--- /dev/null
+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook MathML Module V1.1b1//EN"
+ "http://www.oasis-open.org/docbook/xml/mathml/1.1CR1/dbmathml.dtd">
+<refentry id="glCopyPixels">
+ <refmeta>
+ <refmetainfo>
+ <copyright>
+ <year>1991-2006</year>
+ <holder>Silicon Graphics, Inc.</holder>
+ </copyright>
+ </refmetainfo>
+ <refentrytitle>glCopyPixels</refentrytitle>
+ <manvolnum>3G</manvolnum>
+ </refmeta>
+ <refnamediv>
+ <refname>glCopyPixels</refname>
+ <refpurpose>copy pixels in the frame buffer</refpurpose>
+ </refnamediv>
+ <refsynopsisdiv><title>C Specification</title>
+ <funcsynopsis>
+ <funcprototype>
+ <funcdef>void <function>glCopyPixels</function></funcdef>
+ <paramdef>GLint <parameter>x</parameter></paramdef>
+ <paramdef>GLint <parameter>y</parameter></paramdef>
+ <paramdef>GLsizei <parameter>width</parameter></paramdef>
+ <paramdef>GLsizei <parameter>height</parameter></paramdef>
+ <paramdef>GLenum <parameter>type</parameter></paramdef>
+ </funcprototype>
+ </funcsynopsis>
+ </refsynopsisdiv>
+ <!-- eqn: ignoring delim $$ -->
+ <refsect1 id="parameters"><title>Parameters</title>
+ <variablelist>
+ <varlistentry>
+ <term><parameter>x</parameter></term>
+ <term><parameter>y</parameter></term>
+ <listitem>
+ <para>
+ Specify the window coordinates of the lower left corner
+ of the rectangular region of pixels to be copied.
+ </para>
+ </listitem>
+ </varlistentry>
+ <varlistentry>
+ <term><parameter>width</parameter></term>
+ <term><parameter>height</parameter></term>
+ <listitem>
+ <para>
+ Specify the dimensions of the rectangular region of pixels to be copied.
+ Both must be nonnegative.
+ </para>
+