added to @code{GL_INDEX_OFFSET}. If @code{GL_MAP_STENCIL} is
12256 true, each index is masked by @r{2^@var{n}-1}, where @r{@var{n}} is
12257 @code{GL_PIXEL_MAP_S_TO_S_SIZE}, then replaced by the contents of
12258 @code{GL_PIXEL_MAP_S_TO_S} indexed by the masked value.
12259
12260 @end table
12261
12262 The following table gives the type, initial value, and range of valid
12263 values for each of the pixel transfer parameters that are set with
12264 @code{glPixelTransfer}.
12265
12266
12267
12268 @table @asis
12269 @item @strong{@var{pname}}
12270 @strong{Type}, @strong{Initial Value}, @strong{Valid Range}
12271
12272 @item @code{GL_MAP_COLOR}
12273 boolean , false , true/false
12274
12275 @item @code{GL_MAP_STENCIL}
12276 boolean , false , true/false
12277
12278 @item @code{GL_INDEX_SHIFT}
12279 integer , 0 , @r{(-∞,∞)}
12280
12281 @item @code{GL_INDEX_OFFSET}
12282 integer , 0 , @r{(-∞,∞)}
12283
12284 @item @code{GL_RED_SCALE}
12285 float , 1 , @r{(-∞,∞)}
12286
12287 @item @code{GL_GREEN_SCALE}
12288 float , 1 , @r{(-∞,∞)}
12289
12290 @item @code{GL_BLUE_SCALE}
12291 float , 1 , @r{(-∞,∞)}
12292
12293 @item @code{GL_ALPHA_SCALE}
12294 float , 1 , @r{(-∞,∞)}
12295
12296 @item @code{GL_DEPTH_SCALE}
12297 float , 1 , @r{(-∞,∞)}
12298
12299 @item @code{GL_RED_BIAS}
12300 float , 0 , @r{(-∞,∞)}
12301
12302 @item @code{GL_GREEN_BIAS}
12303 float , 0 , @r{(-∞,∞)}
12304
12305 @item @code{GL_BLUE_BIAS}
12306 float , 0 , @r{(-∞,∞)}
12307
12308 @item @code{GL_ALPHA_BIAS}
12309 float , 0 , @r{(-∞,∞)}
12310
12311 @item @code{GL_DEPTH_BIAS}
12312 float , 0 , @r{(-∞,∞)}
12313
12314 @item @code{GL_POST_COLOR_MATRIX_RED_SCALE}
12315 float , 1 , @r{(-∞,∞)}
12316
12317 @item @code{GL_POST_COLOR_MATRIX_GREEN_SCALE}
12318 float , 1 , @r{(-∞,∞)}
12319
12320 @item @code{GL_POST_COLOR_MATRIX_BLUE_SCALE}
12321 float , 1 , @r{(-∞,∞)}
12322
12323 @item @code{GL_POST_COLOR_MATRIX_ALPHA_SCALE}
12324 float , 1 , @r{(-∞,∞)}
12325
12326 @item @code{GL_POST_COLOR_MATRIX_RED_BIAS}
12327 float , 0 , @r{(-∞,∞)}
12328
12329 @item @code{GL_POST_COLOR_MATRIX_GREEN_BIAS}
12330 float , 0 , @r{(-∞,∞)}
12331
12332 @item @code{GL_POST_COLOR_MATRIX_BLUE_BIAS}
12333 float , 0 , @r{(-∞,∞)}
12334
12335 @item @code{GL_POST_COLOR_MATRIX_ALPHA_BIAS}
12336 float , 0 , @r{(-∞,∞)}
12337
12338 @item @code{GL_POST_CONVOLUTION_RED_SCALE}
12339 float , 1 , @r{(-∞,∞)}
12340
12341 @item @code{GL_POST_CONVOLUTION_GREEN_SCALE}
12342 float , 1 , @r{(-∞,∞)}
12343
12344 @item @code{GL_POST_CONVOLUTION_BLUE_SCALE}
12345 float , 1 , @r{(-∞,∞)}
12346
12347 @item @code{GL_POST_CONVOLUTION_ALPHA_SCALE}
12348 float , 1 , @r{(-∞,∞)}
12349
12350 @item @code{GL_POST_CONVOLUTION_RED_BIAS}
12351 float , 0 , @r{(-∞,∞)}
12352
12353 @item @code{GL_POST_CONVOLUTION_GREEN_BIAS}
12354 float , 0 , @r{(-∞,∞)}
12355
12356 @item @code{GL_POST_CONVOLUTION_BLUE_BIAS}
12357 float , 0 , @r{(-∞,∞)}
12358
12359 @item @code{GL_POST_CONVOLUTION_ALPHA_BIAS}
12360 float , 0 , @r{(-∞,∞)}
12361
12362 @end table
12363
12364 @code{glPixelTransferf} can be used to set any pixel transfer parameter.
12365 If the parameter type is boolean, 0 implies false and any other value
12366 implies true. If @var{pname} is an integer parameter, @var{param} is
12367 rounded to the nearest integer.
12368
12369 Likewise, @code{glPixelTransferi} can be used to set any of the pixel
12370 transfer parameters. Boolean parameters are set to false if @var{param}
12371 is 0 and to true otherwise. @var{param} is converted to floating point
12372 before being assigned to real-valued parameters.
12373
12374 @code{GL_INVALID_ENUM} is generated if @var{pname} is not an accepted
12375 value.
12376
12377 @code{GL_INVALID_OPERATION} is generated if @code{glPixelTransfer} is
12378 executed between the execution of @code{glBegin} and the corresponding
12379 execution of @code{glEnd}.
12380
12381 @end deftypefun
12382
12383 @deftypefun void glPixelZoom xfactor yfactor
12384 Specify the pixel zoom factors.
12385
12386 @table @asis
12387 @item @var{xfactor}
12388 @itemx @var{yfactor}
12389 Specify the @r{@var{x}} and @r{@var{y}} zoom factors for pixel write
12390 operations.
12391
12392 @end table
12393
12394 @code{glPixelZoom} specifies values for the @r{@var{x}} and @r{@var{y}}
12395 zoom factors. During the execution of @code{glDrawPixels} or
12396 @code{glCopyPixels}, if (@r{@var{xr}}, @r{@var{yr}}) is the current
12397 raster position, and a given element is in the @r{@var{m}}th row and
12398 @r{@var{n}}th column of the pixel rectangle, then pixels whose centers
12399 are in the rectangle with corners at
12400
12401 (@r{@var{xr}+@var{n}·@var{xfactor}}, @r{@var{yr}+@var{m}·@var{yfactor}})
12402
12403 (@r{@var{xr}+(@var{n}+1,)·@var{xfactor}},
12404 @r{@var{yr}+(@var{m}+1,)·@var{yfactor}})
12405
12406 are candidates for replacement. Any pixel whose center lies on the
12407 bottom or left edge of this rectangular region is also modified.
12408
12409 Pixel zoom factors are not limited to positive values. Negative zoom
12410 factors reflect the resulting image about the current raster position.
12411
12412 @code{GL_INVALID_OPERATION} is generated if @code{glPixelZoom} is
12413 executed between the execution of @code{glBegin} and the corresponding
12414 execution of @code{glEnd}.
12415
12416 @end deftypefun
12417
12418 @deftypefun void glPointParameterf pname param
12419 @deftypefunx void glPointParameteri pname param
12420 Specify point parameters.
12421
12422 @table @asis
12423 @item @var{pname}
12424 Specifies a single-valued point parameter. @code{GL_POINT_SIZE_MIN},
12425 @code{GL_POINT_SIZE_MAX}, @code{GL_POINT_FADE_THRESHOLD_SIZE}, and
12426 @code{GL_POINT_SPRITE_COORD_ORIGIN} are accepted.
12427
12428 @item @var{param}
12429 Specifies the value that @var{pname} will be set to.
12430
12431 @end table
12432
12433 The following values are accepted for @var{pname}:
12434
12435 @table @asis
12436 @item @code{GL_POINT_SIZE_MIN}
12437
12438
12439 @var{params} is a single floating-point value that specifies the minimum
12440 point size. The default value is 0.0.
12441
12442 @item @code{GL_POINT_SIZE_MAX}
12443
12444
12445 @var{params} is a single floating-point value that specifies the maximum
12446 point size. The default value is 1.0.
12447
12448 @item @code{GL_POINT_FADE_THRESHOLD_SIZE}
12449
12450
12451 @var{params} is a single floating-point value that specifies the
12452 threshold value to which point sizes are clamped if they exceed the
12453 specified value. The default value is 1.0.
12454
12455 @item @code{GL_POINT_DISTANCE_ATTENUATION}
12456
12457
12458 @var{params} is an array of three floating-point values that specify the
12459 coefficients used for scaling the computed point size. The default
12460 values are @r{(1,00)}.
12461
12462 @item @code{GL_POINT_SPRITE_COORD_ORIGIN}
12463
12464
12465 @var{params} is a single enum specifying the point sprite texture
12466 coordinate origin, either @code{GL_LOWER_LEFT} or @code{GL_UPPER_LEFT}.
12467 The default value is @code{GL_UPPER_LEFT}.
12468
12469 @end table
12470
12471 @code{GL_INVALID_VALUE} is generated If the value specified for
12472 @code{GL_POINT_SIZE_MIN}, @code{GL_POINT_SIZE_MAX}, or
12473 @code{GL_POINT_FADE_THRESHOLD_SIZE} is less than zero.
12474
12475 @code{GL_INVALID_ENUM} is generated If the value specified for
12476 @code{GL_POINT_SPRITE_COORD_ORIGIN} is not @code{GL_LOWER_LEFT} or
12477 @code{GL_UPPER_LEFT}.
12478
12479 If the value for @code{GL_POINT_SIZE_MIN} is greater than
12480 @code{GL_POINT_SIZE_MAX}, the point size after clamping is undefined,
12481 but no error is generated.
12482
12483
12484
12485 @end deftypefun
12486
12487 @deftypefun void glPointSize size
12488 Specify the diameter of rasterized points.
12489
12490 @table @asis
12491 @item @var{size}
12492 Specifies the diameter of rasterized points. The initial value is 1.
12493
12494 @end table
12495
12496 @code{glPointSize} specifies the rasterized diameter of both aliased and
12497 antialiased points. Using a point size other than 1 has different
12498 effects, depending on whether point antialiasing is enabled. To enable
12499 and disable point antialiasing, call @code{glEnable} and
12500 @code{glDisable} with argument @code{GL_POINT_SMOOTH}. Point
12501 antialiasing is initially disabled.
12502
12503 The specified point size is multiplied with a distance attenuation
12504 factor and clamped to the specified point size range, and further
12505 clamped to the implementation-dependent point size range to produce the
12506 derived point size using
12507
12508 @r{@var{pointSize}=@var{clamp}⁢(@var{size}×√(1/@var{a}+@var{b}×@var{d}+@var{c}×@var{d}^2,,,),,)}
12509
12510 where @r{@var{d}} is the eye-coordinate distance from the eye to the
12511 vertex, and @r{@var{a}}, @r{@var{b}}, and @r{@var{c}} are the distance
12512 attenuation coefficients (see @code{glPointParameter}).
12513
12514 If multisampling is disabled, the computed point size is used as the
12515 point's width.
12516
12517 If multisampling is enabled, the point may be faded by modifying the
12518 point alpha value (see @code{glSampleCoverage}) instead of allowing the
12519 point width to go below a given threshold (see @code{glPointParameter}).
12520 In this case, the width is further modified in the following manner:
12521
12522 @r{@var{pointWidth}=@{(@var{pointSize}),
12523 (@var{threshold})⁢(@var{pointSize}>=@var{threshold}),
12524 (@var{otherwise}),}
12525
12526 The point alpha value is modified by computing:
12527
12528 @r{@var{pointAlpha}=@{(1),
12529 ((@var{pointSize}/@var{threshold},)^2)⁢(@var{pointSize}>=@var{threshold}),
12530 (@var{otherwise}),}
12531
12532 If point antialiasing is disabled, the actual size is determined by
12533 rounding the supplied size to the nearest integer. (If the rounding
12534 results in the value 0, it is as if the point size were 1.) If the
12535 rounded size is odd, then the center point (@r{@var{x}}, @r{@var{y}}) of
12536 the pixel fragment that represents the point is computed as
12537
12538 @r{(⌊@var{x}_@var{w},⌋+.5,⌊@var{y}_@var{w},⌋+.5)}
12539
12540 where @r{@var{w}} subscripts indicate window coordinates. All pixels
12541 that lie within the square grid of the rounded size centered at
12542 (@r{@var{x}}, @r{@var{y}}) make up the fragment. If the size is even,
12543 the center point is
12544
12545 @r{(⌊@var{x}_@var{w}+.5,⌋,⌊@var{y}_@var{w}+.5,⌋)}
12546
12547 and the rasterized fragment's centers are the half-integer window
12548 coordinates within the square of the rounded size centered at
12549 @r{(@var{x},@var{y})}. All pixel fragments produced in rasterizing a
12550 nonantialiased point are assigned the same associated data, that of the
12551 vertex corresponding to the point.
12552
12553 If antialiasing is enabled, then point rasterization produces a fragment
12554 for each pixel square that intersects the region lying within the circle
12555 having diameter equal to the current point size and centered at the
12556 point's @r{(@var{x}_@var{w},@var{y}_@var{w})}. The coverage value for
12557 each fragment is the window coordinate area of the intersection of the
12558 circular region with the corresponding pixel square. This value is saved
12559 and used in the final rasterization step. The data associated with each
12560 fragment is the data associated with the point being rasterized.
12561
12562 Not all sizes are supported when point antialiasing is enabled. If an
12563 unsupported size is requested, the nearest supported size is used. Only
12564 size 1 is guaranteed to be supported; others depend on the
12565 implementation. To query the range of supported sizes and the size
12566 difference between supported sizes within the range, call @code{glGet}
12567 with arguments @code{GL_SMOOTH_POINT_SIZE_RANGE} and
12568 @code{GL_SMOOTH_POINT_SIZE_GRANULARITY}. For aliased points, query the
12569 supported ranges and granularity with @code{glGet} with arguments
12570 @code{GL_ALIASED_POINT_SIZE_RANGE}.
12571
12572 @code{GL_INVALID_VALUE} is generated if @var{size} is less than or equal
12573 to 0.
12574
12575 @code{GL_INVALID_OPERATION} is generated if @code{glPointSize} is
12576 executed between the execution of @code{glBegin} and the corresponding
12577 execution of @code{glEnd}.
12578
12579 @end deftypefun
12580
12581 @deftypefun void glPolygonMode face mode
12582 Select a polygon rasterization mode.
12583
12584 @table @asis
12585 @item @var{face}
12586 Specifies the polygons that @var{mode} applies to. Must be
12587 @code{GL_FRONT} for front-facing polygons, @code{GL_BACK} for
12588 back-facing polygons, or @code{GL_FRONT_AND_BACK} for front- and
12589 back-facing polygons.
12590
12591 @item @var{mode}
12592 Specifies how polygons will be rasterized. Accepted values are
12593 @code{GL_POINT}, @code{GL_LINE}, and @code{GL_FILL}. The initial value
12594 is @code{GL_FILL} for both front- and back-facing polygons.
12595
12596 @end table
12597
12598 @code{glPolygonMode} controls the interpretation of polygons for
12599 rasterization. @var{face} describes which polygons @var{mode} applies
12600 to: front-facing polygons (@code{GL_FRONT}), back-facing polygons
12601 (@code{GL_BACK}), or both (@code{GL_FRONT_AND_BACK}). The polygon mode
12602 affects only the final rasterization of polygons. In particular, a
12603 polygon's vertices are lit and the polygon is clipped and possibly
12604 culled before these modes are applied.
12605
12606 Three modes are defined and can be specified in @var{mode}:
12607
12608 @table @asis
12609 @item @code{GL_POINT}
12610 Polygon vertices that are marked as the start of a boundary edge are
12611 drawn as points. Point attributes such as @code{GL_POINT_SIZE} and
12612 @code{GL_POINT_SMOOTH} control the rasterization of the points. Polygon
12613 rasterization attributes other than @code{GL_POLYGON_MODE} have no
12614 effect.
12615
12616 @item @code{GL_LINE}
12617 Boundary edges of the polygon are drawn as line segments. They are
12618 treated as connected line segments for line stippling; the line stipple
12619 counter and pattern are not reset between segments (see
12620 @code{glLineStipple}). Line attributes such as @code{GL_LINE_WIDTH} and
12621 @code{GL_LINE_SMOOTH} control the rasterization of the lines. Polygon
12622 rasterization attributes other than @code{GL_POLYGON_MODE} have no
12623 effect.
12624
12625 @item @code{GL_FILL}
12626 The interior of the polygon is filled. Polygon attributes such as
12627 @code{GL_POLYGON_STIPPLE} and @code{GL_POLYGON_SMOOTH} control the
12628 rasterization of the polygon.
12629
12630 @end table
12631
12632 @code{GL_INVALID_ENUM} is generated if either @var{face} or @var{mode}
12633 is not an accepted value.
12634
12635 @code{GL_INVALID_OPERATION} is generated if @code{glPolygonMode} is
12636 executed between the execution of @code{glBegin} and the corresponding
12637 execution of @code{glEnd}.
12638
12639 @end deftypefun
12640
12641 @deftypefun void glPolygonOffset factor units
12642 Set the scale and units used to calculate depth values.
12643
12644 @table @asis
12645 @item @var{factor}
12646 Specifies a scale factor that is used to create a variable depth offset
12647 for each polygon. The initial value is 0.
12648
12649 @item @var{units}
12650 Is multiplied by an implementation-specific value to create a constant
12651 depth offset. The initial value is 0.
12652
12653 @end table
12654
12655 When @code{GL_POLYGON_OFFSET_FILL}, @code{GL_POLYGON_OFFSET_LINE}, or
12656 @code{GL_POLYGON_OFFSET_POINT} is enabled, each fragment's @var{depth}
12657 value will be offset after it is interpolated from the @var{depth}
12658 values of the appropriate vertices. The value of the offset is
12659 @r{@var{factor}×@var{DZ}+@var{r}×@var{units}}, where @r{@var{DZ}} is a
12660 measurement of the change in depth relative to the screen area of the
12661 polygon, and @r{@var{r}} is the smallest value that is guaranteed to
12662 produce a resolvable offset for a given implementation. The offset is
12663 added before the depth test is performed and before the value is written
12664 into the depth buffer.
12665
12666 @code{glPolygonOffset} is useful for rendering hidden-line images, for
12667 applying decals to surfaces, and for rendering solids with highlighted
12668 edges.
12669
12670 @code{GL_INVALID_OPERATION} is generated if @code{glPolygonOffset} is
12671 executed between the execution of @code{glBegin} and the corresponding
12672 execution of @code{glEnd}.
12673
12674 @end deftypefun
12675
12676 @deftypefun void glPolygonStipple pattern
12677 Set the polygon stippling pattern.
12678
12679 @table @asis
12680 @item @var{pattern}
12681 Specifies a pointer to a @r{32×32} stipple pattern that will be unpacked
12682 from memory in the same way that @code{glDrawPixels} unpacks pixels.
12683
12684 @end table
12685
12686 Polygon stippling, like line stippling (see @code{glLineStipple}), masks
12687 out certain fragments produced by rasterization, creating a pattern.
12688 Stippling is independent of polygon antialiasing.
12689
12690 @var{pattern} is a pointer to a @r{32×32} stipple pattern that is stored
12691 in memory just like the pixel data supplied to a @code{glDrawPixels}
12692 call with height and @var{width} both equal to 32, a pixel format of
12693 @code{GL_COLOR_INDEX}, and data type of @code{GL_BITMAP}. That is, the
12694 stipple pattern is represented as a @r{32×32} array of 1-bit color
12695 indices packed in unsigned bytes. @code{glPixelStore} parameters like
12696 @code{GL_UNPACK_SWAP_BYTES} and @code{GL_UNPACK_LSB_FIRST} affect the
12697 assembling of the bits into a stipple pattern. Pixel transfer operations
12698 (shift, offset, pixel map) are not applied to the stipple image,
12699 however.
12700
12701 If a non-zero named buffer object is bound to the
12702 @code{GL_PIXEL_UNPACK_BUFFER} target (see @code{glBindBuffer}) while a
12703 stipple pattern is specified, @var{pattern} is treated as a byte offset
12704 into the buffer object's data store.
12705
12706 To enable and disable polygon stippling, call @code{glEnable} and
12707 @code{glDisable} with argument @code{GL_POLYGON_STIPPLE}. Polygon
12708 stippling is initially disabled. If it's enabled, a rasterized polygon
12709 fragment with window coordinates @r{@var{x}_@var{w}} and
12710 @r{@var{y}_@var{w}} is sent to the next stage of the GL if and only if
12711 the (@r{@var{x}_@var{w}%32})th bit in the (@r{@var{y}_@var{w}%32})th row
12712 of the stipple pattern is 1 (one). When polygon stippling is disabled,
12713 it is as if the stipple pattern consists of all 1's.
12714
12715 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
12716 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the buffer
12717 object's data store is currently mapped.
12718
12719 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
12720 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the data
12721 would be unpacked from the buffer object such that the memory reads
12722 required would exceed the data store size.
12723
12724 @code{GL_INVALID_OPERATION} is generated if @code{glPolygonStipple} is
12725 executed between the execution of @code{glBegin} and the corresponding
12726 execution of @code{glEnd}.
12727
12728 @end deftypefun
12729
12730 @deftypefun void glPrioritizeTextures n textures priorities
12731 Set texture residence priority.
12732
12733 @table @asis
12734 @item @var{n}
12735 Specifies the number of textures to be prioritized.
12736
12737 @item @var{textures}
12738 Specifies an array containing the names of the textures to be
12739 prioritized.
12740
12741 @item @var{priorities}
12742 Specifies an array containing the texture priorities. A priority given
12743 in an element of @var{priorities} applies to the texture named by the
12744 corresponding element of @var{textures}.
12745
12746 @end table
12747
12748 @code{glPrioritizeTextures} assigns the @var{n} texture priorities given
12749 in @var{priorities} to the @var{n} textures named in @var{textures}.
12750
12751 The GL establishes a ``working set'' of textures that are resident in
12752 texture memory. These textures may be bound to a texture target much
12753 more efficiently than textures that are not resident. By specifying a
12754 priority for each texture, @code{glPrioritizeTextures} allows
12755 applications to guide the GL implementation in determining which
12756 textures should be resident.
12757
12758 The priorities given in @var{priorities} are clamped to the range
12759 @r{[0,1]} before they are assigned. 0 indicates the lowest priority;
12760 textures with priority 0 are least likely to be resident. 1 indicates
12761 the highest priority; textures with priority 1 are most likely to be
12762 resident. However, textures are not guaranteed to be resident until they
12763 are used.
12764
12765 @code{glPrioritizeTextures} silently ignores attempts to prioritize
12766 texture 0 or any texture name that does not correspond to an existing
12767 texture.
12768
12769 @code{glPrioritizeTextures} does not require that any of the textures
12770 named by @var{textures} be bound to a texture target.
12771 @code{glTexParameter} may also be used to set a texture's priority, but
12772 only if the texture is currently bound. This is the only way to set the
12773 priority of a default texture.
12774
12775 @code{GL_INVALID_VALUE} is generated if @var{n} is negative.
12776
12777 @code{GL_INVALID_OPERATION} is generated if @code{glPrioritizeTextures}
12778 is executed between the execution of @code{glBegin} and the
12779 corresponding execution of @code{glEnd}.
12780
12781 @end deftypefun
12782
12783 @deftypefun void glPushAttrib mask
12784 @deftypefunx void glPopAttrib
12785 Push and pop the server attribute stack.
12786
12787 @table @asis
12788 @item @var{mask}
12789 Specifies a mask that indicates which attributes to save. Values for
12790 @var{mask} are listed below.
12791
12792 @end table
12793
12794 @code{glPushAttrib} takes one argument, a mask that indicates which
12795 groups of state variables to save on the attribute stack. Symbolic
12796 constants are used to set bits in the mask. @var{mask} is typically
12797 constructed by specifying the bitwise-or of several of these constants
12798 together. The special mask @code{GL_ALL_ATTRIB_BITS} can be used to save
12799 all stackable states.
12800
12801 The symbolic mask constants and their associated GL state are as follows
12802 (the second column lists which attributes are saved):
12803
12804
12805
12806 @table @asis
12807 @item @code{GL_ACCUM_BUFFER_BIT}
12808 Accumulation buffer clear value
12809
12810 @item @code{GL_COLOR_BUFFER_BIT}
12811 @code{GL_ALPHA_TEST} enable bit
12812
12813 @item
12814 Alpha test function and reference value
12815
12816 @item
12817 @code{GL_BLEND} enable bit
12818
12819 @item
12820 Blending source and destination functions
12821
12822 @item
12823 Constant blend color
12824
12825 @item
12826 Blending equation
12827
12828 @item
12829 @code{GL_DITHER} enable bit
12830
12831 @item
12832 @code{GL_DRAW_BUFFER} setting
12833
12834 @item
12835 @code{GL_COLOR_LOGIC_OP} enable bit
12836
12837 @item
12838 @code{GL_INDEX_LOGIC_OP} enable bit
12839
12840 @item
12841 Logic op function
12842
12843 @item
12844 Color mode and index mode clear values
12845
12846 @item
12847 Color mode and index mode writemasks
12848
12849 @item @code{GL_CURRENT_BIT}
12850 Current RGBA color
12851
12852 @item
12853 Current color index
12854
12855 @item
12856 Current normal vector
12857
12858 @item
12859 Current texture coordinates
12860
12861 @item
12862 Current raster position
12863
12864 @item
12865 @code{GL_CURRENT_RASTER_POSITION_VALID} flag
12866
12867 @item
12868 RGBA color associated with current raster position
12869
12870 @item
12871 Color index associated with current raster position
12872
12873 @item
12874 Texture coordinates associated with current raster position
12875
12876 @item
12877 @code{GL_EDGE_FLAG} flag
12878
12879 @item @code{GL_DEPTH_BUFFER_BIT}
12880 @code{GL_DEPTH_TEST} enable bit
12881
12882 @item
12883 Depth buffer test function
12884
12885 @item
12886 Depth buffer clear value
12887
12888 @item
12889 @code{GL_DEPTH_WRITEMASK} enable bit
12890
12891 @item @code{GL_ENABLE_BIT}
12892 @code{GL_ALPHA_TEST} flag
12893
12894 @item
12895 @code{GL_AUTO_NORMAL} flag
12896
12897 @item
12898 @code{GL_BLEND} flag
12899
12900 @item
12901 Enable bits for the user-definable clipping planes
12902
12903 @item
12904 @code{GL_COLOR_MATERIAL}
12905
12906 @item
12907 @code{GL_CULL_FACE} flag
12908
12909 @item
12910 @code{GL_DEPTH_TEST} flag
12911
12912 @item
12913 @code{GL_DITHER} flag
12914
12915 @item
12916 @code{GL_FOG} flag
12917
12918 @item
12919 @code{GL_LIGHT}@var{i} where @code{0} <= @var{i} < @code{GL_MAX_LIGHTS}
12920
12921 @item
12922 @code{GL_LIGHTING} flag
12923
12924 @item
12925 @code{GL_LINE_SMOOTH} flag
12926
12927 @item
12928 @code{GL_LINE_STIPPLE} flag
12929
12930 @item
12931 @code{GL_COLOR_LOGIC_OP} flag
12932
12933 @item
12934 @code{GL_INDEX_LOGIC_OP} flag
12935
12936 @item
12937 @code{GL_MAP1_}@var{x} where @var{x} is a map type
12938
12939 @item
12940 @code{GL_MAP2_}@var{x} where @var{x} is a map type
12941
12942 @item
12943 @code{GL_MULTISAMPLE} flag
12944
12945 @item
12946 @code{GL_NORMALIZE} flag
12947
12948 @item
12949 @code{GL_POINT_SMOOTH} flag
12950
12951 @item
12952 @code{GL_POLYGON_OFFSET_LINE} flag
12953
12954 @item
12955 @code{GL_POLYGON_OFFSET_FILL} flag
12956
12957 @item
12958 @code{GL_POLYGON_OFFSET_POINT} flag
12959
12960 @item
12961 @code{GL_POLYGON_SMOOTH} flag
12962
12963 @item
12964 @code{GL_POLYGON_STIPPLE} flag
12965
12966 @item
12967 @code{GL_SAMPLE_ALPHA_TO_COVERAGE} flag
12968
12969 @item
12970 @code{GL_SAMPLE_ALPHA_TO_ONE} flag
12971
12972 @item
12973 @code{GL_SAMPLE_COVERAGE} flag
12974
12975 @item
12976 @code{GL_SCISSOR_TEST} flag
12977
12978 @item
12979 @code{GL_STENCIL_TEST} flag
12980
12981 @item
12982 @code{GL_TEXTURE_1D} flag
12983
12984 @item
12985 @code{GL_TEXTURE_2D} flag
12986
12987 @item
12988 @code{GL_TEXTURE_3D} flag
12989
12990 @item
12991 Flags @code{GL_TEXTURE_GEN_}@var{x} where @var{x} is S, T, R, or Q
12992
12993 @item @code{GL_EVAL_BIT}
12994 @code{GL_MAP1_}@var{x} enable bits, where @var{x} is a map type
12995
12996 @item
12997 @code{GL_MAP2_}@var{x} enable bits, where @var{x} is a map type
12998
12999 @item
13000 1D grid endpoints and divisions
13001
13002 @item
13003 2D grid endpoints and divisions
13004
13005 @item
13006 @code{GL_AUTO_NORMAL} enable bit
13007
13008 @item @code{GL_FOG_BIT}
13009 @code{GL_FOG} enable bit
13010
13011 @item
13012 Fog color
13013
13014 @item
13015 Fog density
13016
13017 @item
13018 Linear fog start
13019
13020 @item
13021 Linear fog end
13022
13023 @item
13024 Fog index
13025
13026 @item
13027 @code{GL_FOG_MODE} value
13028
13029 @item @code{GL_HINT_BIT}
13030 @code{GL_PERSPECTIVE_CORRECTION_HINT} setting
13031
13032 @item
13033 @code{GL_POINT_SMOOTH_HINT} setting
13034
13035 @item
13036 @code{GL_LINE_SMOOTH_HINT} setting
13037
13038 @item
13039 @code{GL_POLYGON_SMOOTH_HINT} setting
13040
13041 @item
13042 @code{GL_FOG_HINT} setting
13043
13044 @item
13045 @code{GL_GENERATE_MIPMAP_HINT} setting
13046
13047 @item
13048 @code{GL_TEXTURE_COMPRESSION_HINT} setting
13049
13050 @item @code{GL_LIGHTING_BIT}
13051 @code{GL_COLOR_MATERIAL} enable bit
13052
13053 @item
13054 @code{GL_COLOR_MATERIAL_FACE} value
13055
13056 @item
13057 Color material parameters that are tracking the current color
13058
13059 @item
13060 Ambient scene color
13061
13062 @item
13063 @code{GL_LIGHT_MODEL_LOCAL_VIEWER} value
13064
13065 @item
13066 @code{GL_LIGHT_MODEL_TWO_SIDE} setting
13067
13068 @item
13069 @code{GL_LIGHTING} enable bit
13070
13071 @item
13072 Enable bit for each light
13073
13074 @item
13075 Ambient, diffuse, and specular intensity for each light
13076
13077 @item
13078 Direction, position, exponent, and cutoff angle for each light
13079
13080 @item
13081 Constant, linear, and quadratic attenuation factors for each light
13082
13083 @item
13084 Ambient, diffuse, specular, and emissive color for each material
13085
13086 @item
13087 Ambient, diffuse, and specular color indices for each material
13088
13089 @item
13090 Specular exponent for each material
13091
13092 @item
13093 @code{GL_SHADE_MODEL} setting
13094
13095 @item @code{GL_LINE_BIT}
13096 @code{GL_LINE_SMOOTH} flag
13097
13098 @item
13099 @code{GL_LINE_STIPPLE} enable bit
13100
13101 @item
13102 Line stipple pattern and repeat counter
13103
13104 @item
13105 Line width
13106
13107 @item @code{GL_LIST_BIT}
13108 @code{GL_LIST_BASE} setting
13109
13110 @item @code{GL_MULTISAMPLE_BIT}
13111 @code{GL_MULTISAMPLE} flag
13112
13113 @item
13114 @code{GL_SAMPLE_ALPHA_TO_COVERAGE} flag
13115
13116 @item
13117 @code{GL_SAMPLE_ALPHA_TO_ONE} flag
13118
13119 @item
13120 @code{GL_SAMPLE_COVERAGE} flag
13121
13122 @item
13123 @code{GL_SAMPLE_COVERAGE_VALUE} value
13124
13125 @item
13126 @code{GL_SAMPLE_COVERAGE_INVERT} value
13127
13128 @item @code{GL_PIXEL_MODE_BIT}
13129 @code{GL_RED_BIAS} and @code{GL_RED_SCALE} settings
13130
13131 @item
13132 @code{GL_GREEN_BIAS} and @code{GL_GREEN_SCALE} values
13133
13134 @item
13135 @code{GL_BLUE_BIAS} and @code{GL_BLUE_SCALE}
13136
13137 @item
13138 @code{GL_ALPHA_BIAS} and @code{GL_ALPHA_SCALE}
13139
13140 @item
13141 @code{GL_DEPTH_BIAS} and @code{GL_DEPTH_SCALE}
13142
13143 @item
13144 @code{GL_INDEX_OFFSET} and @code{GL_INDEX_SHIFT} values
13145
13146 @item
13147 @code{GL_MAP_COLOR} and @code{GL_MAP_STENCIL} flags
13148
13149 @item
13150 @code{GL_ZOOM_X} and @code{GL_ZOOM_Y} factors
13151
13152 @item
13153 @code{GL_READ_BUFFER} setting
13154
13155 @item @code{GL_POINT_BIT}
13156 @code{GL_POINT_SMOOTH} flag
13157
13158 @item
13159 Point size
13160
13161 @item @code{GL_POLYGON_BIT}
13162 @code{GL_CULL_FACE} enable bit
13163
13164 @item
13165 @code{GL_CULL_FACE_MODE} value
13166
13167 @item
13168 @code{GL_FRONT_FACE} indicator
13169
13170 @item
13171 @code{GL_POLYGON_MODE} setting
13172
13173 @item
13174 @code{GL_POLYGON_SMOOTH} flag
13175
13176 @item
13177 @code{GL_POLYGON_STIPPLE} enable bit
13178
13179 @item
13180 @code{GL_POLYGON_OFFSET_FILL} flag
13181
13182 @item
13183 @code{GL_POLYGON_OFFSET_LINE} flag
13184
13185 @item
13186 @code{GL_POLYGON_OFFSET_POINT} flag
13187
13188 @item
13189 @code{GL_POLYGON_OFFSET_FACTOR}
13190
13191 @item
13192 @code{GL_POLYGON_OFFSET_UNITS}
13193
13194 @item @code{GL_POLYGON_STIPPLE_BIT}
13195 Polygon stipple image
13196
13197 @item @code{GL_SCISSOR_BIT}
13198 @code{GL_SCISSOR_TEST} flag
13199
13200 @item
13201 Scissor box
13202
13203 @item @code{GL_STENCIL_BUFFER_BIT}
13204 @code{GL_STENCIL_TEST} enable bit
13205
13206 @item
13207 Stencil function and reference value
13208
13209 @item
13210 Stencil value mask
13211
13212 @item
13213 Stencil fail, pass, and depth buffer pass actions
13214
13215 @item
13216 Stencil buffer clear value
13217
13218 @item
13219 Stencil buffer writemask
13220
13221 @item @code{GL_TEXTURE_BIT}
13222 Enable bits for the four texture coordinates
13223
13224 @item
13225 Border color for each texture image
13226
13227 @item
13228 Minification function for each texture image
13229
13230 @item
13231 Magnification function for each texture image
13232
13233 @item
13234 Texture coordinates and wrap mode for each texture image
13235
13236 @item
13237 Color and mode for each texture environment
13238
13239 @item
13240 Enable bits @code{GL_TEXTURE_GEN_}@var{x}, @var{x} is S, T, R, and Q
13241
13242 @item
13243 @code{GL_TEXTURE_GEN_MODE} setting for S, T, R, and Q
13244
13245 @item
13246 @code{glTexGen} plane equations for S, T, R, and Q
13247
13248 @item
13249 Current texture bindings (for example, @code{GL_TEXTURE_BINDING_2D})
13250
13251 @item @code{GL_TRANSFORM_BIT}
13252 Coefficients of the six clipping planes
13253
13254 @item
13255 Enable bits for the user-definable clipping planes
13256
13257 @item
13258 @code{GL_MATRIX_MODE} value
13259
13260 @item
13261 @code{GL_NORMALIZE} flag
13262
13263 @item
13264 @code{GL_RESCALE_NORMAL} flag
13265
13266 @item @code{GL_VIEWPORT_BIT}
13267 Depth range (near and far)
13268
13269 @item
13270 Viewport origin and extent
13271
13272 @end table
13273
13274 @code{glPopAttrib} restores the values of the state variables saved with
13275 the last @code{glPushAttrib} command. Those not saved are left
13276 unchanged.
13277
13278 It is an error to push attributes onto a full stack or to pop attributes
13279 off an empty stack. In either case, the error flag is set and no other
13280 change is made to GL state.
13281
13282 Initially, the attribute stack is empty.
13283
13284 @code{GL_STACK_OVERFLOW} is generated if @code{glPushAttrib} is called
13285 while the attribute stack is full.
13286
13287 @code{GL_STACK_UNDERFLOW} is generated if @code{glPopAttrib} is called
13288 while the attribute stack is empty.
13289
13290 @code{GL_INVALID_OPERATION} is generated if @code{glPushAttrib} or
13291 @code{glPopAttrib} is executed between the execution of @code{glBegin}
13292 and the corresponding execution of @code{glEnd}.
13293
13294 @end deftypefun
13295
13296 @deftypefun void glPushClientAttrib mask
13297 @deftypefunx void glPopClientAttrib
13298 Push and pop the client attribute stack.
13299
13300 @table @asis
13301 @item @var{mask}
13302 Specifies a mask that indicates which attributes to save. Values for
13303 @var{mask} are listed below.
13304
13305 @end table
13306
13307 @code{glPushClientAttrib} takes one argument, a mask that indicates
13308 which groups of client-state variables to save on the client attribute
13309 stack. Symbolic constants are used to set bits in the mask. @var{mask}
13310 is typically constructed by specifying the bitwise-or of several of
13311 these constants together. The special mask
13312 @code{GL_CLIENT_ALL_ATTRIB_BITS} can be used to save all stackable
13313 client state.
13314
13315 The symbolic mask constants and their associated GL client state are as
13316 follows (the second column lists which attributes are saved):
13317
13318 @code{GL_CLIENT_PIXEL_STORE_BIT} Pixel storage modes
13319 @code{GL_CLIENT_VERTEX_ARRAY_BIT} Vertex arrays (and enables)
13320
13321 @code{glPopClientAttrib} restores the values of the client-state
13322 variables saved with the last @code{glPushClientAttrib}. Those not saved
13323 are left unchanged.
13324
13325 It is an error to push attributes onto a full client attribute stack or
13326 to pop attributes off an empty stack. In either case, the error flag is
13327 set, and no other change is made to GL state.
13328
13329 Initially, the client attribute stack is empty.
13330
13331 @code{GL_STACK_OVERFLOW} is generated if @code{glPushClientAttrib} is
13332 called while the attribute stack is full.
13333
13334 @code{GL_STACK_UNDERFLOW} is generated if @code{glPopClientAttrib} is
13335 called while the attribute stack is empty.
13336
13337 @end deftypefun
13338
13339 @deftypefun void glPushMatrix
13340 @deftypefunx void glPopMatrix
13341 Push and pop the current matrix stack.
13342
13343 There is a stack of matrices for each of the matrix modes. In
13344 @code{GL_MODELVIEW} mode, the stack depth is at least 32. In the other
13345 modes, @code{GL_COLOR}, @code{GL_PROJECTION}, and @code{GL_TEXTURE}, the
13346 depth is at least 2. The current matrix in any mode is the matrix on the
13347 top of the stack for that mode.
13348
13349 @code{glPushMatrix} pushes the current matrix stack down by one,
13350 duplicating the current matrix. That is, after a @code{glPushMatrix}
13351 call, the matrix on top of the stack is identical to the one below it.
13352
13353 @code{glPopMatrix} pops the current matrix stack, replacing the current
13354 matrix with the one below it on the stack.
13355
13356 Initially, each of the stacks contains one matrix, an identity matrix.
13357
13358 It is an error to push a full matrix stack or to pop a matrix stack that
13359 contains only a single matrix. In either case, the error flag is set and
13360 no other change is made to GL state.
13361
13362 @code{GL_STACK_OVERFLOW} is generated if @code{glPushMatrix} is called
13363 while the current matrix stack is full.
13364
13365 @code{GL_STACK_UNDERFLOW} is generated if @code{glPopMatrix} is called
13366 while the current matrix stack contains only a single matrix.
13367
13368 @code{GL_INVALID_OPERATION} is generated if @code{glPushMatrix} or
13369 @code{glPopMatrix} is executed between the execution of @code{glBegin}
13370 and the corresponding execution of @code{glEnd}.
13371
13372 @end deftypefun
13373
13374 @deftypefun void glPushName name
13375 @deftypefunx void glPopName
13376 Push and pop the name stack.
13377
13378 @table @asis
13379 @item @var{name}
13380 Specifies a name that will be pushed onto the name stack.
13381
13382 @end table
13383
13384 The name stack is used during selection mode to allow sets of rendering
13385 commands to be uniquely identified. It consists of an ordered set of
13386 unsigned integers and is initially empty.
13387
13388 @code{glPushName} causes @var{name} to be pushed onto the name stack.
13389 @code{glPopName} pops one name off the top of the stack.
13390
13391 The maximum name stack depth is implementation-dependent; call
13392 @code{GL_MAX_NAME_STACK_DEPTH} to find out the value for a particular
13393 implementation. It is an error to push a name onto a full stack or to
13394 pop a name off an empty stack. It is also an error to manipulate the
13395 name stack between the execution of @code{glBegin} and the corresponding
13396 execution of @code{glEnd}. In any of these cases, the error flag is set
13397 and no other change is made to GL state.
13398
13399 The name stack is always empty while the render mode is not
13400 @code{GL_SELECT}. Calls to @code{glPushName} or @code{glPopName} while
13401 the render mode is not @code{GL_SELECT} are ignored.
13402
13403 @code{GL_STACK_OVERFLOW} is generated if @code{glPushName} is called
13404 while the name stack is full.
13405
13406 @code{GL_STACK_UNDERFLOW} is generated if @code{glPopName} is called
13407 while the name stack is empty.
13408
13409 @code{GL_INVALID_OPERATION} is generated if @code{glPushName} or
13410 @code{glPopName} is executed between a call to @code{glBegin} and the
13411 corresponding call to @code{glEnd}.
13412
13413 @end deftypefun
13414
13415 @deftypefun void glRasterPos2i x y
13416 @deftypefunx void glRasterPos2f x y
13417 @deftypefunx void glRasterPos3i x y z
13418 @deftypefunx void glRasterPos3f x y z
13419 @deftypefunx void glRasterPos4i x y z w
13420 @deftypefunx void glRasterPos4f x y z w
13421 Specify the raster position for pixel operations.
13422
13423 @table @asis
13424 @item @var{x}
13425 @itemx @var{y}
13426 @itemx @var{z}
13427 @itemx @var{w}
13428 Specify the @r{@var{x}}, @r{@var{y}}, @r{@var{z}}, and @r{@var{w}}
13429 object coordinates (if present) for the raster position.
13430
13431 @end table
13432
13433 The GL maintains a 3D position in window coordinates. This position,
13434 called the raster position, is used to position pixel and bitmap write
13435 operations. It is maintained with subpixel accuracy. See
13436 @code{glBitmap}, @code{glDrawPixels}, and @code{glCopyPixels}.
13437
13438 The current raster position consists of three window coordinates
13439 (@r{@var{x}}, @r{@var{y}}, @r{@var{z}}), a clip coordinate value
13440 (@r{@var{w}}), an eye coordinate distance, a valid bit, and associated
13441 color data and texture coordinates. The @r{@var{w}} coordinate is a clip
13442 coordinate, because @r{@var{w}} is not projected to window coordinates.
13443 @code{glRasterPos4} specifies object coordinates @r{@var{x}},
13444 @r{@var{y}}, @r{@var{z}}, and @r{@var{w}} explicitly.
13445 @code{glRasterPos3} specifies object coordinate @r{@var{x}},
13446 @r{@var{y}}, and @r{@var{z}} explicitly, while @r{@var{w}} is implicitly
13447 set to 1. @code{glRasterPos2} uses the argument values for @r{@var{x}}
13448 and @r{@var{y}} while implicitly setting @r{@var{z}} and @r{@var{w}} to
13449 0 and 1.
13450
13451 The object coordinates presented by @code{glRasterPos} are treated just
13452 like those of a @code{glVertex} command: They are transformed by the
13453 current modelview and projection matrices and passed to the clipping
13454 stage. If the vertex is not culled, then it is projected and scaled to
13455 window coordinates, which become the new current raster position, and
13456 the @code{GL_CURRENT_RASTER_POSITION_VALID} flag is set. If the vertex
13457 @var{is} culled, then the valid bit is cleared and the current raster
13458 position and associated color and texture coordinates are undefined.
13459
13460 The current raster position also includes some associated color data and
13461 texture coordinates. If lighting is enabled, then
13462 @code{GL_CURRENT_RASTER_COLOR} (in RGBA mode) or
13463 @code{GL_CURRENT_RASTER_INDEX} (in color index mode) is set to the color
13464 produced by the lighting calculation (see @code{glLight},
13465 @code{glLightModel}, and @code{glShadeModel}). If lighting is disabled,
13466 current color (in RGBA mode, state variable @code{GL_CURRENT_COLOR}) or
13467 color index (in color index mode, state variable
13468 @code{GL_CURRENT_INDEX}) is used to update the current raster color.
13469 @code{GL_CURRENT_RASTER_SECONDARY_COLOR} (in RGBA mode) is likewise
13470 updated.
13471
13472 Likewise, @code{GL_CURRENT_RASTER_TEXTURE_COORDS} is updated as a
13473 function of @code{GL_CURRENT_TEXTURE_COORDS}, based on the texture
13474 matrix and the texture generation functions (see @code{glTexGen}).
13475 Finally, the distance from the origin of the eye coordinate system to
13476 the vertex as transformed by only the modelview matrix replaces
13477 @code{GL_CURRENT_RASTER_DISTANCE}.
13478
13479 Initially, the current raster position is (0, 0, 0, 1), the current
13480 raster distance is 0, the valid bit is set, the associated RGBA color is
13481 (1, 1, 1, 1), the associated color index is 1, and the associated
13482 texture coordinates are (0, 0, 0, 1). In RGBA mode,
13483 @code{GL_CURRENT_RASTER_INDEX} is always 1; in color index mode, the
13484 current raster RGBA color always maintains its initial value.
13485
13486 @code{GL_INVALID_OPERATION} is generated if @code{glRasterPos} is
13487 executed between the execution of @code{glBegin} and the corresponding
13488 execution of @code{glEnd}.
13489
13490 @end deftypefun
13491
13492 @deftypefun void glReadBuffer mode
13493 Select a color buffer source for pixels.
13494
13495 @table @asis
13496 @item @var{mode}
13497 Specifies a color buffer. Accepted values are @code{GL_FRONT_LEFT},
13498 @code{GL_FRONT_RIGHT}, @code{GL_BACK_LEFT}, @code{GL_BACK_RIGHT},
13499 @code{GL_FRONT}, @code{GL_BACK}, @code{GL_LEFT}, @code{GL_RIGHT}, and
13500 @code{GL_AUX}@var{i}, where @var{i} is between 0 and the value of
13501 @code{GL_AUX_BUFFERS} minus 1.
13502
13503 @end table
13504
13505 @code{glReadBuffer} specifies a color buffer as the source for
13506 subsequent @code{glReadPixels}, @code{glCopyTexImage1D},
13507 @code{glCopyTexImage2D}, @code{glCopyTexSubImage1D},
13508 @code{glCopyTexSubImage2D}, @code{glCopyTexSubImage3D}, and
13509 @code{glCopyPixels} commands. @var{mode} accepts one of twelve or more
13510 predefined values. (@code{GL_AUX0} through @code{GL_AUX3} are always
13511 defined.) In a fully configured system, @code{GL_FRONT}, @code{GL_LEFT},
13512 and @code{GL_FRONT_LEFT} all name the front left buffer,
13513 @code{GL_FRONT_RIGHT} and @code{GL_RIGHT} name the front right buffer,
13514 and @code{GL_BACK_LEFT} and @code{GL_BACK} name the back left buffer.
13515
13516 Nonstereo double-buffered configurations have only a front left and a
13517 back left buffer. Single-buffered configurations have a front left and a
13518 front right buffer if stereo, and only a front left buffer if nonstereo.
13519 It is an error to specify a nonexistent buffer to @code{glReadBuffer}.
13520
13521 @var{mode} is initially @code{GL_FRONT} in single-buffered
13522 configurations and @code{GL_BACK} in double-buffered configurations.
13523
13524 @code{GL_INVALID_ENUM} is generated if @var{mode} is not one of the
13525 twelve (or more) accepted values.
13526
13527 @code{GL_INVALID_OPERATION} is generated if @var{mode} specifies a
13528 buffer that does not exist.
13529
13530 @code{GL_INVALID_OPERATION} is generated if @code{glReadBuffer} is
13531 executed between the execution of @code{glBegin} and the corresponding
13532 execution of @code{glEnd}.
13533
13534 @end deftypefun
13535
13536 @deftypefun void glReadPixels x y width height format type data
13537 Read a block of pixels from the frame buffer.
13538
13539 @table @asis
13540 @item @var{x}
13541 @itemx @var{y}
13542 Specify the window coordinates of the first pixel that is read from the
13543 frame buffer. This location is the lower left corner of a rectangular
13544 block of pixels.
13545
13546 @item @var{width}
13547 @itemx @var{height}
13548 Specify the dimensions of the pixel rectangle. @var{width} and
13549 @var{height} of one correspond to a single pixel.
13550
13551 @item @var{format}
13552 Specifies the format of the pixel data. The following symbolic values
13553 are accepted: @code{GL_COLOR_INDEX}, @code{GL_STENCIL_INDEX},
13554 @code{GL_DEPTH_COMPONENT}, @code{GL_RED}, @code{GL_GREEN},
13555 @code{GL_BLUE}, @code{GL_ALPHA}, @code{GL_RGB}, @code{GL_BGR},
13556 @code{GL_RGBA}, @code{GL_BGRA}, @code{GL_LUMINANCE}, and
13557 @code{GL_LUMINANCE_ALPHA}.
13558
13559 @item @var{type}
13560 Specifies the data type of the pixel data. Must be one of
13561 @code{GL_UNSIGNED_BYTE}, @code{GL_BYTE}, @code{GL_BITMAP},
13562 @code{GL_UNSIGNED_SHORT}, @code{GL_SHORT}, @code{GL_UNSIGNED_INT},
13563 @code{GL_INT}, @code{GL_FLOAT}, @code{GL_UNSIGNED_BYTE_3_3_2},
13564 @code{GL_UNSIGNED_BYTE_2_3_3_REV}, @code{GL_UNSIGNED_SHORT_5_6_5},
13565 @code{GL_UNSIGNED_SHORT_5_6_5_REV}, @code{GL_UNSIGNED_SHORT_4_4_4_4},
13566 @code{GL_UNSIGNED_SHORT_4_4_4_4_REV}, @code{GL_UNSIGNED_SHORT_5_5_5_1},
13567 @code{GL_UNSIGNED_SHORT_1_5_5_5_REV}, @code{GL_UNSIGNED_INT_8_8_8_8},
13568 @code{GL_UNSIGNED_INT_8_8_8_8_REV}, @code{GL_UNSIGNED_INT_10_10_10_2},
13569 or @code{GL_UNSIGNED_INT_2_10_10_10_REV}.
13570
13571 @item @var{data}
13572 Returns the pixel data.
13573
13574 @end table
13575
13576 @code{glReadPixels} returns pixel data from the frame buffer, starting
13577 with the pixel whose lower left corner is at location (@var{x},
13578 @var{y}), into client memory starting at location @var{data}. Several
13579 parameters control the processing of the pixel data before it is placed
13580 into client memory. These parameters are set with three commands:
13581 @code{glPixelStore}, @code{glPixelTransfer}, and @code{glPixelMap}. This
13582 reference page describes the effects on @code{glReadPixels} of most, but
13583 not all of the parameters specified by these three commands.
13584
13585 If a non-zero named buffer object is bound to the
13586 @code{GL_PIXEL_PACK_BUFFER} target (see @code{glBindBuffer}) while a
13587 block of pixels is requested, @var{data} is treated as a byte offset
13588 into the buffer object's data store rather than a pointer to client
13589 memory.
13590
13591 When the @code{ARB_imaging} extension is supported, the pixel data may
13592 be processed by additional operations including color table lookup,
13593 color matrix transformations, convolutions, histograms, and minimum and
13594 maximum pixel value computations.
13595
13596 @code{glReadPixels} returns values from each pixel with lower left
13597 corner at @r{(@var{x}+@var{i},@var{y}+@var{j})} for
13598 @r{0<=@var{i}<@var{width}} and @r{0<=@var{j}<@var{height}}. This pixel
13599 is said to be the @r{@var{i}}th pixel in the @r{@var{j}}th row. Pixels
13600 are returned in row order from the lowest to the highest row, left to
13601 right in each row.
13602
13603 @var{format} specifies the format for the returned pixel values;
13604 accepted values are:
13605
13606 @table @asis
13607 @item @code{GL_COLOR_INDEX}
13608 Color indices are read from the color buffer selected by
13609 @code{glReadBuffer}. Each index is converted to fixed point, shifted
13610 left or right depending on the value and sign of @code{GL_INDEX_SHIFT},
13611 and added to @code{GL_INDEX_OFFSET}. If @code{GL_MAP_COLOR} is
13612 @code{GL_TRUE}, indices are replaced by their mappings in the table
13613 @code{GL_PIXEL_MAP_I_TO_I}.
13614
13615 @item @code{GL_STENCIL_INDEX}
13616 Stencil values are read from the stencil buffer. Each index is converted
13617 to fixed point, shifted left or right depending on the value and sign of
13618 @code{GL_INDEX_SHIFT}, and added to @code{GL_INDEX_OFFSET}. If
13619 @code{GL_MAP_STENCIL} is @code{GL_TRUE}, indices are replaced by their
13620 mappings in the table @code{GL_PIXEL_MAP_S_TO_S}.
13621
13622 @item @code{GL_DEPTH_COMPONENT}
13623 Depth values are read from the depth buffer. Each component is converted
13624 to floating point such that the minimum depth value maps to 0 and the
13625 maximum value maps to 1. Each component is then multiplied by
13626 @code{GL_DEPTH_SCALE}, added to @code{GL_DEPTH_BIAS}, and finally
13627 clamped to the range @r{[0,1]}.
13628
13629 @item @code{GL_RED}
13630 @item @code{GL_GREEN}
13631 @item @code{GL_BLUE}
13632 @item @code{GL_ALPHA}
13633 @item @code{GL_RGB}
13634 @item @code{GL_BGR}
13635 @item @code{GL_RGBA}
13636 @item @code{GL_BGRA}
13637 @item @code{GL_LUMINANCE}
13638 @item @code{GL_LUMINANCE_ALPHA}
13639 Processing differs depending on whether color buffers store color
13640 indices or RGBA color components. If color indices are stored, they are
13641 read from the color buffer selected by @code{glReadBuffer}. Each index
13642 is converted to fixed point, shifted left or right depending on the
13643 value and sign of @code{GL_INDEX_SHIFT}, and added to
13644 @code{GL_INDEX_OFFSET}. Indices are then replaced by the red, green,
13645 blue, and alpha values obtained by indexing the tables
13646 @code{GL_PIXEL_MAP_I_TO_R}, @code{GL_PIXEL_MAP_I_TO_G},
13647 @code{GL_PIXEL_MAP_I_TO_B}, and @code{GL_PIXEL_MAP_I_TO_A}. Each table
13648 must be of size @r{2^@var{n}}, but @r{@var{n}} may be different for
13649 different tables. Before an index is used to look up a value in a table
13650 of size @r{2^@var{n}}, it must be masked against @r{2^@var{n}-1}.
13651
13652 If RGBA color components are stored in the color buffers, they are read
13653 from the color buffer selected by @code{glReadBuffer}. Each color
13654 component is converted to floating point such that zero intensity maps
13655 to 0.0 and full intensity maps to 1.0. Each component is then multiplied
13656 by @code{GL_c_SCALE} and added to @code{GL_c_BIAS}, where @var{c} is
13657 RED, GREEN, BLUE, or ALPHA. Finally, if @code{GL_MAP_COLOR} is
13658 @code{GL_TRUE}, each component is clamped to the range @r{[0,1]}, scaled
13659 to the size of its corresponding table, and is then replaced by its
13660 mapping in the table @code{GL_PIXEL_MAP_c_TO_c}, where @var{c} is R, G,
13661 B, or A.
13662
13663 Unneeded data is then discarded. For example, @code{GL_RED} discards the
13664 green, blue, and alpha components, while @code{GL_RGB} discards only the
13665 alpha component. @code{GL_LUMINANCE} computes a single-component value
13666 as the sum of the red, green, and blue components, and
13667 @code{GL_LUMINANCE_ALPHA} does the same, while keeping alpha as a second
13668 value. The final values are clamped to the range @r{[0,1]}.
13669
13670 @end table
13671
13672 The shift, scale, bias, and lookup factors just described are all
13673 specified by @code{glPixelTransfer}. The lookup table contents
13674 themselves are specified by @code{glPixelMap}.
13675
13676 Finally, the indices or components are converted to the proper format,
13677 as specified by @var{type}. If @var{format} is @code{GL_COLOR_INDEX} or
13678 @code{GL_STENCIL_INDEX} and @var{type} is not @code{GL_FLOAT}, each
13679 index is masked with the mask value given in the following table. If
13680 @var{type} is @code{GL_FLOAT}, then each integer index is converted to
13681 single-precision floating-point format.
13682
13683 If @var{format} is @code{GL_RED}, @code{GL_GREEN}, @code{GL_BLUE},
13684 @code{GL_ALPHA}, @code{GL_RGB}, @code{GL_BGR}, @code{GL_RGBA},
13685 @code{GL_BGRA}, @code{GL_LUMINANCE}, or @code{GL_LUMINANCE_ALPHA} and
13686 @var{type} is not @code{GL_FLOAT}, each component is multiplied by the
13687 multiplier shown in the following table. If type is @code{GL_FLOAT},
13688 then each component is passed as is (or converted to the client's
13689 single-precision floating-point format if it is different from the one
13690 used by the GL).
13691
13692
13693
13694 @table @asis
13695 @item @var{type}
13696 @strong{Index Mask}, @strong{Component Conversion}
13697
13698 @item @code{GL_UNSIGNED_BYTE}
13699 @r{2^8-1}, @r{(2^8-1,)⁢@var{c}}
13700
13701 @item @code{GL_BYTE}
13702 @r{2^7-1}, @r{(2^8-1,)⁢@var{c}-1,/2}
13703
13704 @item @code{GL_BITMAP}
13705 @r{1}, @r{1}
13706
13707 @item @code{GL_UNSIGNED_SHORT}
13708 @r{2^16-1}, @r{(2^16-1,)⁢@var{c}}
13709
13710 @item @code{GL_SHORT}
13711 @r{2^15-1}, @r{(2^16-1,)⁢@var{c}-1,/2}
13712
13713 @item @code{GL_UNSIGNED_INT}
13714 @r{2^32-1}, @r{(2^32-1,)⁢@var{c}}
13715
13716 @item @code{GL_INT}
13717 @r{2^31-1}, @r{(2^32-1,)⁢@var{c}-1,/2}
13718
13719 @item @code{GL_FLOAT}
13720 none , @r{@var{c}}
13721
13722 @end table
13723
13724 Return values are placed in memory as follows. If @var{format} is
13725 @code{GL_COLOR_INDEX}, @code{GL_STENCIL_INDEX},
13726 @code{GL_DEPTH_COMPONENT}, @code{GL_RED}, @code{GL_GREEN},
13727 @code{GL_BLUE}, @code{GL_ALPHA}, or @code{GL_LUMINANCE}, a single value
13728 is returned and the data for the @r{@var{i}}th pixel in the
13729 @r{@var{j}}th row is placed in location
13730 @r{(@var{j},)⁢@var{width}+@var{i}}. @code{GL_RGB} and @code{GL_BGR}
13731 return three values, @code{GL_RGBA} and @code{GL_BGRA} return four
13732 values, and @code{GL_LUMINANCE_ALPHA} returns two values for each pixel,
13733 with all values corresponding to a single pixel occupying contiguous
13734 space in @var{data}. Storage parameters set by @code{glPixelStore}, such
13735 as @code{GL_PACK_LSB_FIRST} and @code{GL_PACK_SWAP_BYTES}, affect the
13736 way that data is written into memory. See @code{glPixelStore} for a
13737 description.
13738
13739 @code{GL_INVALID_ENUM} is generated if @var{format} or @var{type} is not
13740 an accepted value.
13741
13742 @code{GL_INVALID_ENUM} is generated if @var{type} is @code{GL_BITMAP}
13743 and @var{format} is not @code{GL_COLOR_INDEX} or
13744 @code{GL_STENCIL_INDEX}.
13745
13746 @code{GL_INVALID_VALUE} is generated if either @var{width} or
13747 @var{height} is negative.
13748
13749 @code{GL_INVALID_OPERATION} is generated if @var{format} is
13750 @code{GL_COLOR_INDEX} and the color buffers store RGBA color components.
13751
13752 @code{GL_INVALID_OPERATION} is generated if @var{format} is
13753 @code{GL_STENCIL_INDEX} and there is no stencil buffer.
13754
13755 @code{GL_INVALID_OPERATION} is generated if @var{format} is
13756 @code{GL_DEPTH_COMPONENT} and there is no depth buffer.
13757
13758 @code{GL_INVALID_OPERATION} is generated if @var{type} is one of
13759 @code{GL_UNSIGNED_BYTE_3_3_2}, @code{GL_UNSIGNED_BYTE_2_3_3_REV},
13760 @code{GL_UNSIGNED_SHORT_5_6_5}, or @code{GL_UNSIGNED_SHORT_5_6_5_REV}
13761 and @var{format} is not @code{GL_RGB}.
13762
13763 @code{GL_INVALID_OPERATION} is generated if @var{type} is one of
13764 @code{GL_UNSIGNED_SHORT_4_4_4_4}, @code{GL_UNSIGNED_SHORT_4_4_4_4_REV},
13765 @code{GL_UNSIGNED_SHORT_5_5_5_1}, @code{GL_UNSIGNED_SHORT_1_5_5_5_REV},
13766 @code{GL_UNSIGNED_INT_8_8_8_8}, @code{GL_UNSIGNED_INT_8_8_8_8_REV},
13767 @code{GL_UNSIGNED_INT_10_10_10_2}, or
13768 @code{GL_UNSIGNED_INT_2_10_10_10_REV} and @var{format} is neither
13769 @code{GL_RGBA} nor @code{GL_BGRA}.
13770
13771 The formats @code{GL_BGR}, and @code{GL_BGRA} and types
13772 @code{GL_UNSIGNED_BYTE_3_3_2}, @code{GL_UNSIGNED_BYTE_2_3_3_REV},
13773 @code{GL_UNSIGNED_SHORT_5_6_5}, @code{GL_UNSIGNED_SHORT_5_6_5_REV},
13774 @code{GL_UNSIGNED_SHORT_4_4_4_4}, @code{GL_UNSIGNED_SHORT_4_4_4_4_REV},
13775 @code{GL_UNSIGNED_SHORT_5_5_5_1}, @code{GL_UNSIGNED_SHORT_1_5_5_5_REV},
13776 @code{GL_UNSIGNED_INT_8_8_8_8}, @code{GL_UNSIGNED_INT_8_8_8_8_REV},
13777 @code{GL_UNSIGNED_INT_10_10_10_2}, and
13778 @code{GL_UNSIGNED_INT_2_10_10_10_REV} are available only if the GL
13779 version is 1.2 or greater.
13780
13781 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
13782 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and the buffer
13783 object's data store is currently mapped.
13784
13785 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
13786 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and the data
13787 would be packed to the buffer object such that the memory writes
13788 required would exceed the data store size.
13789
13790 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
13791 name is bound to the @code{GL_PIXEL_PACK_BUFFER} target and @var{data}
13792 is not evenly divisible into the number of bytes needed to store in
13793 memory a datum indicated by @var{type}.
13794
13795 @code{GL_INVALID_OPERATION} is generated if @code{glReadPixels} is
13796 executed between the execution of @code{glBegin} and the corresponding
13797 execution of @code{glEnd}.
13798
13799 @end deftypefun
13800
13801 @deftypefun void glRectf x1 y1 x2 y2
13802 @deftypefunx void glRecti x1 y1 x2 y2
13803 Draw a rectangle.
13804
13805 @table @asis
13806 @item @var{x1}
13807 @itemx @var{y1}
13808 Specify one vertex of a rectangle.
13809
13810 @item @var{x2}
13811 @itemx @var{y2}
13812 Specify the opposite vertex of the rectangle.
13813
13814 @end table
13815
13816 @code{glRect} supports efficient specification of rectangles as two
13817 corner points. Each rectangle command takes four arguments, organized
13818 either as two consecutive pairs of @r{(@var{x},@var{y})} coordinates or
13819 as two pointers to arrays, each containing an @r{(@var{x},@var{y})}
13820 pair. The resulting rectangle is defined in the @r{@var{z}=0} plane.
13821
13822 @code{glRect}(@var{x1}, @var{y1}, @var{x2}, @var{y2}) is exactly
13823 equivalent to the following sequence: Note that if the second vertex is
13824 above and to the right of the first vertex, the rectangle is constructed
13825 with a counterclockwise winding.
13826
13827 @example
13828
13829 glBegin(@code{GL_POLYGON});
13830 glVertex2(@var{x1}, @var{y1});
13831 glVertex2(@var{x2}, @var{y1});
13832 glVertex2(@var{x2}, @var{y2});
13833 glVertex2(@var{x1}, @var{y2});
13834 glEnd();
13835 @end example
13836
13837 @code{GL_INVALID_OPERATION} is generated if @code{glRect} is executed
13838 between the execution of @code{glBegin} and the corresponding execution
13839 of @code{glEnd}.
13840
13841 @end deftypefun
13842
13843 @deftypefun GLint glRenderMode mode
13844 Set rasterization mode.
13845
13846 @table @asis
13847 @item @var{mode}
13848 Specifies the rasterization mode. Three values are accepted:
13849 @code{GL_RENDER}, @code{GL_SELECT}, and @code{GL_FEEDBACK}. The initial
13850 value is @code{GL_RENDER}.
13851
13852 @end table
13853
13854 @code{glRenderMode} sets the rasterization mode. It takes one argument,
13855 @var{mode}, which can assume one of three predefined values:
13856
13857 @table @asis
13858 @item @code{GL_RENDER}
13859 Render mode. Primitives are rasterized, producing pixel fragments, which
13860 are written into the frame buffer. This is the normal mode and also the
13861 default mode.
13862
13863 @item @code{GL_SELECT}
13864 Selection mode. No pixel fragments are produced, and no change to the
13865 frame buffer contents is made. Instead, a record of the names of
13866 primitives that would have been drawn if the render mode had been
13867 @code{GL_RENDER} is returned in a select buffer, which must be created
13868 (see @code{glSelectBuffer}) before selection mode is entered.
13869
13870 @item @code{GL_FEEDBACK}
13871 Feedback mode. No pixel fragments are produced, and no change to the
13872 frame buffer contents is made. Instead, the coordinates and attributes
13873 of vertices that would have been drawn if the render mode had been
13874 @code{GL_RENDER} is returned in a feedback buffer, which must be created
13875 (see @code{glFeedbackBuffer}) before feedback mode is entered.
13876
13877 @end table
13878
13879 The return value of @code{glRenderMode} is determined by the render mode
13880 at the time @code{glRenderMode} is called, rather than by @var{mode}.
13881 The values returned for the three render modes are as follows:
13882
13883 @table @asis
13884 @item @code{GL_RENDER}
13885 0.
13886
13887 @item @code{GL_SELECT}
13888 The number of hit records transferred to the select buffer.
13889
13890 @item @code{GL_FEEDBACK}
13891 The number of values (not vertices) transferred to the feedback buffer.
13892
13893 @end table
13894
13895 See the @code{glSelectBuffer} and @code{glFeedbackBuffer} reference
13896 pages for more details concerning selection and feedback operation.
13897
13898 @code{GL_INVALID_ENUM} is generated if @var{mode} is not one of the
13899 three accepted values.
13900
13901 @code{GL_INVALID_OPERATION} is generated if @code{glSelectBuffer} is
13902 called while the render mode is @code{GL_SELECT}, or if
13903 @code{glRenderMode} is called with argument @code{GL_SELECT} before
13904 @code{glSelectBuffer} is called at least once.
13905
13906 @code{GL_INVALID_OPERATION} is generated if @code{glFeedbackBuffer} is
13907 called while the render mode is @code{GL_FEEDBACK}, or if
13908 @code{glRenderMode} is called with argument @code{GL_FEEDBACK} before
13909 @code{glFeedbackBuffer} is called at least once.
13910
13911 @code{GL_INVALID_OPERATION} is generated if @code{glRenderMode} is
13912 executed between the execution of @code{glBegin} and the corresponding
13913 execution of @code{glEnd}.
13914
13915 @end deftypefun
13916
13917 @deftypefun void glResetHistogram target
13918 Reset histogram table entries to zero.
13919
13920 @table @asis
13921 @item @var{target}
13922 Must be @code{GL_HISTOGRAM}.
13923
13924 @end table
13925
13926 @code{glResetHistogram} resets all the elements of the current histogram
13927 table to zero.
13928
13929 @code{GL_INVALID_ENUM} is generated if @var{target} is not
13930 @code{GL_HISTOGRAM}.
13931
13932 @code{GL_INVALID_OPERATION} is generated if @code{glResetHistogram} is
13933 executed between the execution of @code{glBegin} and the corresponding
13934 execution of @code{glEnd}.
13935
13936 @end deftypefun
13937
13938 @deftypefun void glResetMinmax target
13939 Reset minmax table entries to initial values.
13940
13941 @table @asis
13942 @item @var{target}
13943 Must be @code{GL_MINMAX}.
13944
13945 @end table
13946
13947 @code{glResetMinmax} resets the elements of the current minmax table to
13948 their initial values: the ``maximum'' element receives the minimum
13949 possible component values, and the ``minimum'' element receives the
13950 maximum possible component values.
13951
13952 @code{GL_INVALID_ENUM} is generated if @var{target} is not
13953 @code{GL_MINMAX}.
13954
13955 @code{GL_INVALID_OPERATION} is generated if @code{glResetMinmax} is
13956 executed between the execution of @code{glBegin} and the corresponding
13957 execution of @code{glEnd}.
13958
13959 @end deftypefun
13960
13961 @deftypefun void glRotatef angle x y z
13962 Multiply the current matrix by a rotation matrix.
13963
13964 @table @asis
13965 @item @var{angle}
13966 Specifies the angle of rotation, in degrees.
13967
13968 @item @var{x}
13969 @itemx @var{y}
13970 @itemx @var{z}
13971 Specify the @var{x}, @var{y}, and @var{z} coordinates of a vector,
13972 respectively.
13973
13974 @end table
13975
13976 @code{glRotate} produces a rotation of @var{angle} degrees around the
13977 vector @r{(@var{x},@var{y}@var{z})}. The current matrix (see
13978 @code{glMatrixMode}) is multiplied by a rotation matrix with the product
13979 replacing the current matrix, as if @code{glMultMatrix} were called with
13980 the following matrix as its argument:
13981
13982 @r{((@var{x}^2⁡(1-@var{c},)+@var{c}
13983 @var{x}⁢@var{y}⁡(1-@var{c},)-@var{z}⁢@var{s}
13984 @var{x}⁢@var{z}⁡(1-@var{c},)+@var{y}⁢@var{s} 0),
13985 (@var{y}⁢@var{x}⁡(1-@var{c},)+@var{z}⁢@var{s}
13986 @var{y}^2⁡(1-@var{c},)+@var{c}
13987 @var{y}⁢@var{z}⁡(1-@var{c},)-@var{x}⁢@var{s} 0),
13988 (@var{x}⁢@var{z}⁡(1-@var{c},)-@var{y}⁢@var{s}
13989 @var{y}⁢@var{z}⁡(1-@var{c},)+@var{x}⁢@var{s}
13990 @var{z}^2⁡(1-@var{c},)+@var{c} 0), (0 0 0 1),)}
13991
13992
13993
13994 Where @r{@var{c}=@var{cos}⁡(@var{angle},)},
13995 @r{@var{s}=@var{sin}⁡(@var{angle},)}, and
13996 @r{∥(@var{x},@var{y}@var{z}),∥=1} (if not, the GL will normalize this
13997 vector).
13998
13999
14000
14001
14002
14003 If the matrix mode is either @code{GL_MODELVIEW} or
14004 @code{GL_PROJECTION}, all objects drawn after @code{glRotate} is called
14005 are rotated. Use @code{glPushMatrix} and @code{glPopMatrix} to save and
14006 restore the unrotated coordinate system.
14007
14008 @code{GL_INVALID_OPERATION} is generated if @code{glRotate} is executed
14009 between the execution of @code{glBegin} and the corresponding execution
14010 of @code{glEnd}.
14011
14012 @end deftypefun
14013
14014 @deftypefun void glSampleCoverage value invert
14015 Specify multisample coverage parameters.
14016
14017 @table @asis
14018 @item @var{value}
14019 Specify a single floating-point sample coverage value. The value is
14020 clamped to the range @r{[0,1]}. The initial value is 1.0.
14021
14022 @item @var{invert}
14023 Specify a single boolean value representing if the coverage masks should
14024 be inverted. @code{GL_TRUE} and @code{GL_FALSE} are accepted. The
14025 initial value is @code{GL_FALSE}.
14026
14027 @end table
14028
14029 Multisampling samples a pixel multiple times at various
14030 implementation-dependent subpixel locations to generate antialiasing
14031 effects. Multisampling transparently antialiases points, lines,
14032 polygons, bitmaps, and images if it is enabled.
14033
14034 @var{value} is used in constructing a temporary mask used in determining
14035 which samples will be used in resolving the final fragment color. This
14036 mask is bitwise-anded with the coverage mask generated from the
14037 multisampling computation. If the @var{invert} flag is set, the
14038 temporary mask is inverted (all bits flipped) and then the bitwise-and
14039 is computed.
14040
14041 If an implementation does not have any multisample buffers available, or
14042 multisampling is disabled, rasterization occurs with only a single
14043 sample computing a pixel's final RGB color.
14044
14045 Provided an implementation supports multisample buffers, and
14046 multisampling is enabled, then a pixel's final color is generated by
14047 combining several samples per pixel. Each sample contains color, depth,
14048 and stencil information, allowing those operations to be performed on
14049 each sample.
14050
14051 @code{GL_INVALID_OPERATION} is generated if @code{glSampleCoverage} is
14052 executed between the execution of @code{glBegin} and the corresponding
14053 execution of @code{glEnd}.
14054
14055 @end deftypefun
14056
14057 @deftypefun void glScalef x y z
14058 Multiply the current matrix by a general scaling matrix.
14059
14060 @table @asis
14061 @item @var{x}
14062 @itemx @var{y}
14063 @itemx @var{z}
14064 Specify scale factors along the @var{x}, @var{y}, and @var{z} axes,
14065 respectively.
14066
14067 @end table
14068
14069 @code{glScale} produces a nonuniform scaling along the @var{x}, @var{y},
14070 and @var{z} axes. The three parameters indicate the desired scale factor
14071 along each of the three axes.
14072
14073 The current matrix (see @code{glMatrixMode}) is multiplied by this scale
14074 matrix, and the product replaces the current matrix as if
14075 @code{glMultMatrix} were called with the following matrix as its
14076 argument:
14077
14078 @r{((@var{x} 0 0 0), (0 @var{y} 0 0), (0 0 @var{z} 0), (0 0 0 1),)}
14079
14080 If the matrix mode is either @code{GL_MODELVIEW} or
14081 @code{GL_PROJECTION}, all objects drawn after @code{glScale} is called
14082 are scaled.
14083
14084 Use @code{glPushMatrix} and @code{glPopMatrix} to save and restore the
14085 unscaled coordinate system.
14086
14087 @code{GL_INVALID_OPERATION} is generated if @code{glScale} is executed
14088 between the execution of @code{glBegin} and the corresponding execution
14089 of @code{glEnd}.
14090
14091 @end deftypefun
14092
14093 @deftypefun void glScissor x y width height
14094 Define the scissor box.
14095
14096 @table @asis
14097 @item @var{x}
14098 @itemx @var{y}
14099 Specify the lower left corner of the scissor box. Initially (0, 0).
14100
14101 @item @var{width}
14102 @itemx @var{height}
14103 Specify the width and height of the scissor box. When a GL context is
14104 first attached to a window, @var{width} and @var{height} are set to the
14105 dimensions of that window.
14106
14107 @end table
14108
14109 @code{glScissor} defines a rectangle, called the scissor box, in window
14110 coordinates. The first two arguments, @var{x} and @var{y}, specify the
14111 lower left corner of the box. @var{width} and @var{height} specify the
14112 width and height of the box.
14113
14114 To enable and disable the scissor test, call @code{glEnable} and
14115 @code{glDisable} with argument @code{GL_SCISSOR_TEST}. The test is
14116 initially disabled. While the test is enabled, only pixels that lie
14117 within the scissor box can be modified by drawing commands. Window
14118 coordinates have integer values at the shared corners of frame buffer
14119 pixels. @code{glScissor(0,0,1,1)} allows modification of only the lower
14120 left pixel in the window, and @code{glScissor(0,0,0,0)} doesn't allow
14121 modification of any pixels in the window.
14122
14123 When the scissor test is disabled, it is as though the scissor box
14124 includes the entire window.
14125
14126 @code{GL_INVALID_VALUE} is generated if either @var{width} or
14127 @var{height} is negative.
14128
14129 @code{GL_INVALID_OPERATION} is generated if @code{glScissor} is executed
14130 between the execution of @code{glBegin} and the corresponding execution
14131 of @code{glEnd}.
14132
14133 @end deftypefun
14134
14135 @deftypefun void glSecondaryColorPointer size type stride pointer
14136 Define an array of secondary colors.
14137
14138 @table @asis
14139 @item @var{size}
14140 Specifies the number of components per color. Must be 3.
14141
14142 @item @var{type}
14143 Specifies the data type of each color component in the array. Symbolic
14144 constants @code{GL_BYTE}, @code{GL_UNSIGNED_BYTE}, @code{GL_SHORT},
14145 @code{GL_UNSIGNED_SHORT}, @code{GL_INT}, @code{GL_UNSIGNED_INT},
14146 @code{GL_FLOAT}, or @code{GL_DOUBLE} are accepted. The initial value is
14147 @code{GL_FLOAT}.
14148
14149 @item @var{stride}
14150 Specifies the byte offset between consecutive colors. If @var{stride} is
14151 0, the colors are understood to be tightly packed in the array. The
14152 initial value is 0.
14153
14154 @item @var{pointer}
14155 Specifies a pointer to the first component of the first color element in
14156 the array. The initial value is 0.
14157
14158 @end table
14159
14160 @code{glSecondaryColorPointer} specifies the location and data format of
14161 an array of color components to use when rendering. @var{size} specifies
14162 the number of components per color, and must be 3. @var{type} specifies
14163 the data type of each color component, and @var{stride} specifies the
14164 byte stride from one color to the next, allowing vertices and attributes
14165 to be packed into a single array or stored in separate arrays.
14166
14167 If a non-zero named buffer object is bound to the @code{GL_ARRAY_BUFFER}
14168 target (see @code{glBindBuffer}) while a secondary color array is
14169 specified, @var{pointer} is treated as a byte offset into the buffer
14170 object's data store. Also, the buffer object binding
14171 (@code{GL_ARRAY_BUFFER_BINDING}) is saved as secondary color vertex
14172 array client-side state
14173 (@code{GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING}).
14174
14175 When a secondary color array is specified, @var{size}, @var{type},
14176 @var{stride}, and @var{pointer} are saved as client-side state, in
14177 addition to the current vertex array buffer object binding.
14178
14179 To enable and disable the secondary color array, call
14180 @code{glEnableClientState} and @code{glDisableClientState} with the
14181 argument @code{GL_SECONDARY_COLOR_ARRAY}. If enabled, the secondary
14182 color array is used when @code{glArrayElement}, @code{glDrawArrays},
14183 @code{glMultiDrawArrays}, @code{glDrawElements},
14184 @code{glMultiDrawElements}, or @code{glDrawRangeElements} is called.
14185
14186 @code{GL_INVALID_VALUE} is generated if @var{size} is not 3.
14187
14188 @code{GL_INVALID_ENUM} is generated if @var{type} is not an accepted
14189 value.
14190
14191 @code{GL_INVALID_VALUE} is generated if @var{stride} is negative.
14192
14193 @end deftypefun
14194
14195 @deftypefun void glSecondaryColor3i red green blue
14196 @deftypefunx void glSecondaryColor3f red green blue
14197 @deftypefunx void glSecondaryColor3ui red green blue
14198 Set the current secondary color.
14199
14200 @table @asis
14201 @item @var{red}
14202 @itemx @var{green}
14203 @itemx @var{blue}
14204 Specify new red, green, and blue values for the current secondary color.
14205
14206 @end table
14207
14208 The GL stores both a primary four-valued RGBA color and a secondary
14209 four-valued RGBA color (where alpha is always set to 0.0) that is
14210 associated with every vertex.
14211
14212 The secondary color is interpolated and applied to each fragment during
14213 rasterization when @code{GL_COLOR_SUM} is enabled. When lighting is
14214 enabled, and @code{GL_SEPARATE_SPECULAR_COLOR} is specified, the value
14215 of the secondary color is assigned the value computed from the specular
14216 term of the lighting computation. Both the primary and secondary current
14217 colors are applied to each fragment, regardless of the state of
14218 @code{GL_COLOR_SUM}, under such conditions. When
14219 @code{GL_SEPARATE_SPECULAR_COLOR} is specified, the value returned from
14220 querying the current secondary color is undefined.
14221
14222 @code{glSecondaryColor3b}, @code{glSecondaryColor3s}, and
14223 @code{glSecondaryColor3i} take three signed byte, short, or long
14224 integers as arguments. When @strong{v} is appended to the name, the
14225 color commands can take a pointer to an array of such values.
14226
14227 Color values are stored in floating-point format, with unspecified
14228 mantissa and exponent sizes. Unsigned integer color components, when
14229 specified, are linearly mapped to floating-point values such that the
14230 largest representable value maps to 1.0 (full intensity), and 0 maps to
14231 0.0 (zero intensity). Signed integer color components, when specified,
14232 are linearly mapped to floating-point values such that the most positive
14233 representable value maps to 1.0, and the most negative representable
14234 value maps to @r{-1.0}. (Note that this mapping does not convert 0
14235 precisely to 0.0). Floating-point values are mapped directly.
14236
14237 Neither floating-point nor signed integer values are clamped to the
14238 range @r{[0,1]} before the current color is updated. However, color
14239 components are clamped to this range before they are interpolated or
14240 written into a color buffer.
14241
14242 @end deftypefun
14243
14244 @deftypefun void glSelectBuffer size buffer
14245 Establish a buffer for selection mode values.
14246
14247 @table @asis
14248 @item @var{size}
14249 Specifies the size of @var{buffer}.
14250
14251 @item @var{buffer}
14252 Returns the selection data.
14253
14254 @end table
14255
14256 @code{glSelectBuffer} has two arguments: @var{buffer} is a pointer to an
14257 array of unsigned integers, and @var{size} indicates the size of the
14258 array. @var{buffer} returns values from the name stack (see
14259 @code{glInitNames}, @code{glLoadName}, @code{glPushName}) when the
14260 rendering mode is @code{GL_SELECT} (see @code{glRenderMode}).
14261 @code{glSelectBuffer} must be issued before selection mode is enabled,
14262 and it must not be issued while the rendering mode is @code{GL_SELECT}.
14263
14264 A programmer can use selection to determine which primitives are drawn
14265 into some region of a window. The region is defined by the current
14266 modelview and perspective matrices.
14267
14268 In selection mode, no pixel fragments are produced from rasterization.
14269 Instead, if a primitive or a raster position intersects the clipping
14270 volume defined by the viewing frustum and the user-defined clipping
14271 planes, this primitive causes a selection hit. (With polygons, no hit
14272 occurs if the polygon is culled.) When a change is made to the name
14273 stack, or when @code{glRenderMode} is called, a hit record is copied to
14274 @var{buffer} if any hits have occurred since the last such event (name
14275 stack change or @code{glRenderMode} call). The hit record consists of
14276 the number of names in the name stack at the time of the event, followed
14277 by the minimum and maximum depth values of all vertices that hit since
14278 the previous event, followed by the name stack contents, bottom name
14279 first.
14280
14281 Depth values (which are in the range [0,1]) are multiplied by
14282 @r{2^32-1}, before being placed in the hit record.
14283
14284 An internal index into @var{buffer} is reset to 0 whenever selection
14285 mode is entered. Each time a hit record is copied into @var{buffer}, the
14286 index is incremented to point to the cell just past the end of the block
14287 of names\(emthat is, to the next available cell If the hit record is
14288 larger than the number of remaining locations in @var{buffer}, as much
14289 data as can fit is copied, and the overflow flag is set. If the name
14290 stack is empty when a hit record is copied, that record consists of 0
14291 followed by the minimum and maximum depth values.
14292
14293 To exit selection mode, call @code{glRenderMode} with an argument other
14294 than @code{GL_SELECT}. Whenever @code{glRenderMode} is called while the
14295 render mode is @code{GL_SELECT}, it returns the number of hit records
14296 copied to @var{buffer}, resets the overflow flag and the selection
14297 buffer pointer, and initializes the name stack to be empty. If the
14298 overflow bit was set when @code{glRenderMode} was called, a negative hit
14299 record count is returned.
14300
14301 @code{GL_INVALID_VALUE} is generated if @var{size} is negative.
14302
14303 @code{GL_INVALID_OPERATION} is generated if @code{glSelectBuffer} is
14304 called while the render mode is @code{GL_SELECT}, or if
14305 @code{glRenderMode} is called with argument @code{GL_SELECT} before
14306 @code{glSelectBuffer} is called at least once.
14307
14308 @code{GL_INVALID_OPERATION} is generated if @code{glSelectBuffer} is
14309 executed between the execution of @code{glBegin} and the corresponding
14310 execution of @code{glEnd}.
14311
14312 @end deftypefun
14313
14314 @deftypefun void glSeparableFilter2D target internalformat width height format type row column
14315 Define a separable two-dimensional convolution filter.
14316
14317 @table @asis
14318 @item @var{target}
14319 Must be @code{GL_SEPARABLE_2D}.
14320
14321 @item @var{internalformat}
14322 The internal format of the convolution filter kernel. The allowable
14323 values are @code{GL_ALPHA}, @code{GL_ALPHA4}, @code{GL_ALPHA8},
14324 @code{GL_ALPHA12}, @code{GL_ALPHA16}, @code{GL_LUMINANCE},
14325 @code{GL_LUMINANCE4}, @code{GL_LUMINANCE8}, @code{GL_LUMINANCE12},
14326 @code{GL_LUMINANCE16}, @code{GL_LUMINANCE_ALPHA},
14327 @code{GL_LUMINANCE4_ALPHA4}, @code{GL_LUMINANCE6_ALPHA2},
14328 @code{GL_LUMINANCE8_ALPHA8}, @code{GL_LUMINANCE12_ALPHA4},
14329 @code{GL_LUMINANCE12_ALPHA12}, @code{GL_LUMINANCE16_ALPHA16},
14330 @code{GL_INTENSITY}, @code{GL_INTENSITY4}, @code{GL_INTENSITY8},
14331 @code{GL_INTENSITY12}, @code{GL_INTENSITY16}, @code{GL_R3_G3_B2},
14332 @code{GL_RGB}, @code{GL_RGB4}, @code{GL_RGB5}, @code{GL_RGB8},
14333 @code{GL_RGB10}, @code{GL_RGB12}, @code{GL_RGB16}, @code{GL_RGBA},
14334 @code{GL_RGBA2}, @code{GL_RGBA4}, @code{GL_RGB5_A1}, @code{GL_RGBA8},
14335 @code{GL_RGB10_A2}, @code{GL_RGBA12}, or @code{GL_RGBA16}.
14336
14337 @item @var{width}
14338 The number of elements in the pixel array referenced by @var{row}. (This
14339 is the width of the separable filter kernel.)
14340
14341 @item @var{height}
14342 The number of elements in the pixel array referenced by @var{column}.
14343 (This is the height of the separable filter kernel.)
14344
14345 @item @var{format}
14346 The format of the pixel data in @var{row} and @var{column}. The
14347 allowable values are @code{GL_RED}, @code{GL_GREEN}, @code{GL_BLUE},
14348 @code{GL_ALPHA}, @code{GL_RGB}, @code{GL_BGR}, @code{GL_RGBA},
14349 @code{GL_BGRA}, @code{GL_INTENSITY}, @code{GL_LUMINANCE}, and
14350 @code{GL_LUMINANCE_ALPHA}.
14351
14352 @item @var{type}
14353 The type of the pixel data in @var{row} and @var{column}. Symbolic
14354 constants @code{GL_UNSIGNED_BYTE}, @code{GL_BYTE}, @code{GL_BITMAP},
14355 @code{GL_UNSIGNED_SHORT}, @code{GL_SHORT}, @code{GL_UNSIGNED_INT},
14356 @code{GL_INT}, @code{GL_FLOAT}, @code{GL_UNSIGNED_BYTE_3_3_2},
14357 @code{GL_UNSIGNED_BYTE_2_3_3_REV}, @code{GL_UNSIGNED_SHORT_5_6_5},
14358 @code{GL_UNSIGNED_SHORT_5_6_5_REV}, @code{GL_UNSIGNED_SHORT_4_4_4_4},
14359 @code{GL_UNSIGNED_SHORT_4_4_4_4_REV}, @code{GL_UNSIGNED_SHORT_5_5_5_1},
14360 @code{GL_UNSIGNED_SHORT_1_5_5_5_REV}, @code{GL_UNSIGNED_INT_8_8_8_8},
14361 @code{GL_UNSIGNED_INT_8_8_8_8_REV}, @code{GL_UNSIGNED_INT_10_10_10_2},
14362 and @code{GL_UNSIGNED_INT_2_10_10_10_REV} are accepted.
14363
14364 @item @var{row}
14365 Pointer to a one-dimensional array of pixel data that is processed to
14366 build the row filter kernel.
14367
14368 @item @var{column}
14369 Pointer to a one-dimensional array of pixel data that is processed to
14370 build the column filter kernel.
14371
14372 @end table
14373
14374 @code{glSeparableFilter2D} builds a two-dimensional separable
14375 convolution filter kernel from two arrays of pixels.
14376
14377 The pixel arrays specified by (@var{width}, @var{format}, @var{type},
14378 @var{row}) and (@var{height}, @var{format}, @var{type}, @var{column})
14379 are processed just as if they had been passed to @code{glDrawPixels},
14380 but processing stops after the final expansion to RGBA is completed.
14381
14382 If a non-zero named buffer object is bound to the
14383 @code{GL_PIXEL_UNPACK_BUFFER} target (see @code{glBindBuffer}) while a
14384 convolution filter is specified, @var{row} and @var{column} are treated
14385 as byte offsets into the buffer object's data store.
14386
14387 Next, the R, G, B, and A components of all pixels in both arrays are
14388 scaled by the four separable 2D @code{GL_CONVOLUTION_FILTER_SCALE}
14389 parameters and biased by the four separable 2D
14390 @code{GL_CONVOLUTION_FILTER_BIAS} parameters. (The scale and bias
14391 parameters are set by @code{glConvolutionParameter} using the
14392 @code{GL_SEPARABLE_2D} target and the names
14393 @code{GL_CONVOLUTION_FILTER_SCALE} and
14394 @code{GL_CONVOLUTION_FILTER_BIAS}. The parameters themselves are vectors
14395 of four values that are applied to red, green, blue, and alpha, in that
14396 order.) The R, G, B, and A values are not clamped to [0,1] at any time
14397 during this process.
14398
14399 Each pixel is then converted to the internal format specified by
14400 @var{internalformat}. This conversion simply maps the component values
14401 of the pixel (R, G, B, and A) to the values included in the internal
14402 format (red, green, blue, alpha, luminance, and intensity). The mapping
14403 is as follows:
14404
14405 @table @asis
14406 @item @strong{Internal Format}
14407 @strong{Red}, @strong{Green}, @strong{Blue}, @strong{Alpha},
14408 @strong{Luminance}, @strong{Intensity}
14409
14410 @item @code{GL_LUMINANCE}
14411 , , , , R ,
14412
14413 @item @code{GL_LUMINANCE_ALPHA}
14414 , , , A , R ,
14415
14416 @item @code{GL_INTENSITY}
14417 , , , , , R
14418
14419 @item @code{GL_RGB}
14420 R , G , B , , ,
14421
14422 @item @code{GL_RGBA}
14423 R , G , B , A , ,
14424
14425 @end table
14426
14427 The red, green, blue, alpha, luminance, and/or intensity components of
14428 the resulting pixels are stored in floating-point rather than integer
14429 format. They form two one-dimensional filter kernel images. The row
14430 image is indexed by coordinate @var{i} starting at zero and increasing
14431 from left to right. Each location in the row image is derived from
14432 element @var{i} of @var{row}. The column image is indexed by coordinate
14433 @var{j} starting at zero and increasing from bottom to top. Each
14434 location in the column image is derived from element @var{j} of
14435 @var{column}.
14436
14437 Note that after a convolution is performed, the resulting color
14438 components are also scaled by their corresponding
14439 @code{GL_POST_CONVOLUTION_c_SCALE} parameters and biased by their
14440 corresponding @code{GL_POST_CONVOLUTION_c_BIAS} parameters (where
14441 @var{c} takes on the values @strong{RED}, @strong{GREEN}, @strong{BLUE},
14442 and @strong{ALPHA}). These parameters are set by @code{glPixelTransfer}.
14443
14444 @code{GL_INVALID_ENUM} is generated if @var{target} is not
14445 @code{GL_SEPARABLE_2D}.
14446
14447 @code{GL_INVALID_ENUM} is generated if @var{internalformat} is not one
14448 of the allowable values.
14449
14450 @code{GL_INVALID_ENUM} is generated if @var{format} is not one of the
14451 allowable values.
14452
14453 @code{GL_INVALID_ENUM} is generated if @var{type} is not one of the
14454 allowable values.
14455
14456 @code{GL_INVALID_VALUE} is generated if @var{width} is less than zero or
14457 greater than the maximum supported value. This value may be queried with
14458 @code{glGetConvolutionParameter} using target @code{GL_SEPARABLE_2D} and
14459 name @code{GL_MAX_CONVOLUTION_WIDTH}.
14460
14461 @code{GL_INVALID_VALUE} is generated if @var{height} is less than zero
14462 or greater than the maximum supported value. This value may be queried
14463 with @code{glGetConvolutionParameter} using target
14464 @code{GL_SEPARABLE_2D} and name @code{GL_MAX_CONVOLUTION_HEIGHT}.
14465
14466 @code{GL_INVALID_OPERATION} is generated if @var{height} is one of
14467 @code{GL_UNSIGNED_BYTE_3_3_2}, @code{GL_UNSIGNED_BYTE_2_3_3_REV},
14468 @code{GL_UNSIGNED_SHORT_5_6_5}, or @code{GL_UNSIGNED_SHORT_5_6_5_REV}
14469 and @var{format} is not @code{GL_RGB}.
14470
14471 @code{GL_INVALID_OPERATION} is generated if @var{height} is one of
14472 @code{GL_UNSIGNED_SHORT_4_4_4_4}, @code{GL_UNSIGNED_SHORT_4_4_4_4_REV},
14473 @code{GL_UNSIGNED_SHORT_5_5_5_1}, @code{GL_UNSIGNED_SHORT_1_5_5_5_REV},
14474 @code{GL_UNSIGNED_INT_8_8_8_8}, @code{GL_UNSIGNED_INT_8_8_8_8_REV},
14475 @code{GL_UNSIGNED_INT_10_10_10_2}, or
14476 @code{GL_UNSIGNED_INT_2_10_10_10_REV} and @var{format} is neither
14477 @code{GL_RGBA} nor @code{GL_BGRA}.
14478
14479 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
14480 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the buffer
14481 object's data store is currently mapped.
14482
14483 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
14484 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the data
14485 would be unpacked from the buffer object such that the memory reads
14486 required would exceed the data store size.
14487
14488 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
14489 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and @var{row}
14490 or @var{column} is not evenly divisible into the number of bytes needed
14491 to store in memory a datum indicated by @var{type}.
14492
14493 @code{GL_INVALID_OPERATION} is generated if @code{glSeparableFilter2D}
14494 is executed between the execution of @code{glBegin} and the
14495 corresponding execution of @code{glEnd}.
14496
14497 @end deftypefun
14498
14499 @deftypefun void glShadeModel mode
14500 Select flat or smooth shading.
14501
14502 @table @asis
14503 @item @var{mode}
14504 Specifies a symbolic value representing a shading technique. Accepted
14505 values are @code{GL_FLAT} and @code{GL_SMOOTH}. The initial value is
14506 @code{GL_SMOOTH}.
14507
14508 @end table
14509
14510 GL primitives can have either flat or smooth shading. Smooth shading,
14511 the default, causes the computed colors of vertices to be interpolated
14512 as the primitive is rasterized, typically assigning different colors to
14513 each resulting pixel fragment. Flat shading selects the computed color
14514 of just one vertex and assigns it to all the pixel fragments generated
14515 by rasterizing a single primitive. In either case, the computed color of
14516 a vertex is the result of lighting if lighting is enabled, or it is the
14517 current color at the time the vertex was specified if lighting is
14518 disabled.
14519
14520 Flat and smooth shading are indistinguishable for points. Starting when
14521 @code{glBegin} is issued and counting vertices and primitives from 1,
14522 the GL gives each flat-shaded line segment @r{@var{i}} the computed
14523 color of vertex @r{@var{i}+1}, its second vertex. Counting similarly
14524 from 1, the GL gives each flat-shaded polygon the computed color of the
14525 vertex listed in the following table. This is the last vertex to specify
14526 the polygon in all cases except single polygons, where the first vertex
14527 specifies the flat-shaded color.
14528
14529
14530
14531 @table @asis
14532 @item @strong{
14533 Primitive Type of Polygon @r{@var{i}}}
14534 @strong{Vertex}
14535
14536 @item
14537 Single polygon
14538 (@r{@var{i}==1})
14539 1
14540
14541 @item
14542 Triangle strip
14543 @r{@var{i}+2}
14544
14545 @item
14546 Triangle fan
14547 @r{@var{i}+2}
14548
14549 @item
14550 Independent triangle
14551 @r{3⁢@var{i}}
14552
14553 @item
14554 Quad strip
14555 @r{2⁢@var{i}+2}
14556
14557 @item
14558 Independent quad
14559 @r{4⁢@var{i}}
14560
14561 @end table
14562
14563 Flat and smooth shading are specified by @code{glShadeModel} with
14564 @var{mode} set to @code{GL_FLAT} and @code{GL_SMOOTH}, respectively.
14565
14566 @code{GL_INVALID_ENUM} is generated if @var{mode} is any value other
14567 than @code{GL_FLAT} or @code{GL_SMOOTH}.
14568
14569 @code{GL_INVALID_OPERATION} is generated if @code{glShadeModel} is
14570 executed between the execution of @code{glBegin} and the corresponding
14571 execution of @code{glEnd}.
14572
14573 @end deftypefun
14574
14575 @deftypefun void glShaderSource shader count string length
14576 Replaces the source code in a shader object.
14577
14578 @table @asis
14579 @item @var{shader}
14580 Specifies the handle of the shader object whose source code is to be
14581 replaced.
14582
14583 @item @var{count}
14584 Specifies the number of elements in the @var{string} and @var{length}
14585 arrays.
14586
14587 @item @var{string}
14588 Specifies an array of pointers to strings containing the source code to
14589 be loaded into the shader.
14590
14591 @item @var{length}
14592 Specifies an array of string lengths.
14593
14594 @end table
14595
14596 @code{glShaderSource} sets the source code in @var{shader} to the source
14597 code in the array of strings specified by @var{string}. Any source code
14598 previously stored in the shader object is completely replaced. The
14599 number of strings in the array is specified by @var{count}. If
14600 @var{length} is @code{NULL}, each string is assumed to be null
14601 terminated. If @var{length} is a value other than @code{NULL}, it points
14602 to an array containing a string length for each of the corresponding
14603 elements of @var{string}. Each element in the @var{length} array may
14604 contain the length of the corresponding string (the null character is
14605 not counted as part of the string length) or a value less than 0 to
14606 indicate that the string is null terminated. The source code strings are
14607 not scanned or parsed at this time; they are simply copied into the
14608 specified shader object.
14609
14610 @code{GL_INVALID_VALUE} is generated if @var{shader} is not a value
14611 generated by OpenGL.
14612
14613 @code{GL_INVALID_OPERATION} is generated if @var{shader} is not a shader
14614 object.
14615
14616 @code{GL_INVALID_VALUE} is generated if @var{count} is less than 0.
14617
14618 @code{GL_INVALID_OPERATION} is generated if @code{glShaderSource} is
14619 executed between the execution of @code{glBegin} and the corresponding
14620 execution of @code{glEnd}.
14621
14622 @end deftypefun
14623
14624 @deftypefun void glStencilFuncSeparate face func ref mask
14625 Set front and/or back function and reference value for stencil testing.
14626
14627 @table @asis
14628 @item @var{face}
14629 Specifies whether front and/or back stencil state is updated. Three
14630 symbolic constants are valid: @code{GL_FRONT}, @code{GL_BACK}, and
14631 @code{GL_FRONT_AND_BACK}.
14632
14633 @item @var{func}
14634 Specifies the test function. Eight symbolic constants are valid:
14635 @code{GL_NEVER}, @code{GL_LESS}, @code{GL_LEQUAL}, @code{GL_GREATER},
14636 @code{GL_GEQUAL}, @code{GL_EQUAL}, @code{GL_NOTEQUAL}, and
14637 @code{GL_ALWAYS}. The initial value is @code{GL_ALWAYS}.
14638
14639 @item @var{ref}
14640 Specifies the reference value for the stencil test. @var{ref} is clamped
14641 to the range @r{[0,2^@var{n}-1]}, where @r{@var{n}} is the number of
14642 bitplanes in the stencil buffer. The initial value is 0.
14643
14644 @item @var{mask}
14645 Specifies a mask that is ANDed with both the reference value and the
14646 stored stencil value when the test is done. The initial value is all
14647 1's.
14648
14649 @end table
14650
14651 Stenciling, like depth-buffering, enables and disables drawing on a
14652 per-pixel basis. You draw into the stencil planes using GL drawing
14653 primitives, then render geometry and images, using the stencil planes to
14654 mask out portions of the screen. Stenciling is typically used in
14655 multipass rendering algorithms to achieve special effects, such as
14656 decals, outlining, and constructive solid geometry rendering.
14657
14658 The stencil test conditionally eliminates a pixel based on the outcome
14659 of a comparison between the reference value and the value in the stencil
14660 buffer. To enable and disable the test, call @code{glEnable} and
14661 @code{glDisable} with argument @code{GL_STENCIL_TEST}. To specify
14662 actions based on the outcome of the stencil test, call
14663 @code{glStencilOp} or @code{glStencilOpSeparate}.
14664
14665 There can be two separate sets of @var{func}, @var{ref}, and @var{mask}
14666 parameters; one affects back-facing polygons, and the other affects
14667 front-facing polygons as well as other non-polygon primitives.
14668 @code{glStencilFunc} sets both front and back stencil state to the same
14669 values, as if @code{glStencilFuncSeparate} were called with @var{face}
14670 set to @code{GL_FRONT_AND_BACK}.
14671
14672 @var{func} is a symbolic constant that determines the stencil comparison
14673 function. It accepts one of eight values, shown in the following list.
14674 @var{ref} is an integer reference value that is used in the stencil
14675 comparison. It is clamped to the range @r{[0,2^@var{n}-1]}, where
14676 @r{@var{n}} is the number of bitplanes in the stencil buffer. @var{mask}
14677 is bitwise ANDed with both the reference value and the stored stencil
14678 value, with the ANDed values participating in the comparison.
14679
14680 If @var{stencil} represents the value stored in the corresponding
14681 stencil buffer location, the following list shows the effect of each
14682 comparison function that can be specified by @var{func}. Only if the
14683 comparison succeeds is the pixel passed through to the next stage in the
14684 rasterization process (see @code{glStencilOp}). All tests treat
14685 @var{stencil} values as unsigned integers in the range
14686 @r{[0,2^@var{n}-1]}, where @r{@var{n}} is the number of bitplanes in the
14687 stencil buffer.
14688
14689 The following values are accepted by @var{func}:
14690
14691 @table @asis
14692 @item @code{GL_NEVER}
14693 Always fails.
14694
14695 @item @code{GL_LESS}
14696 Passes if ( @var{ref} & @var{mask} ) < ( @var{stencil} & @var{mask} ).
14697
14698 @item @code{GL_LEQUAL}
14699 Passes if ( @var{ref} & @var{mask} ) <= ( @var{stencil} & @var{mask} ).
14700
14701 @item @code{GL_GREATER}
14702 Passes if ( @var{ref} & @var{mask} ) > ( @var{stencil} & @var{mask} ).
14703
14704 @item @code{GL_GEQUAL}
14705 Passes if ( @var{ref} & @var{mask} ) >= ( @var{stencil} & @var{mask} ).
14706
14707 @item @code{GL_EQUAL}
14708 Passes if ( @var{ref} & @var{mask} ) = ( @var{stencil} & @var{mask} ).
14709
14710 @item @code{GL_NOTEQUAL}
14711 Passes if ( @var{ref} & @var{mask} ) != ( @var{stencil} & @var{mask} ).
14712
14713 @item @code{GL_ALWAYS}
14714 Always passes.
14715
14716 @end table
14717
14718 @code{GL_INVALID_ENUM} is generated if @var{func} is not one of the
14719 eight accepted values.
14720
14721 @code{GL_INVALID_OPERATION} is generated if @code{glStencilFuncSeparate}
14722 is executed between the execution of @code{glBegin} and the
14723 corresponding execution of @code{glEnd}.
14724
14725 @end deftypefun
14726
14727 @deftypefun void glStencilFunc func ref mask
14728 Set front and back function and reference value for stencil testing.
14729
14730 @table @asis
14731 @item @var{func}
14732 Specifies the test function. Eight symbolic constants are valid:
14733 @code{GL_NEVER}, @code{GL_LESS}, @code{GL_LEQUAL}, @code{GL_GREATER},
14734 @code{GL_GEQUAL}, @code{GL_EQUAL}, @code{GL_NOTEQUAL}, and
14735 @code{GL_ALWAYS}. The initial value is @code{GL_ALWAYS}.
14736
14737 @item @var{ref}
14738 Specifies the reference value for the stencil test. @var{ref} is clamped
14739 to the range @r{[0,2^@var{n}-1]}, where @r{@var{n}} is the number of
14740 bitplanes in the stencil buffer. The initial value is 0.
14741
14742 @item @var{mask}
14743 Specifies a mask that is ANDed with both the reference value and the
14744 stored stencil value when the test is done. The initial value is all
14745 1's.
14746
14747 @end table
14748
14749 Stenciling, like depth-buffering, enables and disables drawing on a
14750 per-pixel basis. Stencil planes are first drawn into using GL drawing
14751 primitives, then geometry and images are rendered using the stencil
14752 planes to mask out portions of the screen. Stenciling is typically used
14753 in multipass rendering algorithms to achieve special effects, such as
14754 decals, outlining, and constructive solid geometry rendering.
14755
14756 The stencil test conditionally eliminates a pixel based on the outcome
14757 of a comparison between the reference value and the value in the stencil
14758 buffer. To enable and disable the test, call @code{glEnable} and
14759 @code{glDisable} with argument @code{GL_STENCIL_TEST}. To specify
14760 actions based on the outcome of the stencil test, call
14761 @code{glStencilOp} or @code{glStencilOpSeparate}.
14762
14763 There can be two separate sets of @var{func}, @var{ref}, and @var{mask}
14764 parameters; one affects back-facing polygons, and the other affects
14765 front-facing polygons as well as other non-polygon primitives.
14766 @code{glStencilFunc} sets both front and back stencil state to the same
14767 values. Use @code{glStencilFuncSeparate} to set front and back stencil
14768 state to different values.
14769
14770 @var{func} is a symbolic constant that determines the stencil comparison
14771 function. It accepts one of eight values, shown in the following list.
14772 @var{ref} is an integer reference value that is used in the stencil
14773 comparison. It is clamped to the range @r{[0,2^@var{n}-1]}, where
14774 @r{@var{n}} is the number of bitplanes in the stencil buffer. @var{mask}
14775 is bitwise ANDed with both the reference value and the stored stencil
14776 value, with the ANDed values participating in the comparison.
14777
14778 If @var{stencil} represents the value stored in the corresponding
14779 stencil buffer location, the following list shows the effect of each
14780 comparison function that can be specified by @var{func}. Only if the
14781 comparison succeeds is the pixel passed through to the next stage in the
14782 rasterization process (see @code{glStencilOp}). All tests treat
14783 @var{stencil} values as unsigned integers in the range
14784 @r{[0,2^@var{n}-1]}, where @r{@var{n}} is the number of bitplanes in the
14785 stencil buffer.
14786
14787 The following values are accepted by @var{func}:
14788
14789 @table @asis
14790 @item @code{GL_NEVER}
14791 Always fails.
14792
14793 @item @code{GL_LESS}
14794 Passes if ( @var{ref} & @var{mask} ) < ( @var{stencil} & @var{mask} ).
14795
14796 @item @code{GL_LEQUAL}
14797 Passes if ( @var{ref} & @var{mask} ) <= ( @var{stencil} & @var{mask} ).
14798
14799 @item @code{GL_GREATER}
14800 Passes if ( @var{ref} & @var{mask} ) > ( @var{stencil} & @var{mask} ).
14801
14802 @item @code{GL_GEQUAL}
14803 Passes if ( @var{ref} & @var{mask} ) >= ( @var{stencil} & @var{mask} ).
14804
14805 @item @code{GL_EQUAL}
14806 Passes if ( @var{ref} & @var{mask} ) = ( @var{stencil} & @var{mask} ).
14807
14808 @item @code{GL_NOTEQUAL}
14809 Passes if ( @var{ref} & @var{mask} ) != ( @var{stencil} & @var{mask} ).
14810
14811 @item @code{GL_ALWAYS}
14812 Always passes.
14813
14814 @end table
14815
14816 @code{GL_INVALID_ENUM} is generated if @var{func} is not one of the
14817 eight accepted values.
14818
14819 @code{GL_INVALID_OPERATION} is generated if @code{glStencilFunc} is
14820 executed between the execution of @code{glBegin} and the corresponding
14821 execution of @code{glEnd}.
14822
14823 @end deftypefun
14824
14825 @deftypefun void glStencilMaskSeparate face mask
14826 Control the front and/or back writing of individual bits in the stencil
14827 planes.
14828
14829 @table @asis
14830 @item @var{face}
14831 Specifies whether the front and/or back stencil writemask is updated.
14832 Three symbolic constants are valid: @code{GL_FRONT}, @code{GL_BACK}, and
14833 @code{GL_FRONT_AND_BACK}.
14834
14835 @item @var{mask}
14836 Specifies a bit mask to enable and disable writing of individual bits in
14837 the stencil planes. Initially, the mask is all 1's.
14838
14839 @end table
14840
14841 @code{glStencilMaskSeparate} controls the writing of individual bits in
14842 the stencil planes. The least significant @r{@var{n}} bits of
14843 @var{mask}, where @r{@var{n}} is the number of bits in the stencil
14844 buffer, specify a mask. Where a 1 appears in the mask, it's possible to
14845 write to the corresponding bit in the stencil buffer. Where a 0 appears,
14846 the corresponding bit is write-protected. Initially, all bits are
14847 enabled for writing.
14848
14849 There can be two separate @var{mask} writemasks; one affects back-facing
14850 polygons, and the other affects front-facing polygons as well as other
14851 non-polygon primitives. @code{glStencilMask} sets both front and back
14852 stencil writemasks to the same values, as if
14853 @code{glStencilMaskSeparate} were called with @var{face} set to
14854 @code{GL_FRONT_AND_BACK}.
14855
14856 @code{GL_INVALID_OPERATION} is generated if @code{glStencilMaskSeparate}
14857 is executed between the execution of @code{glBegin} and the
14858 corresponding execution of @code{glEnd}.
14859
14860 @end deftypefun
14861
14862 @deftypefun void glStencilMask mask
14863 Control the front and back writing of individual bits in the stencil
14864 planes.
14865
14866 @table @asis
14867 @item @var{mask}
14868 Specifies a bit mask to enable and disable writing of individual bits in
14869 the stencil planes. Initially, the mask is all 1's.
14870
14871 @end table
14872
14873 @code{glStencilMask} controls the writing of individual bits in the
14874 stencil planes. The least significant @r{@var{n}} bits of @var{mask},
14875 where @r{@var{n}} is the number of bits in the stencil buffer, specify a
14876 mask. Where a 1 appears in the mask, it's possible to write to the
14877 corresponding bit in the stencil buffer. Where a 0 appears, the
14878 corresponding bit is write-protected. Initially, all bits are enabled
14879 for writing.
14880
14881 There can be two separate @var{mask} writemasks; one affects back-facing
14882 polygons, and the other affects front-facing polygons as well as other
14883 non-polygon primitives. @code{glStencilMask} sets both front and back
14884 stencil writemasks to the same values. Use @code{glStencilMaskSeparate}
14885 to set front and back stencil writemasks to different values.
14886
14887 @code{GL_INVALID_OPERATION} is generated if @code{glStencilMask} is
14888 executed between the execution of @code{glBegin} and the corresponding
14889 execution of @code{glEnd}.
14890
14891 @end deftypefun
14892
14893 @deftypefun void glStencilOpSeparate face sfail dpfail dppass
14894 Set front and/or back stencil test actions.
14895
14896 @table @asis
14897 @item @var{face}
14898 Specifies whether front and/or back stencil state is updated. Three
14899 symbolic constants are valid: @code{GL_FRONT}, @code{GL_BACK}, and
14900 @code{GL_FRONT_AND_BACK}.
14901
14902 @item @var{sfail}
14903 Specifies the action to take when the stencil test fails. Eight symbolic
14904 constants are accepted: @code{GL_KEEP}, @code{GL_ZERO},
14905 @code{GL_REPLACE}, @code{GL_INCR}, @code{GL_INCR_WRAP}, @code{GL_DECR},
14906 @code{GL_DECR_WRAP}, and @code{GL_INVERT}. The initial value is
14907 @code{GL_KEEP}.
14908
14909 @item @var{dpfail}
14910 Specifies the stencil action when the stencil test passes, but the depth
14911 test fails. @var{dpfail} accepts the same symbolic constants as
14912 @var{sfail}. The initial value is @code{GL_KEEP}.
14913
14914 @item @var{dppass}
14915 Specifies the stencil action when both the stencil test and the depth
14916 test pass, or when the stencil test passes and either there is no depth
14917 buffer or depth testing is not enabled. @var{dppass} accepts the same
14918 symbolic constants as @var{sfail}. The initial value is @code{GL_KEEP}.
14919
14920 @end table
14921
14922 Stenciling, like depth-buffering, enables and disables drawing on a
14923 per-pixel basis. You draw into the stencil planes using GL drawing
14924 primitives, then render geometry and images, using the stencil planes to
14925 mask out portions of the screen. Stenciling is typically used in
14926 multipass rendering algorithms to achieve special effects, such as
14927 decals, outlining, and constructive solid geometry rendering.
14928
14929 The stencil test conditionally eliminates a pixel based on the outcome
14930 of a comparison between the value in the stencil buffer and a reference
14931 value. To enable and disable the test, call @code{glEnable} and
14932 @code{glDisable} with argument @code{GL_STENCIL_TEST}; to control it,
14933 call @code{glStencilFunc} or @code{glStencilFuncSeparate}.
14934
14935 There can be two separate sets of @var{sfail}, @var{dpfail}, and
14936 @var{dppass} parameters; one affects back-facing polygons, and the other
14937 affects front-facing polygons as well as other non-polygon primitives.
14938 @code{glStencilOp} sets both front and back stencil state to the same
14939 values, as if @code{glStencilOpSeparate} were called with @var{face} set
14940 to @code{GL_FRONT_AND_BACK}.
14941
14942 @code{glStencilOpSeparate} takes three arguments that indicate what
14943 happens to the stored stencil value while stenciling is enabled. If the
14944 stencil test fails, no change is made to the pixel's color or depth
14945 buffers, and @var{sfail} specifies what happens to the stencil buffer
14946 contents. The following eight actions are possible.
14947
14948 @table @asis
14949 @item @code{GL_KEEP}
14950 Keeps the current value.
14951
14952 @item @code{GL_ZERO}
14953 Sets the stencil buffer value to 0.
14954
14955 @item @code{GL_REPLACE}
14956 Sets the stencil buffer value to @var{ref}, as specified by
14957 @code{glStencilFunc}.
14958
14959 @item @code{GL_INCR}
14960 Increments the current stencil buffer value. Clamps to the maximum
14961 representable unsigned value.
14962
14963 @item @code{GL_INCR_WRAP}
14964 Increments the current stencil buffer value. Wraps stencil buffer value
14965 to zero when incrementing the maximum representable unsigned value.
14966
14967 @item @code{GL_DECR}
14968 Decrements the current stencil buffer value. Clamps to 0.
14969
14970 @item @code{GL_DECR_WRAP}
14971 Decrements the current stencil buffer value. Wraps stencil buffer value
14972 to the maximum representable unsigned value when decrementing a stencil
14973 buffer value of zero.
14974
14975 @item @code{GL_INVERT}
14976 Bitwise inverts the current stencil buffer value.
14977
14978 @end table
14979
14980 Stencil buffer values are treated as unsigned integers. When incremented
14981 and decremented, values are clamped to 0 and @r{2^@var{n}-1}, where
14982 @r{@var{n}} is the value returned by querying @code{GL_STENCIL_BITS}.
14983
14984 The other two arguments to @code{glStencilOpSeparate} specify stencil
14985 buffer actions that depend on whether subsequent depth buffer tests
14986 succeed (@var{dppass}) or fail (@var{dpfail}) (see @code{glDepthFunc}).
14987 The actions are specified using the same eight symbolic constants as
14988 @var{sfail}. Note that @var{dpfail} is ignored when there is no depth
14989 buffer, or when the depth buffer is not enabled. In these cases,
14990 @var{sfail} and @var{dppass} specify stencil action when the stencil
14991 test fails and passes, respectively.
14992
14993 @code{GL_INVALID_ENUM} is generated if @var{face} is any value other
14994 than @code{GL_FRONT}, @code{GL_BACK}, or @code{GL_FRONT_AND_BACK}.
14995
14996 @code{GL_INVALID_ENUM} is generated if @var{sfail}, @var{dpfail}, or
14997 @var{dppass} is any value other than the eight defined constant values.
14998
14999 @code{GL_INVALID_OPERATION} is generated if @code{glStencilOpSeparate}
15000 is executed between the execution of @code{glBegin} and the
15001 corresponding execution of @code{glEnd}.
15002
15003 @end deftypefun
15004
15005 @deftypefun void glStencilOp sfail dpfail dppass
15006 Set front and back stencil test actions.
15007
15008 @table @asis
15009 @item @var{sfail}
15010 Specifies the action to take when the stencil test fails. Eight symbolic
15011 constants are accepted: @code{GL_KEEP}, @code{GL_ZERO},
15012 @code{GL_REPLACE}, @code{GL_INCR}, @code{GL_INCR_WRAP}, @code{GL_DECR},
15013 @code{GL_DECR_WRAP}, and @code{GL_INVERT}. The initial value is
15014 @code{GL_KEEP}.
15015
15016 @item @var{dpfail}
15017 Specifies the stencil action when the stencil test passes, but the depth
15018 test fails. @var{dpfail} accepts the same symbolic constants as
15019 @var{sfail}. The initial value is @code{GL_KEEP}.
15020
15021 @item @var{dppass}
15022 Specifies the stencil action when both the stencil test and the depth
15023 test pass, or when the stencil test passes and either there is no depth
15024 buffer or depth testing is not enabled. @var{dppass} accepts the same
15025 symbolic constants as @var{sfail}. The initial value is @code{GL_KEEP}.
15026
15027 @end table
15028
15029 Stenciling, like depth-buffering, enables and disables drawing on a
15030 per-pixel basis. You draw into the stencil planes using GL drawing
15031 primitives, then render geometry and images, using the stencil planes to
15032 mask out portions of the screen. Stenciling is typically used in
15033 multipass rendering algorithms to achieve special effects, such as
15034 decals, outlining, and constructive solid geometry rendering.
15035
15036 The stencil test conditionally eliminates a pixel based on the outcome
15037 of a comparison between the value in the stencil buffer and a reference
15038 value. To enable and disable the test, call @code{glEnable} and
15039 @code{glDisable} with argument @code{GL_STENCIL_TEST}; to control it,
15040 call @code{glStencilFunc} or @code{glStencilFuncSeparate}.
15041
15042 There can be two separate sets of @var{sfail}, @var{dpfail}, and
15043 @var{dppass} parameters; one affects back-facing polygons, and the other
15044 affects front-facing polygons as well as other non-polygon primitives.
15045 @code{glStencilOp} sets both front and back stencil state to the same
15046 values. Use @code{glStencilOpSeparate} to set front and back stencil
15047 state to different values.
15048
15049 @code{glStencilOp} takes three arguments that indicate what happens to
15050 the stored stencil value while stenciling is enabled. If the stencil
15051 test fails, no change is made to the pixel's color or depth buffers, and
15052 @var{sfail} specifies what happens to the stencil buffer contents. The
15053 following eight actions are possible.
15054
15055 @table @asis
15056 @item @code{GL_KEEP}
15057 Keeps the current value.
15058
15059 @item @code{GL_ZERO}
15060 Sets the stencil buffer value to 0.
15061
15062 @item @code{GL_REPLACE}
15063 Sets the stencil buffer value to @var{ref}, as specified by
15064 @code{glStencilFunc}.
15065
15066 @item @code{GL_INCR}
15067 Increments the current stencil buffer value. Clamps to the maximum
15068 representable unsigned value.
15069
15070 @item @code{GL_INCR_WRAP}
15071 Increments the current stencil buffer value. Wraps stencil buffer value
15072 to zero when incrementing the maximum representable unsigned value.
15073
15074 @item @code{GL_DECR}
15075 Decrements the current stencil buffer value. Clamps to 0.
15076
15077 @item @code{GL_DECR_WRAP}
15078 Decrements the current stencil buffer value. Wraps stencil buffer value
15079 to the maximum representable unsigned value when decrementing a stencil
15080 buffer value of zero.
15081
15082 @item @code{GL_INVERT}
15083 Bitwise inverts the current stencil buffer value.
15084
15085 @end table
15086
15087 Stencil buffer values are treated as unsigned integers. When incremented
15088 and decremented, values are clamped to 0 and @r{2^@var{n}-1}, where
15089 @r{@var{n}} is the value returned by querying @code{GL_STENCIL_BITS}.
15090
15091 The other two arguments to @code{glStencilOp} specify stencil buffer
15092 actions that depend on whether subsequent depth buffer tests succeed
15093 (@var{dppass}) or fail (@var{dpfail}) (see @code{glDepthFunc}). The
15094 actions are specified using the same eight symbolic constants as
15095 @var{sfail}. Note that @var{dpfail} is ignored when there is no depth
15096 buffer, or when the depth buffer is not enabled. In these cases,
15097 @var{sfail} and @var{dppass} specify stencil action when the stencil
15098 test fails and passes, respectively.
15099
15100 @code{GL_INVALID_ENUM} is generated if @var{sfail}, @var{dpfail}, or
15101 @var{dppass} is any value other than the eight defined constant values.
15102
15103 @code{GL_INVALID_OPERATION} is generated if @code{glStencilOp} is
15104 executed between the execution of @code{glBegin} and the corresponding
15105 execution of @code{glEnd}.
15106
15107 @end deftypefun
15108
15109 @deftypefun void glTexCoordPointer size type stride pointer
15110 Define an array of texture coordinates.
15111
15112 @table @asis
15113 @item @var{size}
15114 Specifies the number of coordinates per array element. Must be 1, 2, 3,
15115 or 4. The initial value is 4.
15116
15117 @item @var{type}
15118 Specifies the data type of each texture coordinate. Symbolic constants
15119 @code{GL_SHORT}, @code{GL_INT}, @code{GL_FLOAT}, or @code{GL_DOUBLE} are
15120 accepted. The initial value is @code{GL_FLOAT}.
15121
15122 @item @var{stride}
15123 Specifies the byte offset between consecutive texture coordinate sets.
15124 If @var{stride} is 0, the array elements are understood to be tightly
15125 packed. The initial value is 0.
15126
15127 @item @var{pointer}
15128 Specifies a pointer to the first coordinate of the first texture
15129 coordinate set in the array. The initial value is 0.
15130
15131 @end table
15132
15133 @code{glTexCoordPointer} specifies the location and data format of an
15134 array of texture coordinates to use when rendering. @var{size} specifies
15135 the number of coordinates per texture coordinate set, and must be 1, 2,
15136 3, or 4. @var{type} specifies the data type of each texture coordinate,
15137 and @var{stride} specifies the byte stride from one texture coordinate
15138 set to the next, allowing vertices and attributes to be packed into a
15139 single array or stored in separate arrays. (Single-array storage may be
15140 more efficient on some implementations; see @code{glInterleavedArrays}.)
15141
15142 If a non-zero named buffer object is bound to the @code{GL_ARRAY_BUFFER}
15143 target (see @code{glBindBuffer}) while a texture coordinate array is
15144 specified, @var{pointer} is treated as a byte offset into the buffer
15145 object's data store. Also, the buffer object binding
15146 (@code{GL_ARRAY_BUFFER_BINDING}) is saved as texture coordinate vertex
15147 array client-side state (@code{GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING}).
15148
15149 When a texture coordinate array is specified, @var{size}, @var{type},
15150 @var{stride}, and @var{pointer} are saved as client-side state, in
15151 addition to the current vertex array buffer object binding.
15152
15153 To enable and disable a texture coordinate array, call
15154 @code{glEnableClientState} and @code{glDisableClientState} with the
15155 argument @code{GL_TEXTURE_COORD_ARRAY}. If enabled, the texture
15156 coordinate array is used when @code{glArrayElement},
15157 @code{glDrawArrays}, @code{glMultiDrawArrays}, @code{glDrawElements},
15158 @code{glMultiDrawElements}, or @code{glDrawRangeElements} is called.
15159
15160 @code{GL_INVALID_VALUE} is generated if @var{size} is not 1, 2, 3, or 4.
15161
15162 @code{GL_INVALID_ENUM} is generated if @var{type} is not an accepted
15163 value.
15164
15165 @code{GL_INVALID_VALUE} is generated if @var{stride} is negative.
15166
15167 @end deftypefun
15168
15169 @deftypefun void glTexCoord1i s
15170 @deftypefunx void glTexCoord1f s
15171 @deftypefunx void glTexCoord2i s t
15172 @deftypefunx void glTexCoord2f s t
15173 @deftypefunx void glTexCoord3i s t r
15174 @deftypefunx void glTexCoord3f s t r
15175 @deftypefunx void glTexCoord4i s t r q
15176 @deftypefunx void glTexCoord4f s t r q
15177 Set the current texture coordinates.
15178
15179 @table @asis
15180 @item @var{s}
15181 @itemx @var{t}
15182 @itemx @var{r}
15183 @itemx @var{q}
15184 Specify @var{s}, @var{t}, @var{r}, and @var{q} texture coordinates. Not
15185 all parameters are present in all forms of the command.
15186
15187 @end table
15188
15189 @code{glTexCoord} specifies texture coordinates in one, two, three, or
15190 four dimensions. @code{glTexCoord1} sets the current texture coordinates
15191 to @r{(@var{s},001)}; a call to @code{glTexCoord2} sets them to
15192 @r{(@var{s},@var{t}01)}. Similarly, @code{glTexCoord3} specifies the
15193 texture coordinates as @r{(@var{s},@var{t}@var{r}1)}, and
15194 @code{glTexCoord4} defines all four components explicitly as
15195 @r{(@var{s},@var{t}@var{r}@var{q})}.
15196
15197 The current texture coordinates are part of the data that is associated
15198 with each vertex and with the current raster position. Initially, the
15199 values for @var{s}, @var{t}, @var{r}, and @var{q} are (0, 0, 0, 1).
15200
15201
15202
15203 @end deftypefun
15204
15205 @deftypefun void glTexEnvf target pname param
15206 @deftypefunx void glTexEnvi target pname param
15207 Set texture environment parameters.
15208
15209 @table @asis
15210 @item @var{target}
15211 Specifies a texture environment. May be @code{GL_TEXTURE_ENV},
15212 @code{GL_TEXTURE_FILTER_CONTROL} or @code{GL_POINT_SPRITE}.
15213
15214 @item @var{pname}
15215 Specifies the symbolic name of a single-valued texture environment
15216 parameter. May be either @code{GL_TEXTURE_ENV_MODE},
15217 @code{GL_TEXTURE_LOD_BIAS}, @code{GL_COMBINE_RGB},
15218 @code{GL_COMBINE_ALPHA}, @code{GL_SRC0_RGB}, @code{GL_SRC1_RGB},
15219 @code{GL_SRC2_RGB}, @code{GL_SRC0_ALPHA}, @code{GL_SRC1_ALPHA},
15220 @code{GL_SRC2_ALPHA}, @code{GL_OPERAND0_RGB}, @code{GL_OPERAND1_RGB},
15221 @code{GL_OPERAND2_RGB}, @code{GL_OPERAND0_ALPHA},
15222 @code{GL_OPERAND1_ALPHA}, @code{GL_OPERAND2_ALPHA}, @code{GL_RGB_SCALE},
15223 @code{GL_ALPHA_SCALE}, or @code{GL_COORD_REPLACE}.
15224
15225 @item @var{param}
15226 Specifies a single symbolic constant, one of @code{GL_ADD},
15227 @code{GL_ADD_SIGNED}, @code{GL_INTERPOLATE}, @code{GL_MODULATE},
15228 @code{GL_DECAL}, @code{GL_BLEND}, @code{GL_REPLACE}, @code{GL_SUBTRACT},
15229 @code{GL_COMBINE}, @code{GL_TEXTURE}, @code{GL_CONSTANT},
15230 @code{GL_PRIMARY_COLOR}, @code{GL_PREVIOUS}, @code{GL_SRC_COLOR},
15231 @code{GL_ONE_MINUS_SRC_COLOR}, @code{GL_SRC_ALPHA},
15232 @code{GL_ONE_MINUS_SRC_ALPHA}, a single boolean value for the point
15233 sprite texture coordinate replacement, a single floating-point value for
15234 the texture level-of-detail bias, or 1.0, 2.0, or 4.0 when specifying
15235 the @code{GL_RGB_SCALE} or @code{GL_ALPHA_SCALE}.
15236
15237 @end table
15238
15239 A texture environment specifies how texture values are interpreted when
15240 a fragment is textured. When @var{target} is
15241 @code{GL_TEXTURE_FILTER_CONTROL}, @var{pname} must be
15242 @code{GL_TEXTURE_LOD_BIAS}. When @var{target} is @code{GL_TEXTURE_ENV},
15243 @var{pname} can be @code{GL_TEXTURE_ENV_MODE},
15244 @code{GL_TEXTURE_ENV_COLOR}, @code{GL_COMBINE_RGB},
15245 @code{GL_COMBINE_ALPHA}, @code{GL_RGB_SCALE}, @code{GL_ALPHA_SCALE},
15246 @code{GL_SRC0_RGB}, @code{GL_SRC1_RGB}, @code{GL_SRC2_RGB},
15247 @code{GL_SRC0_ALPHA}, @code{GL_SRC1_ALPHA}, or @code{GL_SRC2_ALPHA}.
15248
15249 If @var{pname} is @code{GL_TEXTURE_ENV_MODE}, then @var{params} is (or
15250 points to) the symbolic name of a texture function. Six texture
15251 functions may be specified: @code{GL_ADD}, @code{GL_MODULATE},
15252 @code{GL_DECAL}, @code{GL_BLEND}, @code{GL_REPLACE}, or
15253 @code{GL_COMBINE}.
15254
15255 The following table shows the correspondence of filtered texture values
15256 @r{@var{R}_@var{t}}, @r{@var{G}_@var{t}}, @r{@var{B}_@var{t}},
15257 @r{@var{A}_@var{t}}, @r{@var{L}_@var{t}}, @r{@var{I}_@var{t}} to texture
15258 source components. @r{@var{C}_@var{s}} and @r{@var{A}_@var{s}} are used
15259 by the texture functions described below.
15260
15261
15262
15263 @table @asis
15264 @item
15265 Texture Base Internal Format
15266 @r{@code{C}_@var{s}}, @r{@code{A}_@var{s}}
15267
15268 @item @code{GL_ALPHA}
15269 (0, 0, 0) , @r{@var{A}_@var{t}}
15270
15271 @item @code{GL_LUMINANCE}
15272 ( @r{@var{L}_@var{t}}, @r{@var{L}_@var{t}}, @r{@var{L}_@var{t}} ) , 1
15273
15274 @item @code{GL_LUMINANCE_ALPHA}
15275 ( @r{@var{L}_@var{t}}, @r{@var{L}_@var{t}}, @r{@var{L}_@var{t}} ) ,
15276 @r{@var{A}_@var{t}}
15277
15278 @item @code{GL_INTENSITY}
15279 ( @r{@var{I}_@var{t}}, @r{@var{I}_@var{t}}, @r{@var{I}_@var{t}} ) ,
15280 @r{@var{I}_@var{t}}
15281
15282 @item @code{GL_RGB}
15283 ( @r{@var{R}_@var{t}}, @r{@var{G}_@var{t}}, @r{@var{B}_@var{t}} ) , 1
15284
15285 @item @code{GL_RGBA}
15286 ( @r{@var{R}_@var{t}}, @r{@var{G}_@var{t}}, @r{@var{B}_@var{t}} ) ,
15287 @r{@var{A}_@var{t}}
15288
15289 @end table
15290
15291 A texture function acts on the fragment to be textured using the texture
15292 image value that applies to the fragment (see @code{glTexParameter}) and
15293 produces an RGBA color for that fragment. The following table shows how
15294 the RGBA color is produced for each of the first five texture functions
15295 that can be chosen. @r{@var{C}} is a triple of color values (RGB) and
15296 @r{@var{A}} is the associated alpha value. RGBA values extracted from a
15297 texture image are in the range [0,1]. The subscript @r{@var{p}} refers
15298 to the color computed from the previous texture stage (or the incoming
15299 fragment if processing texture stage 0), the subscript @r{@var{s}} to
15300 the texture source color, the subscript @r{@var{c}} to the texture
15301 environment color, and the subscript @r{@var{v}} indicates a value
15302 produced by the texture function.
15303
15304
15305
15306 @table @asis
15307 @item
15308 Texture Base Internal Format
15309 @code{Value}, @code{GL_REPLACE} Function , @code{GL_MODULATE} Function ,
15310 @code{GL_DECAL} Function , @code{GL_BLEND} Function , @code{GL_ADD}
15311 Function
15312
15313 @item @code{GL_ALPHA}
15314 @r{@var{C}_@var{v}=}, @r{@var{C}_@var{p}}, @r{@var{C}_@var{p}},
15315 undefined , @r{@var{C}_@var{p}}, @r{@var{C}_@var{p}}
15316
15317 @item
15318 @r{@var{A}_@var{v}=}, @r{@var{A}_@var{s}},
15319 @r{@var{A}_@var{p}⁢@var{A}_@var{s}}, ,
15320 @r{@var{A}_@var{v}=@var{A}_@var{p}⁢@var{A}_@var{s}},
15321 @r{@var{A}_@var{p}⁢@var{A}_@var{s}}
15322
15323 @item @code{GL_LUMINANCE}
15324 @r{@var{C}_@var{v}=}, @r{@var{C}_@var{s}},
15325 @r{@var{C}_@var{p}⁢@var{C}_@var{s}}, undefined ,
15326 @r{@var{C}_@var{p}⁢(1-@var{C}_@var{s},)+@var{C}_@var{c}⁢@var{C}_@var{s}},
15327 @r{@var{C}_@var{p}+@var{C}_@var{s}}
15328
15329 @item
15330 (or 1)
15331 @r{@var{A}_@var{v}=}, @r{@var{A}_@var{p}}, @r{@var{A}_@var{p}}, ,
15332 @r{@var{A}_@var{p}}, @r{@var{A}_@var{p}}
15333
15334 @item @code{GL_LUMINANCE_ALPHA}
15335 @r{@var{C}_@var{v}=}, @r{@var{C}_@var{s}},
15336 @r{@var{C}_@var{p}⁢@var{C}_@var{s}}, undefined ,
15337 @r{@var{C}_@var{p}⁢(1-@var{C}_@var{s},)+@var{C}_@var{c}⁢@var{C}_@var{s}},
15338 @r{@var{C}_@var{p}+@var{C}_@var{s}}
15339
15340 @item
15341 (or 2)
15342 @r{@var{A}_@var{v}=}, @r{@var{A}_@var{s}},
15343 @r{@var{A}_@var{p}⁢@var{A}_@var{s}}, ,
15344 @r{@var{A}_@var{p}⁢@var{A}_@var{s}}, @r{@var{A}_@var{p}⁢@var{A}_@var{s}}
15345
15346 @item @code{GL_INTENSITY}
15347 @r{@var{C}_@var{v}=}, @r{@var{C}_@var{s}},
15348 @r{@var{C}_@var{p}⁢@var{C}_@var{s}}, undefined ,
15349 @r{@var{C}_@var{p}⁢(1-@var{C}_@var{s},)+@var{C}_@var{c}⁢@var{C}_@var{s}},
15350 @r{@var{C}_@var{p}+@var{C}_@var{s}}
15351
15352 @item
15353 @r{@var{A}_@var{v}=}, @r{@var{A}_@var{s}},
15354 @r{@var{A}_@var{p}⁢@var{A}_@var{s}}, ,
15355 @r{@var{A}_@var{p}⁢(1-@var{A}_@var{s},)+@var{A}_@var{c}⁢@var{A}_@var{s}},
15356 @r{@var{A}_@var{p}+@var{A}_@var{s}}
15357
15358 @item @code{GL_RGB}
15359 @r{@var{C}_@var{v}=}, @r{@var{C}_@var{s}},
15360 @r{@var{C}_@var{p}⁢@var{C}_@var{s}}, @r{@var{C}_@var{s}},
15361 @r{@var{C}_@var{p}⁢(1-@var{C}_@var{s},)+@var{C}_@var{c}⁢@var{C}_@var{s}},
15362 @r{@var{C}_@var{p}+@var{C}_@var{s}}
15363
15364 @item
15365 (or 3)
15366 @r{@var{A}_@var{v}=}, @r{@var{A}_@var{p}}, @r{@var{A}_@var{p}},
15367 @r{@var{A}_@var{p}}, @r{@var{A}_@var{p}}, @r{@var{A}_@var{p}}
15368
15369 @item @code{GL_RGBA}
15370 @r{@var{C}_@var{v}=}, @r{@var{C}_@var{s}},
15371 @r{@var{C}_@var{p}⁢@var{C}_@var{s}},
15372 @r{@var{C}_@var{p}⁢(1-@var{A}_@var{s},)+@var{C}_@var{s}⁢@var{A}_@var{s}},
15373 @r{@var{C}_@var{p}⁢(1-@var{C}_@var{s},)+@var{C}_@var{c}⁢@var{C}_@var{s}},
15374 @r{@var{C}_@var{p}+@var{C}_@var{s}}
15375
15376 @item
15377 (or 4)
15378 @r{@var{A}_@var{v}=}, @r{@var{A}_@var{s}},
15379 @r{@var{A}_@var{p}⁢@var{A}_@var{s}}, @r{@var{A}_@var{p}},
15380 @r{@var{A}_@var{p}⁢@var{A}_@var{s}}, @r{@var{A}_@var{p}⁢@var{A}_@var{s}}
15381
15382 @end table
15383
15384 If @var{pname} is @code{GL_TEXTURE_ENV_MODE}, and @var{params} is
15385 @code{GL_COMBINE}, the form of the texture function depends on the
15386 values of @code{GL_COMBINE_RGB} and @code{GL_COMBINE_ALPHA}.
15387
15388 The following describes how the texture sources, as specified by
15389 @code{GL_SRC0_RGB}, @code{GL_SRC1_RGB}, @code{GL_SRC2_RGB},
15390 @code{GL_SRC0_ALPHA}, @code{GL_SRC1_ALPHA}, and @code{GL_SRC2_ALPHA},
15391 are combined to produce a final texture color. In the following tables,
15392 @code{GL_SRC0_c} is represented by @r{@var{Arg0}}, @code{GL_SRC1_c} is
15393 represented by @r{@var{Arg1}}, and @code{GL_SRC2_c} is represented by
15394 @r{@var{Arg2}}.
15395
15396 @code{GL_COMBINE_RGB} accepts any of @code{GL_REPLACE},
15397 @code{GL_MODULATE}, @code{GL_ADD}, @code{GL_ADD_SIGNED},
15398 @code{GL_INTERPOLATE}, @code{GL_SUBTRACT}, @code{GL_DOT3_RGB}, or
15399 @code{GL_DOT3_RGBA}.
15400
15401
15402
15403 @table @asis
15404 @item @strong{@code{GL_COMBINE_RGB}}
15405 @strong{Texture Function}
15406
15407 @item @code{GL_REPLACE}
15408 @r{@var{Arg0}}
15409
15410 @item @code{GL_MODULATE}
15411 @r{@var{Arg0}×@var{Arg1}}
15412
15413 @item @code{GL_ADD}
15414 @r{@var{Arg0}+@var{Arg1}}
15415
15416 @item @code{GL_ADD_SIGNED}
15417 @r{@var{Arg0}+@var{Arg1}-0.5}
15418
15419 @item @code{GL_INTERPOLATE}
15420 @r{@var{Arg0}×@var{Arg2}+@var{Arg1}×(1-@var{Arg2},)}
15421
15422 @item @code{GL_SUBTRACT}
15423 @r{@var{Arg0}-@var{Arg1}}
15424
15425 @item @code{GL_DOT3_RGB}
15426 or @code{GL_DOT3_RGBA}
15427 @r{4×(((@var{Arg0}_@var{r},-0.5,)×(@var{Arg1}_@var{r},-0.5,),)+((@var{Arg0}_@var{g},-0.5,)×(@var{Arg1}_@var{g},-0.5,),)+((@var{Arg0}_@var{b},-0.5,)×(@var{Arg1}_@var{b},-0.5,),),)}
15428
15429 @end table
15430
15431 The scalar results for @code{GL_DOT3_RGB} and @code{GL_DOT3_RGBA} are
15432 placed into each of the 3 (RGB) or 4 (RGBA) components on output.
15433
15434 Likewise, @code{GL_COMBINE_ALPHA} accepts any of @code{GL_REPLACE},
15435 @code{GL_MODULATE}, @code{GL_ADD}, @code{GL_ADD_SIGNED},
15436 @code{GL_INTERPOLATE}, or @code{GL_SUBTRACT}. The following table
15437 describes how alpha values are combined:
15438
15439
15440
15441 @table @asis
15442 @item @strong{@code{GL_COMBINE_ALPHA}}
15443 @strong{Texture Function}
15444
15445 @item @code{GL_REPLACE}
15446 @r{@var{Arg0}}
15447
15448 @item @code{GL_MODULATE}
15449 @r{@var{Arg0}×@var{Arg1}}
15450
15451 @item @code{GL_ADD}
15452 @r{@var{Arg0}+@var{Arg1}}
15453
15454 @item @code{GL_ADD_SIGNED}
15455 @r{@var{Arg0}+@var{Arg1}-0.5}
15456
15457 @item @code{GL_INTERPOLATE}
15458 @r{@var{Arg0}×@var{Arg2}+@var{Arg1}×(1-@var{Arg2},)}
15459
15460 @item @code{GL_SUBTRACT}
15461 @r{@var{Arg0}-@var{Arg1}}
15462
15463 @end table
15464
15465 In the following tables, the value @r{@var{C}_@var{s}} represents the
15466 color sampled from the currently bound texture, @r{@var{C}_@var{c}}
15467 represents the constant texture-environment color, @r{@var{C}_@var{f}}
15468 represents the primary color of the incoming fragment, and
15469 @r{@var{C}_@var{p}} represents the color computed from the previous
15470 texture stage or @r{@var{C}_@var{f}} if processing texture stage 0.
15471 Likewise, @r{@var{A}_@var{s}}, @r{@var{A}_@var{c}}, @r{@var{A}_@var{f}},
15472 and @r{@var{A}_@var{p}} represent the respective alpha values.
15473
15474 The following table describes the values assigned to @r{@var{Arg0}},
15475 @r{@var{Arg1}}, and @r{@var{Arg2}} based upon the RGB sources and
15476 operands:
15477
15478
15479
15480 @table @asis
15481 @item @strong{@code{GL_SRCn_RGB}}
15482 @strong{@code{GL_OPERANDn_RGB}}, @strong{Argument Value}
15483
15484 @item @code{GL_TEXTURE}
15485 @code{GL_SRC_COLOR}, @r{@var{C}_@var{s},}
15486
15487 @item
15488 @code{GL_ONE_MINUS_SRC_COLOR}, @r{1-@var{C}_@var{s},}
15489
15490 @item
15491 @code{GL_SRC_ALPHA}, @r{@var{A}_@var{s},}
15492
15493 @item
15494 @code{GL_ONE_MINUS_SRC_ALPHA}, @r{1-@var{A}_@var{s},}
15495
15496 @item @code{GL_TEXTUREn}
15497 @code{GL_SRC_COLOR}, @r{@var{C}_@var{s},}
15498
15499 @item
15500 @code{GL_ONE_MINUS_SRC_COLOR}, @r{1-@var{C}_@var{s},}
15501
15502 @item
15503 @code{GL_SRC_ALPHA}, @r{@var{A}_@var{s},}
15504
15505 @item
15506 @code{GL_ONE_MINUS_SRC_ALPHA}, @r{1-@var{A}_@var{s},}
15507
15508 @item @code{GL_CONSTANT}
15509 @code{GL_SRC_COLOR}, @r{@var{C}_@var{c},}
15510
15511 @item
15512 @code{GL_ONE_MINUS_SRC_COLOR}, @r{1-@var{C}_@var{c},}
15513
15514 @item
15515 @code{GL_SRC_ALPHA}, @r{@var{A}_@var{c},}
15516
15517 @item
15518 @code{GL_ONE_MINUS_SRC_ALPHA}, @r{1-@var{A}_@var{c},}
15519
15520 @item @code{GL_PRIMARY_COLOR}
15521 @code{GL_SRC_COLOR}, @r{@var{C}_@var{f},}
15522
15523 @item
15524 @code{GL_ONE_MINUS_SRC_COLOR}, @r{1-@var{C}_@var{f},}
15525
15526 @item
15527 @code{GL_SRC_ALPHA}, @r{@var{A}_@var{f},}
15528
15529 @item
15530 @code{GL_ONE_MINUS_SRC_ALPHA}, @r{1-@var{A}_@var{f},}
15531
15532 @item @code{GL_PREVIOUS}
15533 @code{GL_SRC_COLOR}, @r{@var{C}_@var{p},}
15534
15535 @item
15536 @code{GL_ONE_MINUS_SRC_COLOR}, @r{1-@var{C}_@var{p},}
15537
15538 @item
15539 @code{GL_SRC_ALPHA}, @r{@var{A}_@var{p},}
15540
15541 @item
15542 @code{GL_ONE_MINUS_SRC_ALPHA}, @r{1-@var{A}_@var{p},}
15543
15544 @end table
15545
15546 For @code{GL_TEXTUREn} sources, @r{@var{C}_@var{s}} and
15547 @r{@var{A}_@var{s}} represent the color and alpha, respectively,
15548 produced from texture stage @r{@var{n}}.
15549
15550 The follow table describes the values assigned to @r{@var{Arg0}},
15551 @r{@var{Arg1}}, and @r{@var{Arg2}} based upon the alpha sources and
15552 operands:
15553
15554
15555
15556 @table @asis
15557 @item @strong{@code{GL_SRCn_ALPHA}}
15558 @strong{@code{GL_OPERANDn_ALPHA}}, @strong{Argument Value}
15559
15560 @item @code{GL_TEXTURE}
15561 @code{GL_SRC_ALPHA}, @r{@var{A}_@var{s},}
15562
15563 @item
15564 @code{GL_ONE_MINUS_SRC_ALPHA}, @r{1-@var{A}_@var{s},}
15565
15566 @item @code{GL_TEXTUREn}
15567 @code{GL_SRC_ALPHA}, @r{@var{A}_@var{s},}
15568
15569 @item
15570 @code{GL_ONE_MINUS_SRC_ALPHA}, @r{1-@var{A}_@var{s},}
15571
15572 @item @code{GL_CONSTANT}
15573 @code{GL_SRC_ALPHA}, @r{@var{A}_@var{c},}
15574
15575 @item
15576 @code{GL_ONE_MINUS_SRC_ALPHA}, @r{1-@var{A}_@var{c},}
15577
15578 @item @code{GL_PRIMARY_COLOR}
15579 @code{GL_SRC_ALPHA}, @r{@var{A}_@var{f},}
15580
15581 @item
15582 @code{GL_ONE_MINUS_SRC_ALPHA}, @r{1-@var{A}_@var{f},}
15583
15584 @item @code{GL_PREVIOUS}
15585 @code{GL_SRC_ALPHA}, @r{@var{A}_@var{p},}
15586
15587 @item
15588 @code{GL_ONE_MINUS_SRC_ALPHA}, @r{1-@var{A}_@var{p},}
15589
15590 @end table
15591
15592 The RGB and alpha results of the texture function are multipled by the
15593 values of @code{GL_RGB_SCALE} and @code{GL_ALPHA_SCALE}, respectively,
15594 and clamped to the range @r{[0,1]}.
15595
15596 If @var{pname} is @code{GL_TEXTURE_ENV_COLOR}, @var{params} is a pointer
15597 to an array that holds an RGBA color consisting of four values. Integer
15598 color components are interpreted linearly such that the most positive
15599 integer maps to 1.0, and the most negative integer maps to -1.0. The
15600 values are clamped to the range [0,1] when they are specified.
15601 @r{@var{C}_@var{c}} takes these four values.
15602
15603 If @var{pname} is @code{GL_TEXTURE_LOD_BIAS}, the value specified is
15604 added to the texture level-of-detail parameter, that selects which
15605 mipmap, or mipmaps depending upon the selected
15606 @code{GL_TEXTURE_MIN_FILTER}, will be sampled.
15607
15608 @code{GL_TEXTURE_ENV_MODE} defaults to @code{GL_MODULATE} and
15609 @code{GL_TEXTURE_ENV_COLOR} defaults to (0, 0, 0, 0).
15610
15611 If @var{target} is @code{GL_POINT_SPRITE} and @var{pname} is
15612 @code{GL_COORD_REPLACE}, the boolean value specified is used to either
15613 enable or disable point sprite texture coordinate replacement. The
15614 default value is @code{GL_FALSE}.
15615
15616 @code{GL_INVALID_ENUM} is generated when @var{target} or @var{pname} is
15617 not one of the accepted defined values, or when @var{params} should have
15618 a defined constant value (based on the value of @var{pname}) and does
15619 not.
15620
15621 @code{GL_INVALID_VALUE} is generated if the @var{params} value for
15622 @code{GL_RGB_SCALE} or @code{GL_ALPHA_SCALE} are not one of 1.0, 2.0, or
15623 4.0.
15624
15625 @code{GL_INVALID_OPERATION} is generated if @code{glTexEnv} is executed
15626 between the execution of @code{glBegin} and the corresponding execution
15627 of @code{glEnd}.
15628
15629 @end deftypefun
15630
15631 @deftypefun void glTexGeni coord pname param
15632 @deftypefunx void glTexGenf coord pname param
15633 Control the generation of texture coordinates.
15634
15635 @table @asis
15636 @item @var{coord}
15637 Specifies a texture coordinate. Must be one of @code{GL_S}, @code{GL_T},
15638 @code{GL_R}, or @code{GL_Q}.
15639
15640 @item @var{pname}
15641 Specifies the symbolic name of the texture-coordinate generation
15642 function. Must be @code{GL_TEXTURE_GEN_MODE}.
15643
15644 @item @var{param}
15645 Specifies a single-valued texture generation parameter, one of
15646 @code{GL_OBJECT_LINEAR}, @code{GL_EYE_LINEAR}, @code{GL_SPHERE_MAP},
15647 @code{GL_NORMAL_MAP}, or @code{GL_REFLECTION_MAP}.
15648
15649 @end table
15650
15651 @code{glTexGen} selects a texture-coordinate generation function or
15652 supplies coefficients for one of the functions. @var{coord} names one of
15653 the (@var{s}, @var{t}, @var{r}, @var{q}) texture coordinates; it must be
15654 one of the symbols @code{GL_S}, @code{GL_T}, @code{GL_R}, or
15655 @code{GL_Q}. @var{pname} must be one of three symbolic constants:
15656 @code{GL_TEXTURE_GEN_MODE}, @code{GL_OBJECT_PLANE}, or
15657 @code{GL_EYE_PLANE}. If @var{pname} is @code{GL_TEXTURE_GEN_MODE}, then
15658 @var{params} chooses a mode, one of @code{GL_OBJECT_LINEAR},
15659 @code{GL_EYE_LINEAR}, @code{GL_SPHERE_MAP}, @code{GL_NORMAL_MAP}, or
15660 @code{GL_REFLECTION_MAP}. If @var{pname} is either
15661 @code{GL_OBJECT_PLANE} or @code{GL_EYE_PLANE}, @var{params} contains
15662 coefficients for the corresponding texture generation function.
15663
15664 If the texture generation function is @code{GL_OBJECT_LINEAR}, the
15665 function
15666
15667 @r{@var{g}=@var{p}_1×@var{x}_@var{o}+@var{p}_2×@var{y}_@var{o}+@var{p}_3×@var{z}_@var{o}+@var{p}_4×@var{w}_@var{o}}
15668
15669 is used, where @r{@var{g}} is the value computed for the coordinate
15670 named in @var{coord}, @r{@var{p}_1}, @r{@var{p}_2}, @r{@var{p}_3}, and
15671 @r{@var{p}_4} are the four values supplied in @var{params}, and
15672 @r{@var{x}_@var{o}}, @r{@var{y}_@var{o}}, @r{@var{z}_@var{o}}, and
15673 @r{@var{w}_@var{o}} are the object coordinates of the vertex. This
15674 function can be used, for example, to texture-map terrain using sea
15675 level as a reference plane (defined by @r{@var{p}_1}, @r{@var{p}_2},
15676 @r{@var{p}_3}, and @r{@var{p}_4}). The altitude of a terrain vertex is
15677 computed by the @code{GL_OBJECT_LINEAR} coordinate generation function
15678 as its distance from sea level; that altitude can then be used to index
15679 the texture image to map white snow onto peaks and green grass onto
15680 foothills.
15681
15682 If the texture generation function is @code{GL_EYE_LINEAR}, the function
15683
15684 @r{@var{g}=@var{p}_1,^″×@var{x}_@var{e}+@var{p}_2,^″×@var{y}_@var{e}+@var{p}_3,^″×@var{z}_@var{e}+@var{p}_4,^″×@var{w}_@var{e}}
15685
15686 is used, where
15687
15688 @r{(@var{p}_1,^″⁢@var{p}_2,^″⁢@var{p}_3,^″⁢@var{p}_4,^″,)=(@var{p}_1⁢@var{p}_2⁢@var{p}_3⁢@var{p}_4,)⁢@var{M}^-1}
15689
15690 and @r{@var{x}_@var{e}}, @r{@var{y}_@var{e}}, @r{@var{z}_@var{e}}, and
15691 @r{@var{w}_@var{e}} are the eye coordinates of the vertex,
15692 @r{@var{p}_1}, @r{@var{p}_2}, @r{@var{p}_3}, and @r{@var{p}_4} are the
15693 values supplied in @var{params}, and @r{@var{M}} is the modelview matrix
15694 when @code{glTexGen} is invoked. If @r{@var{M}} is poorly conditioned or
15695 singular, texture coordinates generated by the resulting function may be
15696 inaccurate or undefined.
15697
15698 Note that the values in @var{params} define a reference plane in eye
15699 coordinates. The modelview matrix that is applied to them may not be the
15700 same one in effect when the polygon vertices are transformed. This
15701 function establishes a field of texture coordinates that can produce
15702 dynamic contour lines on moving objects.
15703
15704 If the texture generation function is @code{GL_SPHERE_MAP} and
15705 @var{coord} is either @code{GL_S} or @code{GL_T}, @r{@var{s}} and
15706 @r{@var{t}} texture coordinates are generated as follows. Let @var{u} be
15707 the unit vector pointing from the origin to the polygon vertex (in eye
15708 coordinates). Let @var{n} sup prime be the current normal, after
15709 transformation to eye coordinates. Let
15710
15711 @r{@var{f}=(@var{f}_@var{x}⁢@var{f}_@var{y}⁢@var{f}_@var{z},)^@var{T}}
15712 be the reflection vector such that
15713
15714 @r{@var{f}=@var{u}-2⁢@var{n}^″⁢@var{n}^″,^@var{T}⁢@var{u}}
15715
15716 Finally, let
15717 @r{@var{m}=2⁢√(@var{f}_@var{x},^2+@var{f}_@var{y},^2+(@var{f}_@var{z}+1,)^2,)}.
15718 Then the values assigned to the @r{@var{s}} and @r{@var{t}} texture
15719 coordinates are
15720
15721 @r{@var{s}=@var{f}_@var{x}/@var{m}+1/2}
15722
15723 @r{@var{t}=@var{f}_@var{y}/@var{m}+1/2}
15724
15725 To enable or disable a texture-coordinate generation function, call
15726 @code{glEnable} or @code{glDisable} with one of the symbolic
15727 texture-coordinate names (@code{GL_TEXTURE_GEN_S},
15728 @code{GL_TEXTURE_GEN_T}, @code{GL_TEXTURE_GEN_R}, or
15729 @code{GL_TEXTURE_GEN_Q}) as the argument. When enabled, the specified
15730 texture coordinate is computed according to the generating function
15731 associated with that coordinate. When disabled, subsequent vertices take
15732 the specified texture coordinate from the current set of texture
15733 coordinates. Initially, all texture generation functions are set to
15734 @code{GL_EYE_LINEAR} and are disabled. Both @r{@var{s}} plane equations
15735 are (1, 0, 0, 0), both @r{@var{t}} plane equations are (0, 1, 0, 0), and
15736 all @r{@var{r}} and @r{@var{q}} plane equations are (0, 0, 0, 0).
15737
15738 When the @code{ARB_multitexture} extension is supported, @code{glTexGen}
15739 sets the texture generation parameters for the currently active texture
15740 unit, selected with @code{glActiveTexture}.
15741
15742 @code{GL_INVALID_ENUM} is generated when @var{coord} or @var{pname} is
15743 not an accepted defined value, or when @var{pname} is
15744 @code{GL_TEXTURE_GEN_MODE} and @var{params} is not an accepted defined
15745 value.
15746
15747 @code{GL_INVALID_ENUM} is generated when @var{pname} is
15748 @code{GL_TEXTURE_GEN_MODE}, @var{params} is @code{GL_SPHERE_MAP}, and
15749 @var{coord} is either @code{GL_R} or @code{GL_Q}.
15750
15751 @code{GL_INVALID_OPERATION} is generated if @code{glTexGen} is executed
15752 between the execution of @code{glBegin} and the corresponding execution
15753 of @code{glEnd}.
15754
15755 @end deftypefun
15756
15757 @deftypefun void glTexImage1D target level internalFormat width border format type data
15758 Specify a one-dimensional texture image.
15759
15760 @table @asis
15761 @item @var{target}
15762 Specifies the target texture. Must be @code{GL_TEXTURE_1D} or
15763 @code{GL_PROXY_TEXTURE_1D}.
15764
15765 @item @var{level}
15766 Specifies the level-of-detail number. Level 0 is the base image level.
15767 Level @var{n} is the @var{n}th mipmap reduction image.
15768
15769 @item @var{internalFormat}
15770 Specifies the number of color components in the texture. Must be 1, 2,
15771 3, or 4, or one of the following symbolic constants: @code{GL_ALPHA},
15772 @code{GL_ALPHA4}, @code{GL_ALPHA8}, @code{GL_ALPHA12},
15773 @code{GL_ALPHA16}, @code{GL_COMPRESSED_ALPHA},
15774 @code{GL_COMPRESSED_LUMINANCE}, @code{GL_COMPRESSED_LUMINANCE_ALPHA},
15775 @code{GL_COMPRESSED_INTENSITY}, @code{GL_COMPRESSED_RGB},
15776 @code{GL_COMPRESSED_RGBA}, @code{GL_DEPTH_COMPONENT},
15777 @code{GL_DEPTH_COMPONENT16}, @code{GL_DEPTH_COMPONENT24},
15778 @code{GL_DEPTH_COMPONENT32}, @code{GL_LUMINANCE}, @code{GL_LUMINANCE4},
15779 @code{GL_LUMINANCE8}, @code{GL_LUMINANCE12}, @code{GL_LUMINANCE16},
15780 @code{GL_LUMINANCE_ALPHA}, @code{GL_LUMINANCE4_ALPHA4},
15781 @code{GL_LUMINANCE6_ALPHA2}, @code{GL_LUMINANCE8_ALPHA8},
15782 @code{GL_LUMINANCE12_ALPHA4}, @code{GL_LUMINANCE12_ALPHA12},
15783 @code{GL_LUMINANCE16_ALPHA16}, @code{GL_INTENSITY},
15784 @code{GL_INTENSITY4}, @code{GL_INTENSITY8}, @code{GL_INTENSITY12},
15785 @code{GL_INTENSITY16}, @code{GL_R3_G3_B2}, @code{GL_RGB},
15786 @code{GL_RGB4}, @code{GL_RGB5}, @code{GL_RGB8}, @code{GL_RGB10},
15787 @code{GL_RGB12}, @code{GL_RGB16}, @code{GL_RGBA}, @code{GL_RGBA2},
15788 @code{GL_RGBA4}, @code{GL_RGB5_A1}, @code{GL_RGBA8}, @code{GL_RGB10_A2},
15789 @code{GL_RGBA12}, @code{GL_RGBA16}, @code{GL_SLUMINANCE},
15790 @code{GL_SLUMINANCE8}, @code{GL_SLUMINANCE_ALPHA},
15791 @code{GL_SLUMINANCE8_ALPHA8}, @code{GL_SRGB}, @code{GL_SRGB8},
15792 @code{GL_SRGB_ALPHA}, or @code{GL_SRGB8_ALPHA8}.
15793
15794 @item @var{width}
15795 Specifies the width of the texture image including the border if any. If
15796 the GL version does not support non-power-of-two sizes, this value must
15797 be @r{2^@var{n}+2⁡(@var{border},)} for some integer @r{@var{n}}. All
15798 implementations support texture images that are at least 64 texels wide.
15799 The height of the 1D texture image is 1.
15800
15801 @item @var{border}
15802 Specifies the width of the border. Must be either 0 or 1.
15803
15804 @item @var{format}
15805 Specifies the format of the pixel data. The following symbolic values
15806 are accepted: @code{GL_COLOR_INDEX}, @code{GL_RED}, @code{GL_GREEN},
15807 @code{GL_BLUE}, @code{GL_ALPHA}, @code{GL_RGB}, @code{GL_BGR},
15808 @code{GL_RGBA}, @code{GL_BGRA}, @code{GL_LUMINANCE}, and
15809 @code{GL_LUMINANCE_ALPHA}.
15810
15811 @item @var{type}
15812 Specifies the data type of the pixel data. The following symbolic values
15813 are accepted: @code{GL_UNSIGNED_BYTE}, @code{GL_BYTE}, @code{GL_BITMAP},
15814 @code{GL_UNSIGNED_SHORT}, @code{GL_SHORT}, @code{GL_UNSIGNED_INT},
15815 @code{GL_INT}, @code{GL_FLOAT}, @code{GL_UNSIGNED_BYTE_3_3_2},
15816 @code{GL_UNSIGNED_BYTE_2_3_3_REV}, @code{GL_UNSIGNED_SHORT_5_6_5},
15817 @code{GL_UNSIGNED_SHORT_5_6_5_REV}, @code{GL_UNSIGNED_SHORT_4_4_4_4},
15818 @code{GL_UNSIGNED_SHORT_4_4_4_4_REV}, @code{GL_UNSIGNED_SHORT_5_5_5_1},
15819 @code{GL_UNSIGNED_SHORT_1_5_5_5_REV}, @code{GL_UNSIGNED_INT_8_8_8_8},
15820 @code{GL_UNSIGNED_INT_8_8_8_8_REV}, @code{GL_UNSIGNED_INT_10_10_10_2},
15821 and @code{GL_UNSIGNED_INT_2_10_10_10_REV}.
15822
15823 @item @var{data}
15824 Specifies a pointer to the image data in memory.
15825
15826 @end table
15827
15828 Texturing maps a portion of a specified texture image onto each
15829 graphical primitive for which texturing is enabled. To enable and
15830 disable one-dimensional texturing, call @code{glEnable} and
15831 @code{glDisable} with argument @code{GL_TEXTURE_1D}.
15832
15833 Texture images are defined with @code{glTexImage1D}. The arguments
15834 describe the parameters of the texture image, such as width, width of
15835 the border, level-of-detail number (see @code{glTexParameter}), and the
15836 internal resolution and format used to store the image. The last three
15837 arguments describe how the image is represented in memory; they are
15838 identical to the pixel formats used for @code{glDrawPixels}.
15839
15840 If @var{target} is @code{GL_PROXY_TEXTURE_1D}, no data is read from
15841 @var{data}, but all of the texture image state is recalculated, checked
15842 for consistency, and checked against the implementation's capabilities.
15843 If the implementation cannot handle a texture of the requested texture
15844 size, it sets all of the image state to 0, but does not generate an
15845 error (see @code{glGetError}). To query for an entire mipmap array, use
15846 an image array level greater than or equal to 1.
15847
15848 If @var{target} is @code{GL_TEXTURE_1D}, data is read from @var{data} as
15849 a sequence of signed or unsigned bytes, shorts, or longs, or
15850 single-precision floating-point values, depending on @var{type}. These
15851 values are grouped into sets of one, two, three, or four values,
15852 depending on @var{format}, to form elements. If @var{type} is
15853 @code{GL_BITMAP}, the data is considered as a string of unsigned bytes
15854 (and @var{format} must be @code{GL_COLOR_INDEX}). Each data byte is
15855 treated as eight 1-bit elements, with bit ordering determined by
15856 @code{GL_UNPACK_LSB_FIRST} (see @code{glPixelStore}).
15857
15858 If a non-zero named buffer object is bound to the
15859 @code{GL_PIXEL_UNPACK_BUFFER} target (see @code{glBindBuffer}) while a
15860 texture image is specified, @var{data} is treated as a byte offset into
15861 the buffer object's data store.
15862
15863 The first element corresponds to the left end of the texture array.
15864 Subsequent elements progress left-to-right through the remaining texels
15865 in the texture array. The final element corresponds to the right end of
15866 the texture array.
15867
15868 @var{format} determines the composition of each element in @var{data}.
15869 It can assume one of these symbolic values:
15870
15871 @table @asis
15872 @item @code{GL_COLOR_INDEX}
15873 Each element is a single value, a color index. The GL converts it to
15874 fixed point (with an unspecified number of zero bits to the right of the
15875 binary point), shifted left or right depending on the value and sign of
15876 @code{GL_INDEX_SHIFT}, and added to @code{GL_INDEX_OFFSET} (see
15877 @code{glPixelTransfer}). The resulting index is converted to a set of
15878 color components using the @code{GL_PIXEL_MAP_I_TO_R},
15879 @code{GL_PIXEL_MAP_I_TO_G}, @code{GL_PIXEL_MAP_I_TO_B}, and
15880 @code{GL_PIXEL_MAP_I_TO_A} tables, and clamped to the range [0,1].
15881
15882 @item @code{GL_RED}
15883 Each element is a single red component. The GL converts it to floating
15884 point and assembles it into an RGBA element by attaching 0 for green and
15885 blue, and 1 for alpha. Each component is then multiplied by the signed
15886 scale factor @code{GL_c_SCALE}, added to the signed bias
15887 @code{GL_c_BIAS}, and clamped to the range [0,1] (see
15888 @code{glPixelTransfer}).
15889
15890 @item @code{GL_GREEN}
15891 Each element is a single green component. The GL converts it to floating
15892 point and assembles it into an RGBA element by attaching 0 for red and
15893 blue, and 1 for alpha. Each component is then multiplied by the signed
15894 scale factor @code{GL_c_SCALE}, added to the signed bias
15895 @code{GL_c_BIAS}, and clamped to the range [0,1] (see
15896 @code{glPixelTransfer}).
15897
15898 @item @code{GL_BLUE}
15899 Each element is a single blue component. The GL converts it to floating
15900 point and assembles it into an RGBA element by attaching 0 for red and
15901 green, and 1 for alpha. Each component is then multiplied by the signed
15902 scale factor @code{GL_c_SCALE}, added to the signed bias
15903 @code{GL_c_BIAS}, and clamped to the range [0,1] (see
15904 @code{glPixelTransfer}).
15905
15906 @item @code{GL_ALPHA}
15907 Each element is a single alpha component. The GL converts it to floating
15908 point and assembles it into an RGBA element by attaching 0 for red,
15909 green, and blue. Each component is then multiplied by the signed scale
15910 factor @code{GL_c_SCALE}, added to the signed bias @code{GL_c_BIAS}, and
15911 clamped to the range [0,1] (see @code{glPixelTransfer}).
15912
15913 @item @code{GL_INTENSITY}
15914 Each element is a single intensity value. The GL converts it to floating
15915 point, then assembles it into an RGBA element by replicating the
15916 intensity value three times for red, green, blue, and alpha. Each
15917 component is then multiplied by the signed scale factor
15918 @code{GL_c_SCALE}, added to the signed bias @code{GL_c_BIAS}, and
15919 clamped to the range [0,1] (see @code{glPixelTransfer}).
15920
15921 @item @code{GL_RGB}
15922 @item @code{GL_BGR}
15923 Each element is an RGB triple. The GL converts it to floating point and
15924 assembles it into an RGBA element by attaching 1 for alpha. Each
15925 component is then multiplied by the signed scale factor
15926 @code{GL_c_SCALE}, added to the signed bias @code{GL_c_BIAS}, and
15927 clamped to the range [0,1] (see @code{glPixelTransfer}).
15928
15929 @item @code{GL_RGBA}
15930 @item @code{GL_BGRA}
15931 Each element contains all four components. Each component is multiplied
15932 by the signed scale factor @code{GL_c_SCALE}, added to the signed bias
15933 @code{GL_c_BIAS}, and clamped to the range [0,1] (see
15934 @code{glPixelTransfer}).
15935
15936 @item @code{GL_LUMINANCE}
15937 Each element is a single luminance value. The GL converts it to floating
15938 point, then assembles it into an RGBA element by replicating the
15939 luminance value three times for red, green, and blue and attaching 1 for
15940 alpha. Each component is then multiplied by the signed scale factor
15941 @code{GL_c_SCALE}, added to the signed bias @code{GL_c_BIAS}, and
15942 clamped to the range [0,1] (see @code{glPixelTransfer}).
15943
15944 @item @code{GL_LUMINANCE_ALPHA}
15945 Each element is a luminance/alpha pair. The GL converts it to floating
15946 point, then assembles it into an RGBA element by replicating the
15947 luminance value three times for red, green, and blue. Each component is
15948 then multiplied by the signed scale factor @code{GL_c_SCALE}, added to
15949 the signed bias @code{GL_c_BIAS}, and clamped to the range [0,1] (see
15950 @code{glPixelTransfer}).
15951
15952 @item @code{GL_DEPTH_COMPONENT}
15953 Each element is a single depth value. The GL converts it to floating
15954 point, multiplies by the signed scale factor @code{GL_DEPTH_SCALE}, adds
15955 the signed bias @code{GL_DEPTH_BIAS}, and clamps to the range [0,1] (see
15956 @code{glPixelTransfer}).
15957
15958 @end table
15959
15960 Refer to the @code{glDrawPixels} reference page for a description of the
15961 acceptable values for the @var{type} parameter.
15962
15963 If an application wants to store the texture at a certain resolution or
15964 in a certain format, it can request the resolution and format with
15965 @var{internalFormat}. The GL will choose an internal representation that
15966 closely approximates that requested by @var{internalFormat}, but it may
15967 not match exactly. (The representations specified by
15968 @code{GL_LUMINANCE}, @code{GL_LUMINANCE_ALPHA}, @code{GL_RGB}, and
15969 @code{GL_RGBA} must match exactly. The numeric values 1, 2, 3, and 4 may
15970 also be used to specify the above representations.)
15971
15972 If the @var{internalFormat} parameter is one of the generic compressed
15973 formats, @code{GL_COMPRESSED_ALPHA}, @code{GL_COMPRESSED_INTENSITY},
15974 @code{GL_COMPRESSED_LUMINANCE}, @code{GL_COMPRESSED_LUMINANCE_ALPHA},
15975 @code{GL_COMPRESSED_RGB}, or @code{GL_COMPRESSED_RGBA}, the GL will
15976 replace the internal format with the symbolic constant for a specific
15977 internal format and compress the texture before storage. If no
15978 corresponding internal format is available, or the GL can not compress
15979 that image for any reason, the internal format is instead replaced with
15980 a corresponding base internal format.
15981
15982 If the @var{internalFormat} parameter is @code{GL_SRGB},
15983 @code{GL_SRGB8}, @code{GL_SRGB_ALPHA}, @code{GL_SRGB8_ALPHA8},
15984 @code{GL_SLUMINANCE}, @code{GL_SLUMINANCE8}, @code{GL_SLUMINANCE_ALPHA},
15985 or @code{GL_SLUMINANCE8_ALPHA8}, the texture is treated as if the red,
15986 green, blue, or luminance components are encoded in the sRGB color
15987 space. Any alpha component is left unchanged. The conversion from the
15988 sRGB encoded component @r{@var{c}_@var{s}} to a linear component
15989 @r{@var{c}_@var{l}} is:
15990
15991 @r{@var{c}_@var{l}=@{(@var{c}_@var{s}/12.92 if @var{c}_@var{s}≤0.04045),
15992 ((@code{c}_@code{s}+0.055/1.055)^2.4 if @var{c}_@var{s}>0.04045)}
15993
15994 Assume @r{@var{c}_@var{s}} is the sRGB component in the range [0,1].
15995
15996 Use the @code{GL_PROXY_TEXTURE_1D} target to try out a resolution and
15997 format. The implementation will update and recompute its best match for
15998 the requested storage resolution and format. To then query this state,
15999 call @code{glGetTexLevelParameter}. If the texture cannot be
16000 accommodated, texture state is set to 0.
16001
16002 A one-component texture image uses only the red component of the RGBA
16003 color from @var{data}. A two-component image uses the R and A values. A
16004 three-component image uses the R, G, and B values. A four-component
16005 image uses all of the RGBA components.
16006
16007 Depth textures can be treated as LUMINANCE, INTENSITY or ALPHA textures
16008 during texture filtering and application. Image-based shadowing can be
16009  enabled by comparing texture r coordinates to depth texture values to
16010 generate a boolean result. See @code{glTexParameter} for details on
16011 texture comparison.
16012
16013 @code{GL_INVALID_ENUM} is generated if @var{target} is not
16014 @code{GL_TEXTURE_1D} or @code{GL_PROXY_TEXTURE_1D}.
16015
16016 @code{GL_INVALID_ENUM} is generated if @var{format} is not an accepted
16017 format constant. Format constants other than @code{GL_STENCIL_INDEX} are
16018 accepted.
16019
16020 @code{GL_INVALID_ENUM} is generated if @var{type} is not a type
16021 constant.
16022
16023 @code{GL_INVALID_ENUM} is generated if @var{type} is @code{GL_BITMAP}
16024 and @var{format} is not @code{GL_COLOR_INDEX}.
16025
16026 @code{GL_INVALID_VALUE} is generated if @var{level} is less than 0.
16027
16028 @code{GL_INVALID_VALUE} may be generated if @var{level} is greater than
16029 @r{@var{log}_2⁡(@var{max},)}, where @var{max} is the returned value of
16030 @code{GL_MAX_TEXTURE_SIZE}.
16031
16032 @code{GL_INVALID_VALUE} is generated if @var{internalFormat} is not 1,
16033 2, 3, 4, or one of the accepted resolution and format symbolic
16034 constants.
16035
16036 @code{GL_INVALID_VALUE} is generated if @var{width} is less than 0 or
16037 greater than 2 + @code{GL_MAX_TEXTURE_SIZE}.
16038
16039 @code{GL_INVALID_VALUE} is generated if non-power-of-two textures are
16040 not supported and the @var{width} cannot be represented as
16041 @r{2^@var{n}+2⁡(@var{border},)} for some integer value of @var{n}.
16042
16043 @code{GL_INVALID_VALUE} is generated if @var{border} is not 0 or 1.
16044
16045 @code{GL_INVALID_OPERATION} is generated if @var{type} is one of
16046 @code{GL_UNSIGNED_BYTE_3_3_2}, @code{GL_UNSIGNED_BYTE_2_3_3_REV},
16047 @code{GL_UNSIGNED_SHORT_5_6_5}, or @code{GL_UNSIGNED_SHORT_5_6_5_REV}
16048 and @var{format} is not @code{GL_RGB}.
16049
16050 @code{GL_INVALID_OPERATION} is generated if @var{type} is one of
16051 @code{GL_UNSIGNED_SHORT_4_4_4_4}, @code{GL_UNSIGNED_SHORT_4_4_4_4_REV},
16052 @code{GL_UNSIGNED_SHORT_5_5_5_1}, @code{GL_UNSIGNED_SHORT_1_5_5_5_REV},
16053 @code{GL_UNSIGNED_INT_8_8_8_8}, @code{GL_UNSIGNED_INT_8_8_8_8_REV},
16054 @code{GL_UNSIGNED_INT_10_10_10_2}, or
16055 @code{GL_UNSIGNED_INT_2_10_10_10_REV} and @var{format} is neither
16056 @code{GL_RGBA} nor @code{GL_BGRA}.
16057
16058 @code{GL_INVALID_OPERATION} is generated if @var{format} is
16059 @code{GL_DEPTH_COMPONENT} and @var{internalFormat} is not
16060 @code{GL_DEPTH_COMPONENT}, @code{GL_DEPTH_COMPONENT16},
16061 @code{GL_DEPTH_COMPONENT24}, or @code{GL_DEPTH_COMPONENT32}.
16062
16063 @code{GL_INVALID_OPERATION} is generated if @var{internalFormat} is
16064 @code{GL_DEPTH_COMPONENT}, @code{GL_DEPTH_COMPONENT16},
16065 @code{GL_DEPTH_COMPONENT24}, or @code{GL_DEPTH_COMPONENT32}, and
16066 @var{format} is not @code{GL_DEPTH_COMPONENT}.
16067
16068 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
16069 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the buffer
16070 object's data store is currently mapped.
16071
16072 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
16073 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the data
16074 would be unpacked from the buffer object such that the memory reads
16075 required would exceed the data store size.
16076
16077 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
16078 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and @var{data}
16079 is not evenly divisible into the number of bytes needed to store in
16080 memory a datum indicated by @var{type}.
16081
16082 @code{GL_INVALID_OPERATION} is generated if @code{glTexImage1D} is
16083 executed between the execution of @code{glBegin} and the corresponding
16084 execution of @code{glEnd}.
16085
16086 @end deftypefun
16087
16088 @deftypefun void glTexImage2D target level internalFormat width height border format type data
16089 Specify a two-dimensional texture image.
16090
16091 @table @asis
16092 @item @var{target}
16093 Specifies the target texture. Must be @code{GL_TEXTURE_2D},
16094 @code{GL_PROXY_TEXTURE_2D}, @code{GL_TEXTURE_CUBE_MAP_POSITIVE_X},
16095 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_X},
16096 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Y},
16097 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Y},
16098 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Z},
16099 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Z}, or
16100 @code{GL_PROXY_TEXTURE_CUBE_MAP}.
16101
16102 @item @var{level}
16103 Specifies the level-of-detail number. Level 0 is the base image level.
16104 Level @var{n} is the @var{n}th mipmap reduction image.
16105
16106 @item @var{internalFormat}
16107 Specifies the number of color components in the texture. Must be 1, 2,
16108 3, or 4, or one of the following symbolic constants: @code{GL_ALPHA},
16109 @code{GL_ALPHA4}, @code{GL_ALPHA8}, @code{GL_ALPHA12},
16110 @code{GL_ALPHA16}, @code{GL_COMPRESSED_ALPHA},
16111 @code{GL_COMPRESSED_LUMINANCE}, @code{GL_COMPRESSED_LUMINANCE_ALPHA},
16112 @code{GL_COMPRESSED_INTENSITY}, @code{GL_COMPRESSED_RGB},
16113 @code{GL_COMPRESSED_RGBA}, @code{GL_DEPTH_COMPONENT},
16114 @code{GL_DEPTH_COMPONENT16}, @code{GL_DEPTH_COMPONENT24},
16115 @code{GL_DEPTH_COMPONENT32}, @code{GL_LUMINANCE}, @code{GL_LUMINANCE4},
16116 @code{GL_LUMINANCE8}, @code{GL_LUMINANCE12}, @code{GL_LUMINANCE16},
16117 @code{GL_LUMINANCE_ALPHA}, @code{GL_LUMINANCE4_ALPHA4},
16118 @code{GL_LUMINANCE6_ALPHA2}, @code{GL_LUMINANCE8_ALPHA8},
16119 @code{GL_LUMINANCE12_ALPHA4}, @code{GL_LUMINANCE12_ALPHA12},
16120 @code{GL_LUMINANCE16_ALPHA16}, @code{GL_INTENSITY},
16121 @code{GL_INTENSITY4}, @code{GL_INTENSITY8}, @code{GL_INTENSITY12},
16122 @code{GL_INTENSITY16}, @code{GL_R3_G3_B2}, @code{GL_RGB},
16123 @code{GL_RGB4}, @code{GL_RGB5}, @code{GL_RGB8}, @code{GL_RGB10},
16124 @code{GL_RGB12}, @code{GL_RGB16}, @code{GL_RGBA}, @code{GL_RGBA2},
16125 @code{GL_RGBA4}, @code{GL_RGB5_A1}, @code{GL_RGBA8}, @code{GL_RGB10_A2},
16126 @code{GL_RGBA12}, @code{GL_RGBA16}, @code{GL_SLUMINANCE},
16127 @code{GL_SLUMINANCE8}, @code{GL_SLUMINANCE_ALPHA},
16128 @code{GL_SLUMINANCE8_ALPHA8}, @code{GL_SRGB}, @code{GL_SRGB8},
16129 @code{GL_SRGB_ALPHA}, or @code{GL_SRGB8_ALPHA8}.
16130
16131 @item @var{width}
16132 Specifies the width of the texture image including the border if any. If
16133 the GL version does not support non-power-of-two sizes, this value must
16134 be @r{2^@var{n}+2⁡(@var{border},)} for some integer @r{@var{n}}. All
16135 implementations support texture images that are at least 64 texels wide.
16136
16137 @item @var{height}
16138 Specifies the height of the texture image including the border if any.
16139 If the GL version does not support non-power-of-two sizes, this value
16140 must be @r{2^@var{m}+2⁡(@var{border},)} for some integer @r{@var{m}}.
16141 All implementations support texture images that are at least 64 texels
16142 high.
16143
16144 @item @var{border}
16145 Specifies the width of the border. Must be either 0 or 1.
16146
16147 @item @var{format}
16148 Specifies the format of the pixel data. The following symbolic values
16149 are accepted: @code{GL_COLOR_INDEX}, @code{GL_RED}, @code{GL_GREEN},
16150 @code{GL_BLUE}, @code{GL_ALPHA}, @code{GL_RGB}, @code{GL_BGR},
16151 @code{GL_RGBA}, @code{GL_BGRA}, @code{GL_LUMINANCE}, and
16152 @code{GL_LUMINANCE_ALPHA}.
16153
16154 @item @var{type}
16155 Specifies the data type of the pixel data. The following symbolic values
16156 are accepted: @code{GL_UNSIGNED_BYTE}, @code{GL_BYTE}, @code{GL_BITMAP},
16157 @code{GL_UNSIGNED_SHORT}, @code{GL_SHORT}, @code{GL_UNSIGNED_INT},
16158 @code{GL_INT}, @code{GL_FLOAT}, @code{GL_UNSIGNED_BYTE_3_3_2},
16159 @code{GL_UNSIGNED_BYTE_2_3_3_REV}, @code{GL_UNSIGNED_SHORT_5_6_5},
16160 @code{GL_UNSIGNED_SHORT_5_6_5_REV}, @code{GL_UNSIGNED_SHORT_4_4_4_4},
16161 @code{GL_UNSIGNED_SHORT_4_4_4_4_REV}, @code{GL_UNSIGNED_SHORT_5_5_5_1},
16162 @code{GL_UNSIGNED_SHORT_1_5_5_5_REV}, @code{GL_UNSIGNED_INT_8_8_8_8},
16163 @code{GL_UNSIGNED_INT_8_8_8_8_REV}, @code{GL_UNSIGNED_INT_10_10_10_2},
16164 and @code{GL_UNSIGNED_INT_2_10_10_10_REV}.
16165
16166 @item @var{data}
16167 Specifies a pointer to the image data in memory.
16168
16169 @end table
16170
16171 Texturing maps a portion of a specified texture image onto each
16172 graphical primitive for which texturing is enabled. To enable and
16173 disable two-dimensional texturing, call @code{glEnable} and
16174 @code{glDisable} with argument @code{GL_TEXTURE_2D}. To enable and
16175 disable texturing using cube-mapped texture, call @code{glEnable} and
16176 @code{glDisable} with argument @code{GL_TEXTURE_CUBE_MAP}.
16177
16178 To define texture images, call @code{glTexImage2D}. The arguments
16179 describe the parameters of the texture image, such as height, width,
16180 width of the border, level-of-detail number (see @code{glTexParameter}),
16181 and number of color components provided. The last three arguments
16182 describe how the image is represented in memory; they are identical to
16183 the pixel formats used for @code{glDrawPixels}.
16184
16185 If @var{target} is @code{GL_PROXY_TEXTURE_2D} or
16186 @code{GL_PROXY_TEXTURE_CUBE_MAP}, no data is read from @var{data}, but
16187 all of the texture image state is recalculated, checked for consistency,
16188 and checked against the implementation's capabilities. If the
16189 implementation cannot handle a texture of the requested texture size, it
16190 sets all of the image state to 0, but does not generate an error (see
16191 @code{glGetError}). To query for an entire mipmap array, use an image
16192 array level greater than or equal to 1.
16193
16194 If @var{target} is @code{GL_TEXTURE_2D}, or one of the
16195 @code{GL_TEXTURE_CUBE_MAP} targets, data is read from @var{data} as a
16196 sequence of signed or unsigned bytes, shorts, or longs, or
16197 single-precision floating-point values, depending on @var{type}. These
16198 values are grouped into sets of one, two, three, or four values,
16199 depending on @var{format}, to form elements. If @var{type} is
16200 @code{GL_BITMAP}, the data is considered as a string of unsigned bytes
16201 (and @var{format} must be @code{GL_COLOR_INDEX}). Each data byte is
16202 treated as eight 1-bit elements, with bit ordering determined by
16203 @code{GL_UNPACK_LSB_FIRST} (see @code{glPixelStore}).
16204
16205 If a non-zero named buffer object is bound to the
16206 @code{GL_PIXEL_UNPACK_BUFFER} target (see @code{glBindBuffer}) while a
16207 texture image is specified, @var{data} is treated as a byte offset into
16208 the buffer object's data store.
16209
16210 The first element corresponds to the lower left corner of the texture
16211 image. Subsequent elements progress left-to-right through the remaining
16212 texels in the lowest row of the texture image, and then in successively
16213 higher rows of the texture image. The final element corresponds to the
16214 upper right corner of the texture image.
16215
16216 @var{format} determines the composition of each element in @var{data}.
16217 It can assume one of these symbolic values:
16218
16219 @table @asis
16220 @item @code{GL_COLOR_INDEX}
16221 Each element is a single value, a color index. The GL converts it to
16222 fixed point (with an unspecified number of zero bits to the right of the
16223 binary point), shifted left or right depending on the value and sign of
16224 @code{GL_INDEX_SHIFT}, and added to @code{GL_INDEX_OFFSET} (see
16225 @code{glPixelTransfer}). The resulting index is converted to a set of
16226 color components using the @code{GL_PIXEL_MAP_I_TO_R},
16227 @code{GL_PIXEL_MAP_I_TO_G}, @code{GL_PIXEL_MAP_I_TO_B}, and
16228 @code{GL_PIXEL_MAP_I_TO_A} tables, and clamped to the range [0,1].
16229
16230 @item @code{GL_RED}
16231 Each element is a single red component. The GL converts it to floating
16232 point and assembles it into an RGBA element by attaching 0 for green and
16233 blue, and 1 for alpha. Each component is then multiplied by the signed
16234 scale factor @code{GL_c_SCALE}, added to the signed bias
16235 @code{GL_c_BIAS}, and clamped to the range [0,1] (see
16236 @code{glPixelTransfer}).
16237
16238 @item @code{GL_GREEN}
16239 Each element is a single green component. The GL converts it to floating
16240 point and assembles it into an RGBA element by attaching 0 for red and
16241 blue, and 1 for alpha. Each component is then multiplied by the signed
16242 scale factor @code{GL_c_SCALE}, added to the signed bias
16243 @code{GL_c_BIAS}, and clamped to the range [0,1] (see
16244 @code{glPixelTransfer}).
16245
16246 @item @code{GL_BLUE}
16247 Each element is a single blue component. The GL converts it to floating
16248 point and assembles it into an RGBA element by attaching 0 for red and
16249 green, and 1 for alpha. Each component is then multiplied by the signed
16250 scale factor @code{GL_c_SCALE}, added to the signed bias
16251 @code{GL_c_BIAS}, and clamped to the range [0,1] (see
16252 @code{glPixelTransfer}).
16253
16254 @item @code{GL_ALPHA}
16255 Each element is a single alpha component. The GL converts it to floating
16256 point and assembles it into an RGBA element by attaching 0 for red,
16257 green, and blue. Each component is then multiplied by the signed scale
16258 factor @code{GL_c_SCALE}, added to the signed bias @code{GL_c_BIAS}, and
16259 clamped to the range [0,1] (see @code{glPixelTransfer}).
16260
16261 @item @code{GL_INTENSITY}
16262 Each element is a single intensity value. The GL converts it to floating
16263 point, then assembles it into an RGBA element by replicating the
16264 intensity value three times for red, green, blue, and alpha. Each
16265 component is then multiplied by the signed scale factor
16266 @code{GL_c_SCALE}, added to the signed bias @code{GL_c_BIAS}, and
16267 clamped to the range [0,1] (see @code{glPixelTransfer}).
16268
16269 @item @code{GL_RGB}
16270 @item @code{GL_BGR}
16271 Each element is an RGB triple. The GL converts it to floating point and
16272 assembles it into an RGBA element by attaching 1 for alpha. Each
16273 component is then multiplied by the signed scale factor
16274 @code{GL_c_SCALE}, added to the signed bias @code{GL_c_BIAS}, and
16275 clamped to the range [0,1] (see @code{glPixelTransfer}).
16276
16277 @item @code{GL_RGBA}
16278 @item @code{GL_BGRA}
16279 Each element contains all four components. Each component is multiplied
16280 by the signed scale factor @code{GL_c_SCALE}, added to the signed bias
16281 @code{GL_c_BIAS}, and clamped to the range [0,1] (see
16282 @code{glPixelTransfer}).
16283
16284 @item @code{GL_LUMINANCE}
16285 Each element is a single luminance value. The GL converts it to floating
16286 point, then assembles it into an RGBA element by replicating the
16287 luminance value three times for red, green, and blue and attaching 1 for
16288 alpha. Each component is then multiplied by the signed scale factor
16289 @code{GL_c_SCALE}, added to the signed bias @code{GL_c_BIAS}, and
16290 clamped to the range [0,1] (see @code{glPixelTransfer}).
16291
16292 @item @code{GL_LUMINANCE_ALPHA}
16293 Each element is a luminance/alpha pair. The GL converts it to floating
16294 point, then assembles it into an RGBA element by replicating the
16295 luminance value three times for red, green, and blue. Each component is
16296 then multiplied by the signed scale factor @code{GL_c_SCALE}, added to
16297 the signed bias @code{GL_c_BIAS}, and clamped to the range [0,1] (see
16298 @code{glPixelTransfer}).
16299
16300 @item @code{GL_DEPTH_COMPONENT}
16301 Each element is a single depth value. The GL converts it to floating
16302 point, multiplies by the signed scale factor @code{GL_DEPTH_SCALE}, adds
16303 the signed bias @code{GL_DEPTH_BIAS}, and clamps to the range [0,1] (see
16304 @code{glPixelTransfer}).
16305
16306 @end table
16307
16308 Refer to the @code{glDrawPixels} reference page for a description of the
16309 acceptable values for the @var{type} parameter.
16310
16311 If an application wants to store the texture at a certain resolution or
16312 in a certain format, it can request the resolution and format with
16313 @var{internalFormat}. The GL will choose an internal representation that
16314 closely approximates that requested by @var{internalFormat}, but it may
16315 not match exactly. (The representations specified by
16316 @code{GL_LUMINANCE}, @code{GL_LUMINANCE_ALPHA}, @code{GL_RGB}, and
16317 @code{GL_RGBA} must match exactly. The numeric values 1, 2, 3, and 4 may
16318 also be used to specify the above representations.)
16319
16320 If the @var{internalFormat} parameter is one of the generic compressed
16321 formats, @code{GL_COMPRESSED_ALPHA}, @code{GL_COMPRESSED_INTENSITY},
16322 @code{GL_COMPRESSED_LUMINANCE}, @code{GL_COMPRESSED_LUMINANCE_ALPHA},
16323 @code{GL_COMPRESSED_RGB}, or @code{GL_COMPRESSED_RGBA}, the GL will
16324 replace the internal format with the symbolic constant for a specific
16325 internal format and compress the texture before storage. If no
16326 corresponding internal format is available, or the GL can not compress
16327 that image for any reason, the internal format is instead replaced with
16328 a corresponding base internal format.
16329
16330 If the @var{internalFormat} parameter is @code{GL_SRGB},
16331 @code{GL_SRGB8}, @code{GL_SRGB_ALPHA}, @code{GL_SRGB8_ALPHA8},
16332 @code{GL_SLUMINANCE}, @code{GL_SLUMINANCE8}, @code{GL_SLUMINANCE_ALPHA},
16333 or @code{GL_SLUMINANCE8_ALPHA8}, the texture is treated as if the red,
16334 green, blue, or luminance components are encoded in the sRGB color
16335 space. Any alpha component is left unchanged. The conversion from the
16336 sRGB encoded component @r{@var{c}_@var{s}} to a linear component
16337 @r{@var{c}_@var{l}} is:
16338
16339 @r{@var{c}_@var{l}=@{(@var{c}_@var{s}/12.92 if @var{c}_@var{s}≤0.04045),
16340 ((@code{c}_@code{s}+0.055/1.055)^2.4 if @var{c}_@var{s}>0.04045)}
16341
16342 Assume @r{@var{c}_@var{s}} is the sRGB component in the range [0,1].
16343
16344 Use the @code{GL_PROXY_TEXTURE_2D} or @code{GL_PROXY_TEXTURE_CUBE_MAP}
16345 target to try out a resolution and format. The implementation will
16346 update and recompute its best match for the requested storage resolution
16347 and format. To then query this state, call
16348 @code{glGetTexLevelParameter}. If the texture cannot be accommodated,
16349 texture state is set to 0.
16350
16351 A one-component texture image uses only the red component of the RGBA
16352 color extracted from @var{data}. A two-component image uses the R and A
16353 values. A three-component image uses the R, G, and B values. A
16354 four-component image uses all of the RGBA components.
16355
16356 Depth textures can be treated as LUMINANCE, INTENSITY or ALPHA textures
16357 during texture filtering and application. Image-based shadowing can be
16358  enabled by comparing texture r coordinates to depth texture values to
16359 generate a boolean result. See @code{glTexParameter} for details on
16360 texture comparison.
16361
16362 @code{GL_INVALID_ENUM} is generated if @var{target} is not
16363 @code{GL_TEXTURE_2D}, @code{GL_PROXY_TEXTURE_2D},
16364 @code{GL_PROXY_TEXTURE_CUBE_MAP}, @code{GL_TEXTURE_CUBE_MAP_POSITIVE_X},
16365 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_X},
16366 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Y},
16367 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Y},
16368 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Z}, or
16369 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Z}.
16370
16371 @code{GL_INVALID_ENUM} is generated if @var{target} is one of the six
16372 cube map 2D image targets and the width and height parameters are not
16373 equal.
16374
16375 @code{GL_INVALID_ENUM} is generated if @var{type} is not a type
16376 constant.
16377
16378 @code{GL_INVALID_ENUM} is generated if @var{type} is @code{GL_BITMAP}
16379 and @var{format} is not @code{GL_COLOR_INDEX}.
16380
16381 @code{GL_INVALID_VALUE} is generated if @var{width} or @var{height} is
16382 less than 0 or greater than 2 + @code{GL_MAX_TEXTURE_SIZE}.
16383
16384 @code{GL_INVALID_VALUE} is generated if @var{level} is less than 0.
16385
16386 @code{GL_INVALID_VALUE} may be generated if @var{level} is greater than
16387 @r{@var{log}_2⁡(@var{max},)}, where @var{max} is the returned value of
16388 @code{GL_MAX_TEXTURE_SIZE}.
16389
16390 @code{GL_INVALID_VALUE} is generated if @var{internalFormat} is not 1,
16391 2, 3, 4, or one of the accepted resolution and format symbolic
16392 constants.
16393
16394 @code{GL_INVALID_VALUE} is generated if @var{width} or @var{height} is
16395 less than 0 or greater than 2 + @code{GL_MAX_TEXTURE_SIZE}.
16396
16397 @code{GL_INVALID_VALUE} is generated if non-power-of-two textures are
16398 not supported and the @var{width} or @var{height} cannot be represented
16399 as @r{2^@var{k}+2⁡(@var{border},)} for some integer value of @var{k}.
16400
16401 @code{GL_INVALID_VALUE} is generated if @var{border} is not 0 or 1.
16402
16403 @code{GL_INVALID_OPERATION} is generated if @var{type} is one of
16404 @code{GL_UNSIGNED_BYTE_3_3_2}, @code{GL_UNSIGNED_BYTE_2_3_3_REV},
16405 @code{GL_UNSIGNED_SHORT_5_6_5}, or @code{GL_UNSIGNED_SHORT_5_6_5_REV}
16406 and @var{format} is not @code{GL_RGB}.
16407
16408 @code{GL_INVALID_OPERATION} is generated if @var{type} is one of
16409 @code{GL_UNSIGNED_SHORT_4_4_4_4}, @code{GL_UNSIGNED_SHORT_4_4_4_4_REV},
16410 @code{GL_UNSIGNED_SHORT_5_5_5_1}, @code{GL_UNSIGNED_SHORT_1_5_5_5_REV},
16411 @code{GL_UNSIGNED_INT_8_8_8_8}, @code{GL_UNSIGNED_INT_8_8_8_8_REV},
16412 @code{GL_UNSIGNED_INT_10_10_10_2}, or
16413 @code{GL_UNSIGNED_INT_2_10_10_10_REV} and @var{format} is neither
16414 @code{GL_RGBA} nor @code{GL_BGRA}.
16415
16416 @code{GL_INVALID_OPERATION} is generated if @var{target} is not
16417 @code{GL_TEXTURE_2D} or @code{GL_PROXY_TEXTURE_2D} and
16418 @var{internalFormat} is @code{GL_DEPTH_COMPONENT},
16419 @code{GL_DEPTH_COMPONENT16}, @code{GL_DEPTH_COMPONENT24}, or
16420 @code{GL_DEPTH_COMPONENT32}.
16421
16422 @code{GL_INVALID_OPERATION} is generated if @var{format} is
16423 @code{GL_DEPTH_COMPONENT} and @var{internalFormat} is not
16424 @code{GL_DEPTH_COMPONENT}, @code{GL_DEPTH_COMPONENT16},
16425 @code{GL_DEPTH_COMPONENT24}, or @code{GL_DEPTH_COMPONENT32}.
16426
16427 @code{GL_INVALID_OPERATION} is generated if @var{internalFormat} is
16428 @code{GL_DEPTH_COMPONENT}, @code{GL_DEPTH_COMPONENT16},
16429 @code{GL_DEPTH_COMPONENT24}, or @code{GL_DEPTH_COMPONENT32}, and
16430 @var{format} is not @code{GL_DEPTH_COMPONENT}.
16431
16432 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
16433 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the buffer
16434 object's data store is currently mapped.
16435
16436 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
16437 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the data
16438 would be unpacked from the buffer object such that the memory reads
16439 required would exceed the data store size.
16440
16441 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
16442 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and @var{data}
16443 is not evenly divisible into the number of bytes needed to store in
16444 memory a datum indicated by @var{type}.
16445
16446 @code{GL_INVALID_OPERATION} is generated if @code{glTexImage2D} is
16447 executed between the execution of @code{glBegin} and the corresponding
16448 execution of @code{glEnd}.
16449
16450 @end deftypefun
16451
16452 @deftypefun void glTexImage3D target level internalFormat width height depth border format type data
16453 Specify a three-dimensional texture image.
16454
16455 @table @asis
16456 @item @var{target}
16457 Specifies the target texture. Must be @code{GL_TEXTURE_3D} or
16458 @code{GL_PROXY_TEXTURE_3D}.
16459
16460 @item @var{level}
16461 Specifies the level-of-detail number. Level 0 is the base image level.
16462 Level @r{@var{n}} is the @r{@var{n}^@var{th}} mipmap reduction image.
16463
16464 @item @var{internalFormat}
16465 Specifies the number of color components in the texture. Must be 1, 2,
16466 3, or 4, or one of the following symbolic constants: @code{GL_ALPHA},
16467 @code{GL_ALPHA4}, @code{GL_ALPHA8}, @code{GL_ALPHA12},
16468 @code{GL_ALPHA16}, @code{GL_COMPRESSED_ALPHA},
16469 @code{GL_COMPRESSED_LUMINANCE}, @code{GL_COMPRESSED_LUMINANCE_ALPHA},
16470 @code{GL_COMPRESSED_INTENSITY}, @code{GL_COMPRESSED_RGB},
16471 @code{GL_COMPRESSED_RGBA}, @code{GL_LUMINANCE}, @code{GL_LUMINANCE4},
16472 @code{GL_LUMINANCE8}, @code{GL_LUMINANCE12}, @code{GL_LUMINANCE16},
16473 @code{GL_LUMINANCE_ALPHA}, @code{GL_LUMINANCE4_ALPHA4},
16474 @code{GL_LUMINANCE6_ALPHA2}, @code{GL_LUMINANCE8_ALPHA8},
16475 @code{GL_LUMINANCE12_ALPHA4}, @code{GL_LUMINANCE12_ALPHA12},
16476 @code{GL_LUMINANCE16_ALPHA16}, @code{GL_INTENSITY},
16477 @code{GL_INTENSITY4}, @code{GL_INTENSITY8}, @code{GL_INTENSITY12},
16478 @code{GL_INTENSITY16}, @code{GL_R3_G3_B2}, @code{GL_RGB},
16479 @code{GL_RGB4}, @code{GL_RGB5}, @code{GL_RGB8}, @code{GL_RGB10},
16480 @code{GL_RGB12}, @code{GL_RGB16}, @code{GL_RGBA}, @code{GL_RGBA2},
16481 @code{GL_RGBA4}, @code{GL_RGB5_A1}, @code{GL_RGBA8}, @code{GL_RGB10_A2},
16482 @code{GL_RGBA12}, @code{GL_RGBA16}, @code{GL_SLUMINANCE},
16483 @code{GL_SLUMINANCE8}, @code{GL_SLUMINANCE_ALPHA},
16484 @code{GL_SLUMINANCE8_ALPHA8}, @code{GL_SRGB}, @code{GL_SRGB8},
16485 @code{GL_SRGB_ALPHA}, or @code{GL_SRGB8_ALPHA8}.
16486
16487 @item @var{width}
16488 Specifies the width of the texture image including the border if any. If
16489 the GL version does not support non-power-of-two sizes, this value must
16490 be @r{2^@var{n}+2⁡(@var{border},)} for some integer @r{@var{n}}. All
16491 implementations support 3D texture images that are at least 16 texels
16492 wide.
16493
16494 @item @var{height}
16495 Specifies the height of the texture image including the border if any.
16496 If the GL version does not support non-power-of-two sizes, this value
16497 must be @r{2^@var{m}+2⁡(@var{border},)} for some integer @r{@var{m}}.
16498 All implementations support 3D texture images that are at least 16
16499 texels high.
16500
16501 @item @var{depth}
16502 Specifies the depth of the texture image including the border if any. If
16503 the GL version does not support non-power-of-two sizes, this value must
16504 be @r{2^@var{k}+2⁡(@var{border},)} for some integer @r{@var{k}}. All
16505 implementations support 3D texture images that are at least 16 texels
16506 deep.
16507
16508 @item @var{border}
16509 Specifies the width of the border. Must be either 0 or 1.
16510
16511 @item @var{format}
16512 Specifies the format of the pixel data. The following symbolic values
16513 are accepted: @code{GL_COLOR_INDEX}, @code{GL_RED}, @code{GL_GREEN},
16514 @code{GL_BLUE}, @code{GL_ALPHA}, @code{GL_RGB}, @code{GL_BGR},
16515 @code{GL_RGBA}, @code{GL_BGRA}, @code{GL_LUMINANCE}, and
16516 @code{GL_LUMINANCE_ALPHA}.
16517
16518 @item @var{type}
16519 Specifies the data type of the pixel data. The following symbolic values
16520 are accepted: @code{GL_UNSIGNED_BYTE}, @code{GL_BYTE}, @code{GL_BITMAP},
16521 @code{GL_UNSIGNED_SHORT}, @code{GL_SHORT}, @code{GL_UNSIGNED_INT},
16522 @code{GL_INT}, @code{GL_FLOAT}, @code{GL_UNSIGNED_BYTE_3_3_2},
16523 @code{GL_UNSIGNED_BYTE_2_3_3_REV}, @code{GL_UNSIGNED_SHORT_5_6_5},
16524 @code{GL_UNSIGNED_SHORT_5_6_5_REV}, @code{GL_UNSIGNED_SHORT_4_4_4_4},
16525 @code{GL_UNSIGNED_SHORT_4_4_4_4_REV}, @code{GL_UNSIGNED_SHORT_5_5_5_1},
16526 @code{GL_UNSIGNED_SHORT_1_5_5_5_REV}, @code{GL_UNSIGNED_INT_8_8_8_8},
16527 @code{GL_UNSIGNED_INT_8_8_8_8_REV}, @code{GL_UNSIGNED_INT_10_10_10_2},
16528 and @code{GL_UNSIGNED_INT_2_10_10_10_REV}.
16529
16530 @item @var{data}
16531 Specifies a pointer to the image data in memory.
16532
16533 @end table
16534
16535 Texturing maps a portion of a specified texture image onto each
16536 graphical primitive for which texturing is enabled. To enable and
16537 disable three-dimensional texturing, call @code{glEnable} and
16538 @code{glDisable} with argument @code{GL_TEXTURE_3D}.
16539
16540 To define texture images, call @code{glTexImage3D}. The arguments
16541 describe the parameters of the texture image, such as height, width,
16542 depth, width of the border, level-of-detail number (see
16543 @code{glTexParameter}), and number of color components provided. The
16544 last three arguments describe how the image is represented in memory;
16545 they are identical to the pixel formats used for @code{glDrawPixels}.
16546
16547 If @var{target} is @code{GL_PROXY_TEXTURE_3D}, no data is read from
16548 @var{data}, but all of the texture image state is recalculated, checked
16549 for consistency, and checked against the implementation's capabilities.
16550 If the implementation cannot handle a texture of the requested texture
16551 size, it sets all of the image state to 0, but does not generate an
16552 error (see @code{glGetError}). To query for an entire mipmap array, use
16553 an image array level greater than or equal to 1.
16554
16555 If @var{target} is @code{GL_TEXTURE_3D}, data is read from @var{data} as
16556 a sequence of signed or unsigned bytes, shorts, or longs, or
16557 single-precision floating-point values, depending on @var{type}. These
16558 values are grouped into sets of one, two, three, or four values,
16559 depending on @var{format}, to form elements. If @var{type} is
16560 @code{GL_BITMAP}, the data is considered as a string of unsigned bytes
16561 (and @var{format} must be @code{GL_COLOR_INDEX}). Each data byte is
16562 treated as eight 1-bit elements, with bit ordering determined by
16563 @code{GL_UNPACK_LSB_FIRST} (see @code{glPixelStore}).
16564
16565 If a non-zero named buffer object is bound to the
16566 @code{GL_PIXEL_UNPACK_BUFFER} target (see @code{glBindBuffer}) while a
16567 texture image is specified, @var{data} is treated as a byte offset into
16568 the buffer object's data store.
16569
16570 The first element corresponds to the lower left corner of the texture
16571 image. Subsequent elements progress left-to-right through the remaining
16572 texels in the lowest row of the texture image, and then in successively
16573 higher rows of the texture image. The final element corresponds to the
16574 upper right corner of the texture image.
16575
16576 @var{format} determines the composition of each element in @var{data}.
16577 It can assume one of these symbolic values:
16578
16579 @table @asis
16580 @item @code{GL_COLOR_INDEX}
16581 Each element is a single value, a color index. The GL converts it to
16582 fixed point (with an unspecified number of zero bits to the right of the
16583 binary point), shifted left or right depending on the value and sign of
16584 @code{GL_INDEX_SHIFT}, and added to @code{GL_INDEX_OFFSET} (see
16585 @code{glPixelTransfer}). The resulting index is converted to a set of
16586 color components using the @code{GL_PIXEL_MAP_I_TO_R},
16587 @code{GL_PIXEL_MAP_I_TO_G}, @code{GL_PIXEL_MAP_I_TO_B}, and
16588 @code{GL_PIXEL_MAP_I_TO_A} tables, and clamped to the range [0,1].
16589
16590 @item @code{GL_RED}
16591 Each element is a single red component. The GL converts it to floating
16592 point and assembles it into an RGBA element by attaching 0 for green and
16593 blue, and 1 for alpha. Each component is then multiplied by the signed
16594 scale factor @code{GL_c_SCALE}, added to the signed bias
16595 @code{GL_c_BIAS}, and clamped to the range [0,1] (see
16596 @code{glPixelTransfer}).
16597
16598 @item @code{GL_GREEN}
16599 Each element is a single green component. The GL converts it to floating
16600 point and assembles it into an RGBA element by attaching 0 for red and
16601 blue, and 1 for alpha. Each component is then multiplied by the signed
16602 scale factor @code{GL_c_SCALE}, added to the signed bias
16603 @code{GL_c_BIAS}, and clamped to the range [0,1] (see
16604 @code{glPixelTransfer}).
16605
16606 @item @code{GL_BLUE}
16607 Each element is a single blue component. The GL converts it to floating
16608 point and assembles it into an RGBA element by attaching 0 for red and
16609 green, and 1 for alpha. Each component is then multiplied by the signed
16610 scale factor @code{GL_c_SCALE}, added to the signed bias
16611 @code{GL_c_BIAS}, and clamped to the range [0,1] (see
16612 @code{glPixelTransfer}).
16613
16614 @item @code{GL_ALPHA}
16615 Each element is a single alpha component. The GL converts it to floating
16616 point and assembles it into an RGBA element by attaching 0 for red,
16617 green, and blue. Each component is then multiplied by the signed scale
16618 factor @code{GL_c_SCALE}, added to the signed bias @code{GL_c_BIAS}, and
16619 clamped to the range [0,1] (see @code{glPixelTransfer}).
16620
16621 @item @code{GL_INTENSITY}
16622 Each element is a single intensity value. The GL converts it to floating
16623 point, then assembles it into an RGBA element by replicating the
16624 intensity value three times for red, green, blue, and alpha. Each
16625 component is then multiplied by the signed scale factor
16626 @code{GL_c_SCALE}, added to the signed bias @code{GL_c_BIAS}, and
16627 clamped to the range [0,1] (see @code{glPixelTransfer}).
16628
16629 @item @code{GL_RGB}
16630 @item @code{GL_BGR}
16631 Each element is an RGB triple. The GL converts it to floating point and
16632 assembles it into an RGBA element by attaching 1 for alpha. Each
16633 component is then multiplied by the signed scale factor
16634 @code{GL_c_SCALE}, added to the signed bias @code{GL_c_BIAS}, and
16635 clamped to the range [0,1] (see @code{glPixelTransfer}).
16636
16637 @item @code{GL_RGBA}
16638 @item @code{GL_BGRA}
16639 Each element contains all four components. Each component is multiplied
16640 by the signed scale factor @code{GL_c_SCALE}, added to the signed bias
16641 @code{GL_c_BIAS}, and clamped to the range [0,1] (see
16642 @code{glPixelTransfer}).
16643
16644 @item @code{GL_LUMINANCE}
16645 Each element is a single luminance value. The GL converts it to floating
16646 point, then assembles it into an RGBA element by replicating the
16647 luminance value three times for red, green, and blue and attaching 1 for
16648 alpha. Each component is then multiplied by the signed scale factor
16649 @code{GL_c_SCALE}, added to the signed bias @code{GL_c_BIAS}, and
16650 clamped to the range [0,1] (see @code{glPixelTransfer}).
16651
16652 @item @code{GL_LUMINANCE_ALPHA}
16653 Each element is a luminance/alpha pair. The GL converts it to floating
16654 point, then assembles it into an RGBA element by replicating the
16655 luminance value three times for red, green, and blue. Each component is
16656 then multiplied by the signed scale factor @code{GL_c_SCALE}, added to
16657 the signed bias @code{GL_c_BIAS}, and clamped to the range [0,1] (see
16658 @code{glPixelTransfer}).
16659
16660 @end table
16661
16662 Refer to the @code{glDrawPixels} reference page for a description of the
16663 acceptable values for the @var{type} parameter.
16664
16665 If an application wants to store the texture at a certain resolution or
16666 in a certain format, it can request the resolution and format with
16667 @var{internalFormat}. The GL will choose an internal representation that
16668 closely approximates that requested by @var{internalFormat}, but it may
16669 not match exactly. (The representations specified by
16670 @code{GL_LUMINANCE}, @code{GL_LUMINANCE_ALPHA}, @code{GL_RGB}, and
16671 @code{GL_RGBA} must match exactly. The numeric values 1, 2, 3, and 4 may
16672 also be used to specify the above representations.)
16673
16674 If the @var{internalFormat} parameter is one of the generic compressed
16675 formats, @code{GL_COMPRESSED_ALPHA}, @code{GL_COMPRESSED_INTENSITY},
16676 @code{GL_COMPRESSED_LUMINANCE}, @code{GL_COMPRESSED_LUMINANCE_ALPHA},
16677 @code{GL_COMPRESSED_RGB}, or @code{GL_COMPRESSED_RGBA}, the GL will
16678 replace the internal format with the symbolic constant for a specific
16679 internal format and compress the texture before storage. If no
16680 corresponding internal format is available, or the GL can not compress
16681 that image for any reason, the internal format is instead replaced with
16682 a corresponding base internal format.
16683
16684 If the @var{internalFormat} parameter is @code{GL_SRGB},
16685 @code{GL_SRGB8}, @code{GL_SRGB_ALPHA}, @code{GL_SRGB8_ALPHA8},
16686 @code{GL_SLUMINANCE}, @code{GL_SLUMINANCE8}, @code{GL_SLUMINANCE_ALPHA},
16687 or @code{GL_SLUMINANCE8_ALPHA8}, the texture is treated as if the red,
16688 green, blue, or luminance components are encoded in the sRGB color
16689 space. Any alpha component is left unchanged. The conversion from the
16690 sRGB encoded component @r{@var{c}_@var{s}} to a linear component
16691 @r{@var{c}_@var{l}} is:
16692
16693 @r{@var{c}_@var{l}=@{(@var{c}_@var{s}/12.92 if @var{c}_@var{s}≤0.04045),
16694 ((@code{c}_@code{s}+0.055/1.055)^2.4 if @var{c}_@var{s}>0.04045)}
16695
16696 Assume @r{@var{c}_@var{s}} is the sRGB component in the range [0,1].
16697
16698 Use the @code{GL_PROXY_TEXTURE_3D} target to try out a resolution and
16699 format. The implementation will update and recompute its best match for
16700 the requested storage resolution and format. To then query this state,
16701 call @code{glGetTexLevelParameter}. If the texture cannot be
16702 accommodated, texture state is set to 0.
16703
16704 A one-component texture image uses only the red component of the RGBA
16705 color extracted from @var{data}. A two-component image uses the R and A
16706 values. A three-component image uses the R, G, and B values. A
16707 four-component image uses all of the RGBA components.
16708
16709 @code{GL_INVALID_ENUM} is generated if @var{target} is not
16710 @code{GL_TEXTURE_3D} or @code{GL_PROXY_TEXTURE_3D}.
16711
16712 @code{GL_INVALID_ENUM} is generated if @var{format} is not an accepted
16713 format constant. Format constants other than @code{GL_STENCIL_INDEX} and
16714 @code{GL_DEPTH_COMPONENT} are accepted.
16715
16716 @code{GL_INVALID_ENUM} is generated if @var{type} is not a type
16717 constant.
16718
16719 @code{GL_INVALID_ENUM} is generated if @var{type} is @code{GL_BITMAP}
16720 and @var{format} is not @code{GL_COLOR_INDEX}.
16721
16722 @code{GL_INVALID_VALUE} is generated if @var{level} is less than 0.
16723
16724 @code{GL_INVALID_VALUE} may be generated if @var{level} is greater than
16725 @r{@var{log}_2⁡(@var{max},)}, where @var{max} is the returned value of
16726 @code{GL_MAX_TEXTURE_SIZE}.
16727
16728 @code{GL_INVALID_VALUE} is generated if @var{internalFormat} is not 1,
16729 2, 3, 4, or one of the accepted resolution and format symbolic
16730 constants.
16731
16732 @code{GL_INVALID_VALUE} is generated if @var{width}, @var{height}, or
16733 @var{depth} is less than 0 or greater than 2 +
16734 @code{GL_MAX_TEXTURE_SIZE}.
16735
16736 @code{GL_INVALID_VALUE} is generated if non-power-of-two textures are
16737 not supported and the @var{width}, @var{height}, or @var{depth} cannot
16738 be represented as @r{2^@var{k}+2⁡(@var{border},)} for some integer value
16739 of @var{k}.
16740
16741 @code{GL_INVALID_VALUE} is generated if @var{border} is not 0 or 1.
16742
16743 @code{GL_INVALID_OPERATION} is generated if @var{type} is one of
16744 @code{GL_UNSIGNED_BYTE_3_3_2}, @code{GL_UNSIGNED_BYTE_2_3_3_REV},
16745 @code{GL_UNSIGNED_SHORT_5_6_5}, or @code{GL_UNSIGNED_SHORT_5_6_5_REV}
16746 and @var{format} is not @code{GL_RGB}.
16747
16748 @code{GL_INVALID_OPERATION} is generated if @var{type} is one of
16749 @code{GL_UNSIGNED_SHORT_4_4_4_4}, @code{GL_UNSIGNED_SHORT_4_4_4_4_REV},
16750 @code{GL_UNSIGNED_SHORT_5_5_5_1}, @code{GL_UNSIGNED_SHORT_1_5_5_5_REV},
16751 @code{GL_UNSIGNED_INT_8_8_8_8}, @code{GL_UNSIGNED_INT_8_8_8_8_REV},
16752 @code{GL_UNSIGNED_INT_10_10_10_2}, or
16753 @code{GL_UNSIGNED_INT_2_10_10_10_REV} and @var{format} is neither
16754 @code{GL_RGBA} nor @code{GL_BGRA}.
16755
16756 @code{GL_INVALID_OPERATION} is generated if @var{format} or
16757 @var{internalFormat} is @code{GL_DEPTH_COMPONENT},
16758 @code{GL_DEPTH_COMPONENT16}, @code{GL_DEPTH_COMPONENT24}, or
16759 @code{GL_DEPTH_COMPONENT32}.
16760
16761 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
16762 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the buffer
16763 object's data store is currently mapped.
16764
16765 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
16766 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the data
16767 would be unpacked from the buffer object such that the memory reads
16768 required would exceed the data store size.
16769
16770 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
16771 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and @var{data}
16772 is not evenly divisible into the number of bytes needed to store in
16773 memory a datum indicated by @var{type}.
16774
16775 @code{GL_INVALID_OPERATION} is generated if @code{glTexImage3D} is
16776 executed between the execution of @code{glBegin} and the corresponding
16777 execution of @code{glEnd}.
16778
16779 @end deftypefun
16780
16781 @deftypefun void glTexParameterf target pname param
16782 @deftypefunx void glTexParameteri target pname param
16783 Set texture parameters.
16784
16785 @table @asis
16786 @item @var{target}
16787 Specifies the target texture, which must be either @code{GL_TEXTURE_1D},
16788 @code{GL_TEXTURE_2D}, @code{GL_TEXTURE_3D}, or
16789 @code{GL_TEXTURE_CUBE_MAP}.
16790
16791 @item @var{pname}
16792 Specifies the symbolic name of a single-valued texture parameter.
16793 @var{pname} can be one of the following: @code{GL_TEXTURE_MIN_FILTER},
16794 @code{GL_TEXTURE_MAG_FILTER}, @code{GL_TEXTURE_MIN_LOD},
16795 @code{GL_TEXTURE_MAX_LOD}, @code{GL_TEXTURE_BASE_LEVEL},
16796 @code{GL_TEXTURE_MAX_LEVEL}, @code{GL_TEXTURE_WRAP_S},
16797 @code{GL_TEXTURE_WRAP_T}, @code{GL_TEXTURE_WRAP_R},
16798 @code{GL_TEXTURE_PRIORITY}, @code{GL_TEXTURE_COMPARE_MODE},
16799 @code{GL_TEXTURE_COMPARE_FUNC}, @code{GL_DEPTH_TEXTURE_MODE}, or
16800 @code{GL_GENERATE_MIPMAP}.
16801
16802 @item @var{param}
16803 Specifies the value of @var{pname}.
16804
16805 @end table
16806
16807 Texture mapping is a technique that applies an image onto an object's
16808 surface as if the image were a decal or cellophane shrink-wrap. The
16809 image is created in texture space, with an (@r{@var{s}}, @r{@var{t}})
16810 coordinate system. A texture is a one- or two-dimensional image and a
16811 set of parameters that determine how samples are derived from the image.
16812
16813 @code{glTexParameter} assigns the value or values in @var{params} to the
16814 texture parameter specified as @var{pname}. @var{target} defines the
16815 target texture, either @code{GL_TEXTURE_1D}, @code{GL_TEXTURE_2D}, or
16816 @code{GL_TEXTURE_3D}. The following symbols are accepted in @var{pname}:
16817
16818 @table @asis
16819 @item @code{GL_TEXTURE_MIN_FILTER}
16820 The texture minifying function is used whenever the pixel being textured
16821 maps to an area greater than one texture element. There are six defined
16822 minifying functions. Two of them use the nearest one or nearest four
16823 texture elements to compute the texture value. The other four use
16824 mipmaps.
16825
16826 A mipmap is an ordered set of arrays representing the same image at
16827 progressively lower resolutions. If the texture has dimensions
16828 @r{2^@var{n}×2^@var{m}}, there are @r{@var{max}⁡(@var{n},@var{m})+1}
16829 mipmaps. The first mipmap is the original texture, with dimensions
16830 @r{2^@var{n}×2^@var{m}}. Each subsequent mipmap has dimensions
16831 @r{2^@var{k}-1,×2^@var{l}-1,}, where @r{2^@var{k}×2^@var{l}} are the
16832 dimensions of the previous mipmap, until either @r{@var{k}=0} or
16833 @r{@var{l}=0}. At that point, subsequent mipmaps have dimension
16834 @r{1×2^@var{l}-1,} or @r{2^@var{k}-1,×1} until the final mipmap, which
16835 has dimension @r{1×1}. To define the mipmaps, call @code{glTexImage1D},
16836 @code{glTexImage2D}, @code{glTexImage3D}, @code{glCopyTexImage1D}, or
16837 @code{glCopyTexImage2D} with the @var{level} argument indicating the
16838 order of the mipmaps. Level 0 is the original texture; level
16839 @r{@var{max}⁡(@var{n},@var{m})} is the final @r{1×1} mipmap.
16840
16841 @var{params} supplies a function for minifying the texture as one of the
16842 following:
16843
16844 As more texture elements are sampled in the minification process, fewer
16845 aliasing artifacts will be apparent. While the @code{GL_NEAREST} and
16846 @code{GL_LINEAR} minification functions can be faster than the other
16847 four, they sample only one or four texture elements to determine the
16848 texture value of the pixel being rendered and can produce moire patterns
16849 or ragged transitions. The initial value of @code{GL_TEXTURE_MIN_FILTER}
16850 is @code{GL_NEAREST_MIPMAP_LINEAR}.
16851
16852 @item @code{GL_TEXTURE_MAG_FILTER}
16853 The texture magnification function is used when the pixel being textured
16854 maps to an area less than or equal to one texture element. It sets the
16855 texture magnification function to either @code{GL_NEAREST} or
16856 @code{GL_LINEAR} (see below). @code{GL_NEAREST} is generally faster than
16857 @code{GL_LINEAR}, but it can produce textured images with sharper edges
16858 because the transition between texture elements is not as smooth. The
16859 initial value of @code{GL_TEXTURE_MAG_FILTER} is @code{GL_LINEAR}.
16860
16861 @end table
16862
16863 @table @asis
16864 @item @code{GL_NEAREST}
16865 Returns the value of the texture element that is nearest (in Manhattan
16866 distance) to the center of the pixel being textured.
16867
16868 @item @code{GL_LINEAR}
16869 Returns the weighted average of the four texture elements that are
16870 closest to the center of the pixel being textured. These can include
16871 border texture elements, depending on the values of
16872 @code{GL_TEXTURE_WRAP_S} and @code{GL_TEXTURE_WRAP_T}, and on the exact
16873 mapping.
16874
16875 @item @code{GL_NEAREST_MIPMAP_NEAREST}
16876 Chooses the mipmap that most closely matches the size of the pixel being
16877 textured and uses the @code{GL_NEAREST} criterion (the texture element
16878 nearest to the center of the pixel) to produce a texture value.
16879
16880 @item @code{GL_LINEAR_MIPMAP_NEAREST}
16881 Chooses the mipmap that most closely matches the size of the pixel being
16882 textured and uses the @code{GL_LINEAR} criterion (a weighted average of
16883 the four texture elements that are closest to the center of the pixel)
16884 to produce a texture value.
16885
16886 @item @code{GL_NEAREST_MIPMAP_LINEAR}
16887 Chooses the two mipmaps that most closely match the size of the pixel
16888 being textured and uses the @code{GL_NEAREST} criterion (the texture
16889 element nearest to the center of the pixel) to produce a texture value
16890 from each mipmap. The final texture value is a weighted average of those
16891 two values.
16892
16893 @item @code{GL_LINEAR_MIPMAP_LINEAR}
16894 Chooses the two mipmaps that most closely match the size of the pixel
16895 being textured and uses the @code{GL_LINEAR} criterion (a weighted
16896 average of the four texture elements that are closest to the center of
16897 the pixel) to produce a texture value from each mipmap. The final
16898 texture value is a weighted average of those two values.
16899
16900 @end table
16901
16902 @table @asis
16903 @item @code{GL_NEAREST}
16904 Returns the value of the texture element that is nearest (in Manhattan
16905 distance) to the center of the pixel being textured.
16906
16907 @item @code{GL_LINEAR}
16908 Returns the weighted average of the four texture elements that are
16909 closest to the center of the pixel being textured. These can include
16910 border texture elements, depending on the values of
16911 @code{GL_TEXTURE_WRAP_S} and @code{GL_TEXTURE_WRAP_T}, and on the exact
16912 mapping.
16913
16914 @end table
16915
16916
16917
16918 @table @asis
16919 @item @code{GL_TEXTURE_MIN_LOD}
16920 Sets the minimum level-of-detail parameter. This floating-point value
16921 limits the selection of highest resolution mipmap (lowest mipmap level).
16922 The initial value is -1000.
16923
16924 @end table
16925
16926
16927
16928 @table @asis
16929 @item @code{GL_TEXTURE_MAX_LOD}
16930 Sets the maximum level-of-detail parameter. This floating-point value
16931 limits the selection of the lowest resolution mipmap (highest mipmap
16932 level). The initial value is 1000.
16933
16934 @end table
16935
16936
16937
16938 @table @asis
16939 @item @code{GL_TEXTURE_BASE_LEVEL}
16940 Specifies the index of the lowest defined mipmap level. This is an
16941 integer value. The initial value is 0.
16942
16943 @end table
16944
16945
16946
16947 @table @asis
16948 @item @code{GL_TEXTURE_MAX_LEVEL}
16949 Sets the index of the highest defined mipmap level. This is an integer
16950 value. The initial value is 1000.
16951
16952 @end table
16953
16954
16955
16956 @table @asis
16957 @item @code{GL_TEXTURE_WRAP_S}
16958 Sets the wrap parameter for texture coordinate @r{@var{s}} to either
16959 @code{GL_CLAMP}, @code{GL_CLAMP_TO_BORDER}, @code{GL_CLAMP_TO_EDGE},
16960 @code{GL_MIRRORED_REPEAT}, or @code{GL_REPEAT}. @code{GL_CLAMP} causes
16961 @r{@var{s}} coordinates to be clamped to the range [0,1] and is useful
16962 for preventing wrapping artifacts when mapping a single image onto an
16963 object. @code{GL_CLAMP_TO_BORDER} causes the @r{@var{s}} coordinate to
16964 be clamped to the range @r{[-1/2@var{N},,1+1/2@var{N},]}, where
16965 @r{@var{N}} is the size of the texture in the direction of
16966 clamping.@code{GL_CLAMP_TO_EDGE} causes @r{@var{s}} coordinates to be
16967 clamped to the range @r{[1/2@var{N},,1-1/2@var{N},]}, where @r{@var{N}}
16968 is the size of the texture in the direction of clamping.
16969 @code{GL_REPEAT} causes the integer part of the @r{@var{s}} coordinate
16970 to be ignored; the GL uses only the fractional part, thereby creating a
16971 repeating pattern. @code{GL_MIRRORED_REPEAT} causes the @r{@var{s}}
16972 coordinate to be set to the fractional part of the texture coordinate if
16973 the integer part of @r{@var{s}} is even; if the integer part of
16974 @r{@var{s}} is odd, then the @r{@var{s}} texture coordinate is set to
16975 @r{1-@var{frac}⁡(@var{s},)}, where @r{@var{frac}⁡(@var{s},)} represents
16976 the fractional part of @r{@var{s}}. Border texture elements are accessed
16977 only if wrapping is set to @code{GL_CLAMP} or @code{GL_CLAMP_TO_BORDER}.
16978 Initially, @code{GL_TEXTURE_WRAP_S} is set to @code{GL_REPEAT}.
16979
16980 @end table
16981
16982
16983
16984 @table @asis
16985 @item @code{GL_TEXTURE_WRAP_T}
16986 Sets the wrap parameter for texture coordinate @r{@var{t}} to either
16987 @code{GL_CLAMP}, @code{GL_CLAMP_TO_BORDER}, @code{GL_CLAMP_TO_EDGE},
16988 @code{GL_MIRRORED_REPEAT}, or @code{GL_REPEAT}. See the discussion under
16989 @code{GL_TEXTURE_WRAP_S}. Initially, @code{GL_TEXTURE_WRAP_T} is set to
16990 @code{GL_REPEAT}.
16991
16992 @item @code{GL_TEXTURE_WRAP_R}
16993 Sets the wrap parameter for texture coordinate @r{@var{r}} to either
16994 @code{GL_CLAMP}, @code{GL_CLAMP_TO_BORDER}, @code{GL_CLAMP_TO_EDGE},
16995 @code{GL_MIRRORED_REPEAT}, or @code{GL_REPEAT}. See the discussion under
16996 @code{GL_TEXTURE_WRAP_S}. Initially, @code{GL_TEXTURE_WRAP_R} is set to
16997 @code{GL_REPEAT}.
16998
16999 @item @code{GL_TEXTURE_BORDER_COLOR}
17000 Sets a border color. @var{params} contains four values that comprise the
17001 RGBA color of the texture border. Integer color components are
17002 interpreted linearly such that the most positive integer maps to 1.0,
17003 and the most negative integer maps to -1.0. The values are clamped to
17004 the range [0,1] when they are specified. Initially, the border color is
17005 (0, 0, 0, 0).
17006
17007 @item @code{GL_TEXTURE_PRIORITY}
17008 Specifies the texture residence priority of the currently bound texture.
17009 Permissible values are in the range @r{[0,1]}. See
17010 @code{glPrioritizeTextures} and @code{glBindTexture} for more
17011 information.
17012
17013 @item @code{GL_TEXTURE_COMPARE_MODE}
17014 Specifies the texture comparison mode for currently bound depth
17015 textures. That is, a texture whose internal format is
17016 @code{GL_DEPTH_COMPONENT_*}; see @code{glTexImage2D}) Permissible values
17017 are:
17018
17019 @item @code{GL_TEXTURE_COMPARE_FUNC}
17020 Specifies the comparison operator used when
17021 @code{GL_TEXTURE_COMPARE_MODE} is set to @code{GL_COMPARE_R_TO_TEXTURE}.
17022 Permissible values are: where @r{@var{r}} is the current interpolated
17023 texture coordinate, and @r{@var{D}_@var{t}} is the depth texture value
17024 sampled from the currently bound depth texture. @r{@var{result}} is
17025 assigned to the either the luminance, intensity, or alpha (as specified
17026 by @code{GL_DEPTH_TEXTURE_MODE}.)
17027
17028 @item @code{GL_DEPTH_TEXTURE_MODE}
17029 Specifies a single symbolic constant indicating how depth values should
17030 be treated during filtering and texture application. Accepted values are
17031 @code{GL_LUMINANCE}, @code{GL_INTENSITY}, and @code{GL_ALPHA}. The
17032 initial value is @code{GL_LUMINANCE}.
17033
17034 @item @code{GL_GENERATE_MIPMAP}
17035 Specifies a boolean value that indicates if all levels of a mipmap array
17036 should be automatically updated when any modification to the base level
17037 mipmap is done. The initial value is @code{GL_FALSE}.
17038
17039 @end table
17040
17041 @table @asis
17042 @item @code{GL_COMPARE_R_TO_TEXTURE}
17043 Specifies that the interpolated and clamped @r{@var{r}} texture
17044 coordinate should be compared to the value in the currently bound depth
17045 texture. See the discussion of @code{GL_TEXTURE_COMPARE_FUNC} for
17046 details of how the comparison is evaluated. The result of the comparison
17047 is assigned to luminance, intensity, or alpha (as specified by
17048 @code{GL_DEPTH_TEXTURE_MODE}).
17049
17050 @item @code{GL_NONE}
17051 Specifies that the luminance, intensity, or alpha (as specified by
17052 @code{GL_DEPTH_TEXTURE_MODE}) should be assigned the appropriate value
17053 from the currently bound depth texture.
17054
17055 @end table
17056
17057 @table @asis
17058 @item @strong{Texture Comparison Function}
17059 @strong{Computed result}
17060
17061 @item @code{GL_LEQUAL}
17062 @r{@var{result}=@{(1.0), (0.0)⁢ (@var{r}<=@var{D}_@var{t},),
17063 (@var{r}>@var{D}_@var{t},),}
17064
17065 @item @code{GL_GEQUAL}
17066 @r{@var{result}=@{(1.0), (0.0)⁢ (@var{r}>=@var{D}_@var{t},),
17067 (@var{r}<@var{D}_@var{t},),}
17068
17069 @item @code{GL_LESS}
17070 @r{@var{result}=@{(1.0), (0.0)⁢ (@var{r}<@var{D}_@var{t},),
17071 (@var{r}>=@var{D}_@var{t},),}
17072
17073 @item @code{GL_GREATER}
17074 @r{@var{result}=@{(1.0), (0.0)⁢ (@var{r}>@var{D}_@var{t},),
17075 (@var{r}<=@var{D}_@var{t},),}
17076
17077 @item @code{GL_EQUAL}
17078 @r{@var{result}=@{(1.0), (0.0)⁢ (@var{r}=@var{D}_@var{t},),
17079 (@var{r}≠@var{D}_@var{t},),}
17080
17081 @item @code{GL_NOTEQUAL}
17082 @r{@var{result}=@{(1.0), (0.0)⁢ (@var{r}≠@var{D}_@var{t},),
17083 (@var{r}=@var{D}_@var{t},),}
17084
17085 @item @code{GL_ALWAYS}
17086 @r{@var{result}=@code{1.0}}
17087
17088 @item @code{GL_NEVER}
17089 @r{@var{result}=@code{0.0}}
17090
17091 @end table
17092
17093 @code{GL_INVALID_ENUM} is generated if @var{target} or @var{pname} is
17094 not one of the accepted defined values.
17095
17096 @code{GL_INVALID_ENUM} is generated if @var{params} should have a
17097 defined constant value (based on the value of @var{pname}) and does not.
17098
17099 @code{GL_INVALID_OPERATION} is generated if @code{glTexParameter} is
17100 executed between the execution of @code{glBegin} and the corresponding
17101 execution of @code{glEnd}.
17102
17103 @end deftypefun
17104
17105 @deftypefun void glTexSubImage1D target level xoffset width format type data
17106 Specify a one-dimensional texture subimage.
17107
17108 @table @asis
17109 @item @var{target}
17110 Specifies the target texture. Must be @code{GL_TEXTURE_1D}.
17111
17112 @item @var{level}
17113 Specifies the level-of-detail number. Level 0 is the base image level.
17114 Level @var{n} is the @var{n}th mipmap reduction image.
17115
17116 @item @var{xoffset}
17117 Specifies a texel offset in the x direction within the texture array.
17118
17119 @item @var{width}
17120 Specifies the width of the texture subimage.
17121
17122 @item @var{format}
17123 Specifies the format of the pixel data. The following symbolic values
17124 are accepted: @code{GL_COLOR_INDEX}, @code{GL_RED}, @code{GL_GREEN},
17125 @code{GL_BLUE}, @code{GL_ALPHA}, @code{GL_RGB}, @code{GL_BGR},
17126 @code{GL_RGBA}, @code{GL_BGRA}, @code{GL_LUMINANCE}, and
17127 @code{GL_LUMINANCE_ALPHA}.
17128
17129 @item @var{type}
17130 Specifies the data type of the pixel data. The following symbolic values
17131 are accepted: @code{GL_UNSIGNED_BYTE}, @code{GL_BYTE}, @code{GL_BITMAP},
17132 @code{GL_UNSIGNED_SHORT}, @code{GL_SHORT}, @code{GL_UNSIGNED_INT},
17133 @code{GL_INT}, @code{GL_FLOAT}, @code{GL_UNSIGNED_BYTE_3_3_2},
17134 @code{GL_UNSIGNED_BYTE_2_3_3_REV}, @code{GL_UNSIGNED_SHORT_5_6_5},
17135 @code{GL_UNSIGNED_SHORT_5_6_5_REV}, @code{GL_UNSIGNED_SHORT_4_4_4_4},
17136 @code{GL_UNSIGNED_SHORT_4_4_4_4_REV}, @code{GL_UNSIGNED_SHORT_5_5_5_1},
17137 @code{GL_UNSIGNED_SHORT_1_5_5_5_REV}, @code{GL_UNSIGNED_INT_8_8_8_8},
17138 @code{GL_UNSIGNED_INT_8_8_8_8_REV}, @code{GL_UNSIGNED_INT_10_10_10_2},
17139 and @code{GL_UNSIGNED_INT_2_10_10_10_REV}.
17140
17141 @item @var{data}
17142 Specifies a pointer to the image data in memory.
17143
17144 @end table
17145
17146 Texturing maps a portion of a specified texture image onto each
17147 graphical primitive for which texturing is enabled. To enable or disable
17148 one-dimensional texturing, call @code{glEnable} and @code{glDisable}
17149 with argument @code{GL_TEXTURE_1D}.
17150
17151 @code{glTexSubImage1D} redefines a contiguous subregion of an existing
17152 one-dimensional texture image. The texels referenced by @var{data}
17153 replace the portion of the existing texture array with x indices
17154 @var{xoffset} and @r{@var{xoffset}+@var{width}-1}, inclusive. This
17155 region may not include any texels outside the range of the texture array
17156 as it was originally specified. It is not an error to specify a
17157 subtexture with width of 0, but such a specification has no effect.
17158
17159 If a non-zero named buffer object is bound to the
17160 @code{GL_PIXEL_UNPACK_BUFFER} target (see @code{glBindBuffer}) while a
17161 texture image is specified, @var{data} is treated as a byte offset into
17162 the buffer object's data store.
17163
17164 @code{GL_INVALID_ENUM} is generated if @var{target} is not one of the
17165 allowable values.
17166
17167 @code{GL_INVALID_ENUM} is generated if @var{format} is not an accepted
17168 format constant.
17169
17170 @code{GL_INVALID_ENUM} is generated if @var{type} is not a type
17171 constant.
17172
17173 @code{GL_INVALID_ENUM} is generated if @var{type} is @code{GL_BITMAP}
17174 and @var{format} is not @code{GL_COLOR_INDEX}.
17175
17176 @code{GL_INVALID_VALUE} is generated if @var{level} is less than 0.
17177
17178 @code{GL_INVALID_VALUE} may be generated if @var{level} is greater than
17179 @r{@var{log}_2}@var{max}, where @var{max} is the returned value of
17180 @code{GL_MAX_TEXTURE_SIZE}.
17181
17182 @code{GL_INVALID_VALUE} is generated if @r{@var{xoffset}<-@var{b}}, or
17183 if @r{(@var{xoffset}+@var{width},)>(@var{w}-@var{b},)}, where
17184 @r{@var{w}} is the @code{GL_TEXTURE_WIDTH}, and @r{@var{b}} is the width
17185 of the @code{GL_TEXTURE_BORDER} of the texture image being modified.
17186 Note that @r{@var{w}} includes twice the border width.
17187
17188 @code{GL_INVALID_VALUE} is generated if @var{width} is less than 0.
17189
17190 @code{GL_INVALID_OPERATION} is generated if the texture array has not
17191 been defined by a previous @code{glTexImage1D} operation.
17192
17193 @code{GL_INVALID_OPERATION} is generated if @var{type} is one of
17194 @code{GL_UNSIGNED_BYTE_3_3_2}, @code{GL_UNSIGNED_BYTE_2_3_3_REV},
17195 @code{GL_UNSIGNED_SHORT_5_6_5}, or @code{GL_UNSIGNED_SHORT_5_6_5_REV}
17196 and @var{format} is not @code{GL_RGB}.
17197
17198 @code{GL_INVALID_OPERATION} is generated if @var{type} is one of
17199 @code{GL_UNSIGNED_SHORT_4_4_4_4}, @code{GL_UNSIGNED_SHORT_4_4_4_4_REV},
17200 @code{GL_UNSIGNED_SHORT_5_5_5_1}, @code{GL_UNSIGNED_SHORT_1_5_5_5_REV},
17201 @code{GL_UNSIGNED_INT_8_8_8_8}, @code{GL_UNSIGNED_INT_8_8_8_8_REV},
17202 @code{GL_UNSIGNED_INT_10_10_10_2}, or
17203 @code{GL_UNSIGNED_INT_2_10_10_10_REV} and @var{format} is neither
17204 @code{GL_RGBA} nor @code{GL_BGRA}.
17205
17206 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
17207 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the buffer
17208 object's data store is currently mapped.
17209
17210 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
17211 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the data
17212 would be unpacked from the buffer object such that the memory reads
17213 required would exceed the data store size.
17214
17215 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
17216 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and @var{data}
17217 is not evenly divisible into the number of bytes needed to store in
17218 memory a datum indicated by @var{type}.
17219
17220 @code{GL_INVALID_OPERATION} is generated if @code{glTexSubImage1D} is
17221 executed between the execution of @code{glBegin} and the corresponding
17222 execution of @code{glEnd}.
17223
17224 @end deftypefun
17225
17226 @deftypefun void glTexSubImage2D target level xoffset yoffset width height format type data
17227 Specify a two-dimensional texture subimage.
17228
17229 @table @asis
17230 @item @var{target}
17231 Specifies the target texture. Must be @code{GL_TEXTURE_2D},
17232 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_X},
17233 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_X},
17234 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Y},
17235 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Y},
17236 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Z}, or
17237 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Z}.
17238
17239 @item @var{level}
17240 Specifies the level-of-detail number. Level 0 is the base image level.
17241 Level @var{n} is the @var{n}th mipmap reduction image.
17242
17243 @item @var{xoffset}
17244 Specifies a texel offset in the x direction within the texture array.
17245
17246 @item @var{yoffset}
17247 Specifies a texel offset in the y direction within the texture array.
17248
17249 @item @var{width}
17250 Specifies the width of the texture subimage.
17251
17252 @item @var{height}
17253 Specifies the height of the texture subimage.
17254
17255 @item @var{format}
17256 Specifies the format of the pixel data. The following symbolic values
17257 are accepted: @code{GL_COLOR_INDEX}, @code{GL_RED}, @code{GL_GREEN},
17258 @code{GL_BLUE}, @code{GL_ALPHA}, @code{GL_RGB}, @code{GL_BGR},
17259 @code{GL_RGBA}, @code{GL_BGRA}, @code{GL_LUMINANCE}, and
17260 @code{GL_LUMINANCE_ALPHA}.
17261
17262 @item @var{type}
17263 Specifies the data type of the pixel data. The following symbolic values
17264 are accepted: @code{GL_UNSIGNED_BYTE}, @code{GL_BYTE}, @code{GL_BITMAP},
17265 @code{GL_UNSIGNED_SHORT}, @code{GL_SHORT}, @code{GL_UNSIGNED_INT},
17266 @code{GL_INT}, @code{GL_FLOAT}, @code{GL_UNSIGNED_BYTE_3_3_2},
17267 @code{GL_UNSIGNED_BYTE_2_3_3_REV}, @code{GL_UNSIGNED_SHORT_5_6_5},
17268 @code{GL_UNSIGNED_SHORT_5_6_5_REV}, @code{GL_UNSIGNED_SHORT_4_4_4_4},
17269 @code{GL_UNSIGNED_SHORT_4_4_4_4_REV}, @code{GL_UNSIGNED_SHORT_5_5_5_1},
17270 @code{GL_UNSIGNED_SHORT_1_5_5_5_REV}, @code{GL_UNSIGNED_INT_8_8_8_8},
17271 @code{GL_UNSIGNED_INT_8_8_8_8_REV}, @code{GL_UNSIGNED_INT_10_10_10_2},
17272 and @code{GL_UNSIGNED_INT_2_10_10_10_REV}.
17273
17274 @item @var{data}
17275 Specifies a pointer to the image data in memory.
17276
17277 @end table
17278
17279 Texturing maps a portion of a specified texture image onto each
17280 graphical primitive for which texturing is enabled. To enable and
17281 disable two-dimensional texturing, call @code{glEnable} and
17282 @code{glDisable} with argument @code{GL_TEXTURE_2D}.
17283
17284 @code{glTexSubImage2D} redefines a contiguous subregion of an existing
17285 two-dimensional texture image. The texels referenced by @var{data}
17286 replace the portion of the existing texture array with x indices
17287 @var{xoffset} and @r{@var{xoffset}+@var{width}-1}, inclusive, and y
17288 indices @var{yoffset} and @r{@var{yoffset}+@var{height}-1}, inclusive.
17289 This region may not include any texels outside the range of the texture
17290 array as it was originally specified. It is not an error to specify a
17291 subtexture with zero width or height, but such a specification has no
17292 effect.
17293
17294 If a non-zero named buffer object is bound to the
17295 @code{GL_PIXEL_UNPACK_BUFFER} target (see @code{glBindBuffer}) while a
17296 texture image is specified, @var{data} is treated as a byte offset into
17297 the buffer object's data store.
17298
17299 @code{GL_INVALID_ENUM} is generated if @var{target} is not
17300 @code{GL_TEXTURE_2D}, @code{GL_TEXTURE_CUBE_MAP_POSITIVE_X},
17301 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_X},
17302 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Y},
17303 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Y},
17304 @code{GL_TEXTURE_CUBE_MAP_POSITIVE_Z}, or
17305 @code{GL_TEXTURE_CUBE_MAP_NEGATIVE_Z}.
17306
17307 @code{GL_INVALID_ENUM} is generated if @var{format} is not an accepted
17308 format constant.
17309
17310 @code{GL_INVALID_ENUM} is generated if @var{type} is not a type
17311 constant.
17312
17313 @code{GL_INVALID_ENUM} is generated if @var{type} is @code{GL_BITMAP}
17314 and @var{format} is not @code{GL_COLOR_INDEX}.
17315
17316 @code{GL_INVALID_VALUE} is generated if @var{level} is less than 0.
17317
17318 @code{GL_INVALID_VALUE} may be generated if @var{level} is greater than
17319 @r{@var{log}_2}@var{max}, where @var{max} is the returned value of
17320 @code{GL_MAX_TEXTURE_SIZE}.
17321
17322 @code{GL_INVALID_VALUE} is generated if @r{@var{xoffset}<-@var{b}},
17323 @r{(@var{xoffset}+@var{width},)>(@var{w}-@var{b},)},
17324 @r{@var{yoffset}<-@var{b}}, or
17325 @r{(@var{yoffset}+@var{height},)>(@var{h}-@var{b},)}, where @r{@var{w}}
17326 is the @code{GL_TEXTURE_WIDTH}, @r{@var{h}} is the
17327 @code{GL_TEXTURE_HEIGHT}, and @r{@var{b}} is the border width of the
17328 texture image being modified. Note that @r{@var{w}} and @r{@var{h}}
17329 include twice the border width.
17330
17331 @code{GL_INVALID_VALUE} is generated if @var{width} or @var{height} is
17332 less than 0.
17333
17334 @code{GL_INVALID_OPERATION} is generated if the texture array has not
17335 been defined by a previous @code{glTexImage2D} operation.
17336
17337 @code{GL_INVALID_OPERATION} is generated if @var{type} is one of
17338 @code{GL_UNSIGNED_BYTE_3_3_2}, @code{GL_UNSIGNED_BYTE_2_3_3_REV},
17339 @code{GL_UNSIGNED_SHORT_5_6_5}, or @code{GL_UNSIGNED_SHORT_5_6_5_REV}
17340 and @var{format} is not @code{GL_RGB}.
17341
17342 @code{GL_INVALID_OPERATION} is generated if @var{type} is one of
17343 @code{GL_UNSIGNED_SHORT_4_4_4_4}, @code{GL_UNSIGNED_SHORT_4_4_4_4_REV},
17344 @code{GL_UNSIGNED_SHORT_5_5_5_1}, @code{GL_UNSIGNED_SHORT_1_5_5_5_REV},
17345 @code{GL_UNSIGNED_INT_8_8_8_8}, @code{GL_UNSIGNED_INT_8_8_8_8_REV},
17346 @code{GL_UNSIGNED_INT_10_10_10_2}, or
17347 @code{GL_UNSIGNED_INT_2_10_10_10_REV} and @var{format} is neither
17348 @code{GL_RGBA} nor @code{GL_BGRA}.
17349
17350 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
17351 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the buffer
17352 object's data store is currently mapped.
17353
17354 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
17355 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the data
17356 would be unpacked from the buffer object such that the memory reads
17357 required would exceed the data store size.
17358
17359 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
17360 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and @var{data}
17361 is not evenly divisible into the number of bytes needed to store in
17362 memory a datum indicated by @var{type}.
17363
17364 @code{GL_INVALID_OPERATION} is generated if @code{glTexSubImage2D} is
17365 executed between the execution of @code{glBegin} and the corresponding
17366 execution of @code{glEnd}.
17367
17368 @end deftypefun
17369
17370 @deftypefun void glTexSubImage3D target level xoffset yoffset zoffset width height depth format type data
17371 Specify a three-dimensional texture subimage.
17372
17373 @table @asis
17374 @item @var{target}
17375 Specifies the target texture. Must be @code{GL_TEXTURE_3D}.
17376
17377 @item @var{level}
17378 Specifies the level-of-detail number. Level 0 is the base image level.
17379 Level @var{n} is the @var{n}th mipmap reduction image.
17380
17381 @item @var{xoffset}
17382 Specifies a texel offset in the x direction within the texture array.
17383
17384 @item @var{yoffset}
17385 Specifies a texel offset in the y direction within the texture array.
17386
17387 @item @var{zoffset}
17388 Specifies a texel offset in the z direction within the texture array.
17389
17390 @item @var{width}
17391 Specifies the width of the texture subimage.
17392
17393 @item @var{height}
17394 Specifies the height of the texture subimage.
17395
17396 @item @var{depth}
17397 Specifies the depth of the texture subimage.
17398
17399 @item @var{format}
17400 Specifies the format of the pixel data. The following symbolic values
17401 are accepted: @code{GL_COLOR_INDEX}, @code{GL_RED}, @code{GL_GREEN},
17402 @code{GL_BLUE}, @code{GL_ALPHA}, @code{GL_RGB}, @code{GL_BGR},
17403 @code{GL_RGBA}, @code{GL_BGRA}, @code{GL_LUMINANCE}, and
17404 @code{GL_LUMINANCE_ALPHA}.
17405
17406 @item @var{type}
17407 Specifies the data type of the pixel data. The following symbolic values
17408 are accepted: @code{GL_UNSIGNED_BYTE}, @code{GL_BYTE}, @code{GL_BITMAP},
17409 @code{GL_UNSIGNED_SHORT}, @code{GL_SHORT}, @code{GL_UNSIGNED_INT},
17410 @code{GL_INT}, @code{GL_FLOAT}, @code{GL_UNSIGNED_BYTE_3_3_2},
17411 @code{GL_UNSIGNED_BYTE_2_3_3_REV}, @code{GL_UNSIGNED_SHORT_5_6_5},
17412 @code{GL_UNSIGNED_SHORT_5_6_5_REV}, @code{GL_UNSIGNED_SHORT_4_4_4_4},
17413 @code{GL_UNSIGNED_SHORT_4_4_4_4_REV}, @code{GL_UNSIGNED_SHORT_5_5_5_1},
17414 @code{GL_UNSIGNED_SHORT_1_5_5_5_REV}, @code{GL_UNSIGNED_INT_8_8_8_8},
17415 @code{GL_UNSIGNED_INT_8_8_8_8_REV}, @code{GL_UNSIGNED_INT_10_10_10_2},
17416 and @code{GL_UNSIGNED_INT_2_10_10_10_REV}.
17417
17418 @item @var{data}
17419 Specifies a pointer to the image data in memory.
17420
17421 @end table
17422
17423 Texturing maps a portion of a specified texture image onto each
17424 graphical primitive for which texturing is enabled. To enable and
17425 disable three-dimensional texturing, call @code{glEnable} and
17426 @code{glDisable} with argument @code{GL_TEXTURE_3D}.
17427
17428 @code{glTexSubImage3D} redefines a contiguous subregion of an existing
17429 three-dimensional texture image. The texels referenced by @var{data}
17430 replace the portion of the existing texture array with x indices
17431 @var{xoffset} and @r{@var{xoffset}+@var{width}-1}, inclusive, y indices
17432 @var{yoffset} and @r{@var{yoffset}+@var{height}-1}, inclusive, and z
17433 indices @var{zoffset} and @r{@var{zoffset}+@var{depth}-1}, inclusive.
17434 This region may not include any texels outside the range of the texture
17435 array as it was originally specified. It is not an error to specify a
17436 subtexture with zero width, height, or depth but such a specification
17437 has no effect.
17438
17439 If a non-zero named buffer object is bound to the
17440 @code{GL_PIXEL_UNPACK_BUFFER} target (see @code{glBindBuffer}) while a
17441 texture image is specified, @var{data} is treated as a byte offset into
17442 the buffer object's data store.
17443
17444 @code{GL_INVALID_ENUM} is generated if /@var{target} is not
17445 @code{GL_TEXTURE_3D}.
17446
17447 @code{GL_INVALID_ENUM} is generated if @var{format} is not an accepted
17448 format constant.
17449
17450 @code{GL_INVALID_ENUM} is generated if @var{type} is not a type
17451 constant.
17452
17453 @code{GL_INVALID_ENUM} is generated if @var{type} is @code{GL_BITMAP}
17454 and @var{format} is not @code{GL_COLOR_INDEX}.
17455
17456 @code{GL_INVALID_VALUE} is generated if @var{level} is less than 0.
17457
17458 @code{GL_INVALID_VALUE} may be generated if @var{level} is greater than
17459 @r{@var{log}_2}@var{max}, where @var{max} is the returned value of
17460 @code{GL_MAX_TEXTURE_SIZE}.
17461
17462 @code{GL_INVALID_VALUE} is generated if @r{@var{xoffset}<-@var{b}},
17463 @r{(@var{xoffset}+@var{width},)>(@var{w}-@var{b},)},
17464 @r{@var{yoffset}<-@var{b}}, or
17465 @r{(@var{yoffset}+@var{height},)>(@var{h}-@var{b},)}, or
17466 @r{@var{zoffset}<-@var{b}}, or
17467 @r{(@var{zoffset}+@var{depth},)>(@var{d}-@var{b},)}, where @r{@var{w}}
17468 is the @code{GL_TEXTURE_WIDTH}, @r{@var{h}} is the
17469 @code{GL_TEXTURE_HEIGHT}, @r{@var{d}} is the @code{GL_TEXTURE_DEPTH} and
17470 @r{@var{b}} is the border width of the texture image being modified.
17471 Note that @r{@var{w}}, @r{@var{h}}, and @r{@var{d}} include twice the
17472 border width.
17473
17474 @code{GL_INVALID_VALUE} is generated if @var{width}, @var{height}, or
17475 @var{depth} is less than 0.
17476
17477 @code{GL_INVALID_OPERATION} is generated if the texture array has not
17478 been defined by a previous @code{glTexImage3D} operation.
17479
17480 @code{GL_INVALID_OPERATION} is generated if @var{type} is one of
17481 @code{GL_UNSIGNED_BYTE_3_3_2}, @code{GL_UNSIGNED_BYTE_2_3_3_REV},
17482 @code{GL_UNSIGNED_SHORT_5_6_5}, or @code{GL_UNSIGNED_SHORT_5_6_5_REV}
17483 and @var{format} is not @code{GL_RGB}.
17484
17485 @code{GL_INVALID_OPERATION} is generated if @var{type} is one of
17486 @code{GL_UNSIGNED_SHORT_4_4_4_4}, @code{GL_UNSIGNED_SHORT_4_4_4_4_REV},
17487 @code{GL_UNSIGNED_SHORT_5_5_5_1}, @code{GL_UNSIGNED_SHORT_1_5_5_5_REV},
17488 @code{GL_UNSIGNED_INT_8_8_8_8}, @code{GL_UNSIGNED_INT_8_8_8_8_REV},
17489 @code{GL_UNSIGNED_INT_10_10_10_2}, or
17490 @code{GL_UNSIGNED_INT_2_10_10_10_REV} and @var{format} is neither
17491 @code{GL_RGBA} nor @code{GL_BGRA}.
17492
17493 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
17494 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the buffer
17495 object's data store is currently mapped.
17496
17497 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
17498 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and the data
17499 would be unpacked from the buffer object such that the memory reads
17500 required would exceed the data store size.
17501
17502 @code{GL_INVALID_OPERATION} is generated if a non-zero buffer object
17503 name is bound to the @code{GL_PIXEL_UNPACK_BUFFER} target and @var{data}
17504 is not evenly divisible into the number of bytes needed to store in
17505 memory a datum indicated by @var{type}.
17506
17507 @code{GL_INVALID_OPERATION} is generated if @code{glTexSubImage3D} is
17508 executed between the execution of @code{glBegin} and the corresponding
17509 execution of @code{glEnd}.
17510
17511 @end deftypefun
17512
17513 @deftypefun void glTranslatef x y z
17514 Multiply the current matrix by a translation matrix.
17515
17516 @table @asis
17517 @item @var{x}
17518 @itemx @var{y}
17519 @itemx @var{z}
17520 Specify the @var{x}, @var{y}, and @var{z} coordinates of a translation
17521 vector.
17522
17523 @end table
17524
17525 @code{glTranslate} produces a translation by
17526 @r{(@var{x},@var{y}@var{z})}. The current matrix (see
17527 @code{glMatrixMode}) is multiplied by this translation matrix, with the
17528 product replacing the current matrix, as if @code{glMultMatrix} were
17529 called with the following matrix for its argument:
17530
17531 @r{((1 0 0 @var{x}), (0 1 0 @var{y}), (0 0 1 @var{z}), (0 0 0 1),)}
17532
17533
17534
17535 If the matrix mode is either @code{GL_MODELVIEW} or
17536 @code{GL_PROJECTION}, all objects drawn after a call to
17537 @code{glTranslate} are translated.
17538
17539 Use @code{glPushMatrix} and @code{glPopMatrix} to save and restore the
17540 untranslated coordinate system.
17541
17542 @code{GL_INVALID_OPERATION} is generated if @code{glTranslate} is
17543 executed between the execution of @code{glBegin} and the corresponding
17544 execution of @code{glEnd}.
17545
17546 @end deftypefun
17547
17548 @deftypefun void glUniform1f location v0
17549 @deftypefunx void glUniform2f location v0 v1
17550 @deftypefunx void glUniform3f location v0 v1 v2
17551 @deftypefunx void glUniform4f location v0 v1 v2 v3
17552 @deftypefunx void glUniform1i location v0
17553 @deftypefunx void glUniform2i location v0 v1
17554 @deftypefunx void glUniform3i location v0 v1 v2
17555 @deftypefunx void glUniform4i location v0 v1 v2 v3
17556 Specify the value of a uniform variable for the current program object.
17557
17558 @table @asis
17559 @item @var{location}
17560 Specifies the location of the uniform variable to be modified.
17561
17562 @item @var{v0}, @var{v1}, @var{v2}, @var{v3}
17563 Specifies the new values to be used for the specified uniform variable.
17564
17565 @end table
17566
17567 @code{glUniform} modifies the value of a uniform variable or a uniform
17568 variable array. The location of the uniform variable to be modified is
17569 specified by @var{location}, which should be a value returned by
17570 @code{glGetUniformLocation}. @code{glUniform} operates on the program
17571 object that was made part of current state by calling
17572 @code{glUseProgram}.
17573
17574 The commands @code{glUniform@{1|2|3|4@}@{f|i@}} are used to change the
17575 value of the uniform variable specified by @var{location} using the
17576 values passed as arguments. The number specified in the command should
17577 match the number of components in the data type of the specified uniform
17578 variable (e.g., @code{1} for float, int, bool; @code{2} for vec2, ivec2,
17579 bvec2, etc.). The suffix @code{f} indicates that floating-point values
17580 are being passed; the suffix @code{i} indicates that integer values are
17581 being passed, and this type should also match the data type of the
17582 specified uniform variable. The @code{i} variants of this function
17583 should be used to provide values for uniform variables defined as int,
17584 ivec2, ivec3, ivec4, or arrays of these. The @code{f} variants should be
17585 used to provide values for uniform variables of type float, vec2, vec3,
17586 vec4, or arrays of these. Either the @code{i} or the @code{f} variants
17587 may be used to provide values for uniform variables of type bool, bvec2,
17588 bvec3, bvec4, or arrays of these. The uniform variable will be set to
17589 false if the input value is 0 or 0.0f, and it will be set to true
17590 otherwise.
17591
17592 All active uniform variables defined in a program object are initialized
17593 to 0 when the program object is linked successfully. They retain the
17594 values assigned to them by a call to @code{glUniform } until the next
17595 successful link operation occurs on the program object, when they are
17596 once again initialized to 0.
17597
17598 The commands @code{glUniform@{1|2|3|4@}@{f|i@}v} can be used to modify a
17599 single uniform variable or a uniform variable array. These commands pass
17600 a count and a pointer to the values to be loaded into a uniform variable
17601 or a uniform variable array. A count of 1 should be used if modifying
17602 the value of a single uniform variable, and a count of 1 or greater can
17603 be used to modify an entire array or part of an array. When loading
17604 @var{n} elements starting at an arbitrary position @var{m} in a uniform
17605 variable array, elements @var{m} + @var{n} - 1 in the array will be
17606 replaced with the new values. If @var{m} + @var{n} - 1 is larger than
17607 the size of the uniform variable array, values for all array elements
17608 beyond the end of the array will be ignored. The number specified in the
17609 name of the command indicates the number of components for each element
17610 in @var{value}, and it should match the number of components in the data
17611 type of the specified uniform variable (e.g., @code{1} for float, int,
17612 bool; @code{2} for vec2, ivec2, bvec2, etc.). The data type specified in
17613 the name of the command must match the data type for the specified
17614 uniform variable as described previously for
17615 @code{glUniform@{1|2|3|4@}@{f|i@}}.
17616
17617 For uniform variable arrays, each element of the array is considered to
17618 be of the type indicated in the name of the command (e.g.,
17619 @code{glUniform3f} or @code{glUniform3fv} can be used to load a uniform
17620 variable array of type vec3). The number of elements of the uniform
17621 variable array to be modified is specified by @var{count}
17622
17623 The commands @code{glUniformMatrix@{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3@}fv}
17624 are used to modify a matrix or an array of matrices. The numbers in the
17625 command name are interpreted as the dimensionality of the matrix. The
17626 number @code{2} indicates a 2 × 2 matrix (i.e., 4 values), the number
17627 @code{3} indicates a 3 × 3 matrix (i.e., 9 values), and the number
17628 @code{4} indicates a 4 × 4 matrix (i.e., 16 values). Non-square matrix
17629 dimensionality is explicit, with the first number representing the
17630 number of columns and the second number representing the number of rows.
17631 For example, @code{2x4} indicates a 2 × 4 matrix with 2 columns and 4
17632 rows (i.e., 8 values). If @var{transpose} is @code{GL_FALSE}, each
17633 matrix is assumed to be supplied in column major order. If
17634 @var{transpose} is @code{GL_TRUE}, each matrix is assumed to be supplied
17635 in row major order. The @var{count} argument indicates the number of
17636 matrices to be passed. A count of 1 should be used if modifying the
17637 value of a single matrix, and a count greater than 1 can be used to
17638 modify an array of matrices.
17639
17640 @code{GL_INVALID_OPERATION} is generated if there is no current program
17641 object.
17642
17643 @code{GL_INVALID_OPERATION} is generated if the size of the uniform
17644 variable declared in the shader does not match the size indicated by the
17645 @code{glUniform} command.
17646
17647 @code{GL_INVALID_OPERATION} is generated if one of the integer variants
17648 of this function is used to load a uniform variable of type float, vec2,
17649 vec3, vec4, or an array of these, or if one of the floating-point
17650 variants of this function is used to load a uniform variable of type
17651 int, ivec2, ivec3, or ivec4, or an array of these.
17652
17653 @code{GL_INVALID_OPERATION} is generated if @var{location} is an invalid
17654 uniform location for the current program object and @var{location} is
17655 not equal to -1.
17656
17657 @code{GL_INVALID_VALUE} is generated if @var{count} is less than 0.
17658
17659 @code{GL_INVALID_OPERATION} is generated if @var{count} is greater than
17660 1 and the indicated uniform variable is not an array variable.
17661
17662 @code{GL_INVALID_OPERATION} is generated if a sampler is loaded using a
17663 command other than @code{glUniform1i} and @code{glUniform1iv}.
17664
17665 @code{GL_INVALID_OPERATION} is generated if @code{glUniform} is executed
17666 between the execution of @code{glBegin} and the corresponding execution
17667 of @code{glEnd}.
17668
17669 @end deftypefun
17670
17671 @deftypefun void glUseProgram program
17672 Installs a program object as part of current rendering state.
17673
17674 @table @asis
17675 @item @var{program}
17676 Specifies the handle of the program object whose executables are to be
17677 used as part of current rendering state.
17678
17679 @end table
17680
17681 @code{glUseProgram} installs the program object specified by
17682 @var{program} as part of current rendering state. One or more
17683 executables are created in a program object by successfully attaching
17684 shader objects to it with @code{glAttachShader}, successfully compiling
17685 the shader objects with @code{glCompileShader}, and successfully linking
17686 the program object with @code{glLinkProgram}.
17687
17688 A program object will contain an executable that will run on the vertex
17689 processor if it contains one or more shader objects of type
17690 @code{GL_VERTEX_SHADER} that have been successfully compiled and linked.
17691 Similarly, a program object will contain an executable that will run on
17692 the fragment processor if it contains one or more shader objects of type
17693 @code{GL_FRAGMENT_SHADER} that have been successfully compiled and
17694 linked.
17695
17696 Successfully installing an executable on a programmable processor will
17697 cause the corresponding fixed functionality of OpenGL to be disabled.
17698 Specifically, if an executable is installed on the vertex processor, the
17699 OpenGL fixed functionality will be disabled as follows.
17700
17701 @itemize
17702 @item
17703 The modelview matrix is not applied to vertex coordinates.
17704
17705 @item
17706 The projection matrix is not applied to vertex coordinates.
17707
17708 @item
17709 The texture matrices are not applied to texture coordinates.
17710
17711 @item
17712 Normals are not transformed to eye coordinates.
17713
17714 @item
17715 Normals are not rescaled or normalized.
17716
17717 @item
17718 Normalization of @code{GL_AUTO_NORMAL} evaluated normals is not
17719 performed.
17720
17721 @item
17722 Texture coordinates are not generated automatically.
17723
17724 @item
17725 Per-vertex lighting is not performed.
17726
17727 @item
17728 Color material computations are not performed.
17729
17730 @item
17731 Color index lighting is not performed.
17732
17733 @item
17734 This list also applies when setting the current raster position.
17735
17736 @end itemize
17737
17738 The executable that is installed on the vertex processor is expected to
17739 implement any or all of the desired functionality from the preceding
17740 list. Similarly, if an executable is installed on the fragment
17741 processor, the OpenGL fixed functionality will be disabled as follows.
17742
17743 @itemize
17744 @item
17745 Texture environment and texture functions are not applied.
17746
17747 @item
17748 Texture application is not applied.
17749
17750 @item
17751 Color sum is not applied.
17752
17753 @item
17754 Fog is not applied.
17755
17756 @end itemize
17757
17758 Again, the fragment shader that is installed is expected to implement
17759 any or all of the desired functionality from the preceding list.
17760
17761 While a program object is in use, applications are free to modify
17762 attached shader objects, compile attached shader objects, attach
17763 additional shader objects, and detach or delete shader objects. None of
17764 these operations will affect the executables that are part of the
17765 current state. However, relinking the program object that is currently
17766 in use will install the program object as part of the current rendering
17767 state if the link operation was successful (see @code{glLinkProgram} ).
17768 If the program object currently in use is relinked unsuccessfully, its
17769 link status will be set to @code{GL_FALSE}, but the executables and
17770 associated state will remain part of the current state until a
17771 subsequent call to @code{glUseProgram} removes it from use. After it is
17772 removed from use, it cannot be made part of current state until it has
17773 been successfully relinked.
17774
17775 If @var{program} contains shader objects of type @code{GL_VERTEX_SHADER}
17776 but it does not contain shader objects of type
17777 @code{GL_FRAGMENT_SHADER}, an executable will be installed on the vertex
17778 processor, but fixed functionality will be used for fragment processing.
17779 Similarly, if @var{program} contains shader objects of type
17780 @code{GL_FRAGMENT_SHADER} but it does not contain shader objects of type
17781 @code{GL_VERTEX_SHADER}, an executable will be installed on the fragment
17782 processor, but fixed functionality will be used for vertex processing.
17783 If @var{program} is 0, the programmable processors will be disabled, and
17784 fixed functionality will be used for both vertex and fragment
17785 processing.
17786
17787 @code{GL_INVALID_VALUE} is generated if @var{program} is neither 0 nor a
17788 value generated by OpenGL.
17789
17790 @code{GL_INVALID_OPERATION} is generated if @var{program} is not a
17791 program object.
17792
17793 @code{GL_INVALID_OPERATION} is generated if @var{program} could not be
17794 made part of current state.
17795
17796 @code{GL_INVALID_OPERATION} is generated if @code{glUseProgram} is
17797 executed between the execution of @code{glBegin} and the corresponding
17798 execution of @code{glEnd}.
17799
17800 @end deftypefun
17801
17802 @deftypefun void glValidateProgram program
17803 Validates a program object.
17804
17805 @table @asis
17806 @item @var{program}
17807 Specifies the handle of the program object to be validated.
17808
17809 @end table
17810
17811 @code{glValidateProgram} checks to see whether the executables contained
17812 in @var{program} can execute given the current OpenGL state. The
17813 information generated by the validation process will be stored in
17814 @var{program}'s information log. The validation information may consist
17815 of an empty string, or it may be a string containing information about
17816 how the current program object interacts with the rest of current OpenGL
17817 state. This provides a way for OpenGL implementers to convey more
17818 information about why the current program is inefficient, suboptimal,
17819 failing to execute, and so on.
17820
17821 The status of the validation operation will be stored as part of the
17822 program object's state. This value will be set to @code{GL_TRUE} if the
17823 validation succeeded, and @code{GL_FALSE} otherwise. It can be queried
17824 by calling @code{glGetProgram} with arguments @var{program} and
17825 @code{GL_VALIDATE_STATUS}. If validation is successful, @var{program} is
17826 guaranteed to execute given the current state. Otherwise, @var{program}
17827 is guaranteed to not execute.
17828
17829 This function is typically useful only during application development.
17830 The informational string stored in the information log is completely
17831 implementation dependent; therefore, an application should not expect
17832 different OpenGL implementations to produce identical information
17833 strings.
17834
17835 @code{GL_INVALID_VALUE} is generated if @var{program} is not a value
17836 generated by OpenGL.
17837
17838 @code{GL_INVALID_OPERATION} is generated if @var{program} is not a
17839 program object.
17840
17841 @code{GL_INVALID_OPERATION} is generated if @code{glValidateProgram} is
17842 executed between the execution of @code{glBegin} and the corresponding
17843 execution of @code{glEnd}.
17844
17845 @end deftypefun
17846
17847 @deftypefun void glVertexAttribPointer index size type normalized stride pointer
17848 Define an array of generic vertex attribute data.
17849
17850 @table @asis
17851 @item @var{index}
17852 Specifies the index of the generic vertex attribute to be modified.
17853
17854 @item @var{size}
17855 Specifies the number of components per generic vertex attribute. Must be
17856 1, 2, 3, or 4. The initial value is 4.
17857
17858 @item @var{type}
17859 Specifies the data type of each component in the array. Symbolic
17860 constants @code{GL_BYTE}, @code{GL_UNSIGNED_BYTE}, @code{GL_SHORT},
17861 @code{GL_UNSIGNED_SHORT}, @code{GL_INT}, @code{GL_UNSIGNED_INT},
17862 @code{GL_FLOAT}, or @code{GL_DOUBLE} are accepted. The initial value is
17863 @code{GL_FLOAT}.
17864
17865 @item @var{normalized}
17866 Specifies whether fixed-point data values should be normalized
17867 (@code{GL_TRUE}) or converted directly as fixed-point values
17868 (@code{GL_FALSE}) when they are accessed.
17869
17870 @item @var{stride}
17871 Specifies the byte offset between consecutive generic vertex attributes.
17872 If @var{stride} is 0, the generic vertex attributes are understood to be
17873 tightly packed in the array. The initial value is 0.
17874
17875 @item @var{pointer}
17876 Specifies a pointer to the first component of the first generic vertex
17877 attribute in the array. The initial value is 0.
17878
17879 @end table
17880
17881 @code{glVertexAttribPointer} specifies the location and data format of
17882 the array of generic vertex attributes at index @var{index} to use when
17883 rendering. @var{size} specifies the number of components per attribute
17884 and must be 1, 2, 3, or 4. @var{type} specifies the data type of each
17885 component, and @var{stride} specifies the byte stride from one attribute
17886 to the next, allowing vertices and attributes to be packed into a single
17887 array or stored in separate arrays. If set to @code{GL_TRUE},
17888 @var{normalized} indicates that values stored in an integer format are
17889 to be mapped to the range [-1,1] (for signed values) or [0,1] (for
17890 unsigned values) when they are accessed and converted to floating point.
17891 Otherwise, values will be converted to floats directly without
17892 normalization.
17893
17894 If a non-zero named buffer object is bound to the @code{GL_ARRAY_BUFFER}
17895 target (see @code{glBindBuffer}) while a generic vertex attribute array
17896 is specified, @var{pointer} is treated as a byte offset into the buffer
17897 object's data store. Also, the buffer object binding
17898 (@code{GL_ARRAY_BUFFER_BINDING}) is saved as generic vertex attribute
17899 array client-side state (@code{GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING})
17900 for index @var{index}.
17901
17902 When a generic vertex attribute array is specified, @var{size},
17903 @var{type}, @var{normalized}, @var{stride}, and @var{pointer} are saved
17904 as client-side state, in addition to the current vertex array buffer
17905 object binding.
17906
17907 To enable and disable a generic vertex attribute array, call
17908 @code{glEnableVertexAttribArray} and @code{glDisableVertexAttribArray}
17909 with @var{index}. If enabled, the generic vertex attribute array is used
17910 when @code{glArrayElement}, @code{glDrawArrays},
17911 @code{glMultiDrawArrays}, @code{glDrawElements},
17912 @code{glMultiDrawElements}, or @code{glDrawRangeElements} is called.
17913
17914 @code{GL_INVALID_VALUE} is generated if @var{index} is greater than or
17915 equal to @code{GL_MAX_VERTEX_ATTRIBS}.
17916
17917 @code{GL_INVALID_VALUE} is generated if @var{size} is not 1, 2, 3, or 4.
17918
17919 @code{GL_INVALID_ENUM} is generated if @var{type} is not an accepted
17920 value.
17921
17922 @code{GL_INVALID_VALUE} is generated if @var{stride} is negative.
17923
17924 @end deftypefun
17925
17926 @deftypefun void glVertexAttrib1f index v0
17927 @deftypefunx void glVertexAttrib1s index v0
17928 @deftypefunx void glVertexAttrib2f index v0 v1
17929 @deftypefunx void glVertexAttrib2s index v0 v1
17930 @deftypefunx void glVertexAttrib3f index v0 v1 v2
17931 @deftypefunx void glVertexAttrib3s index v0 v1 v2
17932 @deftypefunx void glVertexAttrib4f index v0 v1 v2 v3
17933 @deftypefunx void glVertexAttrib4s index v0 v1 v2 v3
17934 @deftypefunx void glVertexAttrib4Nub index v0 v1 v2 v3
17935 Specifies the value of a generic vertex attribute.
17936
17937 @table @asis
17938 @item @var{index}
17939 Specifies the index of the generic vertex attribute to be modified.
17940
17941 @item @var{v0}, @var{v1}, @var{v2}, @var{v3}
17942 Specifies the new values to be used for the specified vertex attribute.
17943
17944 @end table
17945
17946 OpenGL defines a number of standard vertex attributes that applications
17947 can modify with standard API entry points (color, normal, texture
17948 coordinates, etc.). The @code{glVertexAttrib} family of entry points
17949 allows an application to pass generic vertex attributes in numbered
17950 locations.
17951
17952 Generic attributes are defined as four-component values that are
17953 organized into an array. The first entry of this array is numbered 0,
17954 and the size of the array is specified by the implementation-dependent
17955 constant @code{GL_MAX_VERTEX_ATTRIBS}. Individual elements of this array
17956 can be modified with a @code{glVertexAttrib} call that specifies the
17957 index of the element to be modified and a value for that element.
17958
17959 These commands can be used to specify one, two, three, or all four
17960 components of the generic vertex attribute specified by @var{index}. A
17961 @code{1} in the name of the command indicates that only one value is
17962 passed, and it will be used to modify the first component of the generic
17963 vertex attribute. The second and third components will be set to 0, and
17964 the fourth component will be set to 1. Similarly, a @code{2} in the name
17965 of the command indicates that values are provided for the first two
17966 components, the third component will be set to 0, and the fourth
17967 component will be set to 1. A @code{3} in the name of the command
17968 indicates that values are provided for the first three components and
17969 the fourth component will be set to 1, whereas a @code{4} in the name
17970 indicates that values are provided for all four components.
17971
17972 The letters @code{s}, @code{f}, @code{i}, @code{d}, @code{ub},
17973 @code{us}, and @code{ui} indicate whether the arguments are of type
17974 short, float, int, double, unsigned byte, unsigned short, or unsigned
17975 int. When @code{v} is appended to the name, the commands can take a
17976 pointer to an array of such values. The commands containing @code{N}
17977 indicate that the arguments will be passed as fixed-point values that
17978 are scaled to a normalized range according to the component conversion
17979 rules defined by the OpenGL specification. Signed values are understood
17980 to represent fixed-point values in the range [-1,1], and unsigned values
17981 are understood to represent fixed-point values in the range [0,1].
17982
17983 OpenGL Shading Language attribute variables are allowed to be of type
17984 mat2, mat3, or mat4. Attributes of these types may be loaded using the
17985 @code{glVertexAttrib} entry points. Matrices must be loaded into
17986 successive generic attribute slots in column major order, with one
17987 column of the matrix in each generic attribute slot.
17988
17989 A user-defined attribute variable declared in a vertex shader can be
17990 bound to a generic attribute index by calling
17991 @code{glBindAttribLocation}. This allows an application to use more
17992 descriptive variable names in a vertex shader. A subsequent change to
17993 the specified generic vertex attribute will be immediately reflected as
17994 a change to the corresponding attribute variable in the vertex shader.
17995
17996 The binding between a generic vertex attribute index and a user-defined
17997 attribute variable in a vertex shader is part of the state of a program
17998 object, but the current value of the generic vertex attribute is not.
17999 The value of each generic vertex attribute is part of current state,
18000 just like standard vertex attributes, and it is maintained even if a
18001 different program object is used.
18002
18003 An application may freely modify generic vertex attributes that are not
18004 bound to a named vertex shader attribute variable. These values are
18005 simply maintained as part of current state and will not be accessed by
18006 the vertex shader. If a generic vertex attribute bound to an attribute
18007 variable in a vertex shader is not updated while the vertex shader is
18008 executing, the vertex shader will repeatedly use the current value for
18009 the generic vertex attribute.
18010
18011 The generic vertex attribute with index 0 is the same as the vertex
18012 position attribute previously defined by OpenGL. A @code{glVertex2},
18013 @code{glVertex3}, or @code{glVertex4} command is completely equivalent
18014 to the corresponding @code{glVertexAttrib} command with an index
18015 argument of 0. A vertex shader can access generic vertex attribute 0 by
18016 using the built-in attribute variable @var{gl_Vertex}. There are no
18017 current values for generic vertex attribute 0. This is the only generic
18018 vertex attribute with this property; calls to set other standard vertex
18019 attributes can be freely mixed with calls to set any of the other
18020 generic vertex attributes.
18021
18022 @code{GL_INVALID_VALUE} is generated if @var{index} is greater than or
18023 equal to @code{GL_MAX_VERTEX_ATTRIBS}.
18024
18025 @end deftypefun
18026
18027 @deftypefun void glVertexPointer size type stride pointer
18028 Define an array of vertex data.
18029
18030 @table @asis
18031 @item @var{size}
18032 Specifies the number of coordinates per vertex. Must be 2, 3, or 4. The
18033 initial value is 4.
18034
18035 @item @var{type}
18036 Specifies the data type of each coordinate in the array. Symbolic
18037 constants @code{GL_SHORT}, @code{GL_INT}, @code{GL_FLOAT}, or
18038 @code{GL_DOUBLE} are accepted. The initial value is @code{GL_FLOAT}.
18039
18040 @item @var{stride}
18041 Specifies the byte offset between consecutive vertices. If @var{stride}
18042 is 0, the vertices are understood to be tightly packed in the array. The
18043 initial value is 0.
18044
18045 @item @var{pointer}
18046 Specifies a pointer to the first coordinate of the first vertex in the
18047 array. The initial value is 0.
18048
18049 @end table
18050
18051 @code{glVertexPointer} specifies the location and data format of an
18052 array of vertex coordinates to use when rendering. @var{size} specifies
18053 the number of coordinates per vertex, and must be 2, 3, or 4. @var{type}
18054 specifies the data type of each coordinate, and @var{stride} specifies
18055 the byte stride from one vertex to the next, allowing vertices and
18056 attributes to be packed into a single array or stored in separate
18057 arrays. (Single-array storage may be more efficient on some
18058 implementations; see @code{glInterleavedArrays}.)
18059
18060 If a non-zero named buffer object is bound to the @code{GL_ARRAY_BUFFER}
18061 target (see @code{glBindBuffer}) while a vertex array is specified,
18062 @var{pointer} is treated as a byte offset into the buffer object's data
18063 store. Also, the buffer object binding (@code{GL_ARRAY_BUFFER_BINDING})
18064 is saved as vertex array client-side state
18065 (@code{GL_VERTEX_ARRAY_BUFFER_BINDING}).
18066
18067 When a vertex array is specified, @var{size}, @var{type}, @var{stride},
18068 and @var{pointer} are saved as client-side state, in addition to the
18069 current vertex array buffer object binding.
18070
18071 To enable and disable the vertex array, call @code{glEnableClientState}
18072 and @code{glDisableClientState} with the argument
18073 @code{GL_VERTEX_ARRAY}. If enabled, the vertex array is used when
18074 @code{glArrayElement}, @code{glDrawArrays}, @code{glMultiDrawArrays},
18075 @code{glDrawElements}, @code{glMultiDrawElements}, or
18076 @code{glDrawRangeElements} is called.
18077
18078 @code{GL_INVALID_VALUE} is generated if @var{size} is not 2, 3, or 4.
18079
18080 @code{GL_INVALID_ENUM} is generated if @var{type} is not an accepted
18081 value.
18082
18083 @code{GL_INVALID_VALUE} is generated if @var{stride} is negative.
18084
18085 @end deftypefun
18086
18087 @deftypefun void glVertex2i x y
18088 @deftypefunx void glVertex2f x y
18089 @deftypefunx void glVertex3i x y z
18090 @deftypefunx void glVertex3f x y z
18091 @deftypefunx void glVertex4i x y z w
18092 @deftypefunx void glVertex4f x y z w
18093 Specify a vertex.
18094
18095 @table @asis
18096 @item @var{x}
18097 @itemx @var{y}
18098 @itemx @var{z}
18099 @itemx @var{w}
18100 Specify @var{x}, @var{y}, @var{z}, and @var{w} coordinates of a vertex.
18101 Not all parameters are present in all forms of the command.
18102
18103 @end table
18104
18105 @code{glVertex} commands are used within @code{glBegin}/@code{glEnd}
18106 pairs to specify point, line, and polygon vertices. The current color,
18107 normal, texture coordinates, and fog coordinate are associated with the
18108 vertex when @code{glVertex} is called.
18109
18110 When only @r{@var{x}} and @r{@var{y}} are specified, @r{@var{z}}
18111 defaults to 0 and @r{@var{w}} defaults to 1. When @r{@var{x}},
18112 @r{@var{y}}, and @r{@var{z}} are specified, @r{@var{w}} defaults to 1.
18113
18114 @end deftypefun
18115
18116 @deftypefun void glViewport x y width height
18117 Set the viewport.
18118
18119 @table @asis
18120 @item @var{x}
18121 @itemx @var{y}
18122 Specify the lower left corner of the viewport rectangle, in pixels. The
18123 initial value is (0,0).
18124
18125 @item @var{width}
18126 @itemx @var{height}
18127 Specify the width and height of the viewport. When a GL context is first
18128 attached to a window, @var{width} and @var{height} are set to the
18129 dimensions of that window.
18130
18131 @end table
18132
18133 @code{glViewport} specifies the affine transformation of @r{@var{x}} and
18134 @r{@var{y}} from normalized device coordinates to window coordinates.
18135 Let @r{(@var{x}_@var{nd},@var{y}_@var{nd})} be normalized device
18136 coordinates. Then the window coordinates
18137 @r{(@var{x}_@var{w},@var{y}_@var{w})} are computed as follows:
18138
18139 @r{@var{x}_@var{w}=(@var{x}_@var{nd}+1,)⁢(@var{width}/2,)+@var{x}}
18140
18141 @r{@var{y}_@var{w}=(@var{y}_@var{nd}+1,)⁢(@var{height}/2,)+@var{y}}
18142
18143 Viewport width and height are silently clamped to a range that depends
18144 on the implementation. To query this range, call @code{glGet} with
18145 argument @code{GL_MAX_VIEWPORT_DIMS}.
18146
18147 @code{GL_INVALID_VALUE} is generated if either @var{width} or
18148 @var{height} is negative.
18149
18150 @code{GL_INVALID_OPERATION} is generated if @code{glViewport} is
18151 executed between the execution of @code{glBegin} and the corresponding
18152 execution of @code{glEnd}.
18153
18154 @end deftypefun
18155
18156 @deftypefun void glWindowPos2i x y
18157 @deftypefunx void glWindowPos2f x y
18158 @deftypefunx void glWindowPos3i x y z
18159 @deftypefunx void glWindowPos3f x y z
18160 Specify the raster position in window coordinates for pixel operations.
18161
18162 @table @asis
18163 @item @var{x}
18164 @itemx @var{y}
18165 @itemx @var{z}
18166 Specify the @r{@var{x}}, @r{@var{y}}, @r{@var{z}} coordinates for the
18167 raster position.
18168
18169 @end table
18170
18171 The GL maintains a 3D position in window coordinates. This position,
18172 called the raster position, is used to position pixel and bitmap write
18173 operations. It is maintained with subpixel accuracy. See
18174 @code{glBitmap}, @code{glDrawPixels}, and @code{glCopyPixels}.
18175
18176 @code{glWindowPos2} specifies the @r{@var{x}} and @r{@var{y}}
18177 coordinates, while @r{@var{z}} is implicitly set to 0.
18178 @code{glWindowPos3} specifies all three coordinates. The @r{@var{w}}
18179 coordinate of the current raster position is always set to 1.0.
18180
18181 @code{glWindowPos} directly updates the @r{@var{x}} and @r{@var{y}}
18182 coordinates of the current raster position with the values specified.
18183 That is, the values are neither transformed by the current modelview and
18184 projection matrices, nor by the viewport-to-window transform. The
18185 @r{@var{z}} coordinate of the current raster position is updated in the
18186 following manner:
18187
18188 @r{@var{z}=@{(@var{n}), (@var{f}),
18189 (@var{n}+@var{z}×(@var{f}-@var{n},),)⁢(@var{if}⁢@var{z}<=0),
18190 (@var{if}⁢@var{z}>=1), (@code{otherwise},),}
18191
18192
18193
18194 where @r{@var{n}} is @code{GL_DEPTH_RANGE}'s near value, and @r{@var{f}}
18195 is @code{GL_DEPTH_RANGE}'s far value. See @code{glDepthRange}.
18196
18197 The specified coordinates are not clip-tested, causing the raster
18198 position to always be valid.
18199
18200 The current raster position also includes some associated color data and
18201 texture coordinates. If lighting is enabled, then
18202 @code{GL_CURRENT_RASTER_COLOR} (in RGBA mode) or
18203 @code{GL_CURRENT_RASTER_INDEX} (in color index mode) is set to the color
18204 produced by the lighting calculation (see @code{glLight},
18205 @code{glLightModel}, and @code{glShadeModel}). If lighting is disabled,
18206 current color (in RGBA mode, state variable @code{GL_CURRENT_COLOR}) or
18207 color index (in color index mode, state variable
18208 @code{GL_CURRENT_INDEX}) is used to update the current raster color.
18209 @code{GL_CURRENT_RASTER_SECONDARY_COLOR} (in RGBA mode) is likewise
18210 updated.
18211
18212 Likewise, @code{GL_CURRENT_RASTER_TEXTURE_COORDS} is updated as a
18213 function of @code{GL_CURRENT_TEXTURE_COORDS}, based on the texture
18214 matrix and the texture generation functions (see @code{glTexGen}). The
18215 @code{GL_CURRENT_RASTER_DISTANCE} is set to the
18216 @code{GL_CURRENT_FOG_COORD}.
18217
18218
18219
18220 @code{GL_INVALID_OPERATION} is generated if @code{glWindowPos} is
18221 executed between the execution of @code{glBegin} and the corresponding
18222 execution of @code{glEnd}.
18223
18224 @end deftypefun
18225
18226
18227 @c %end of fragment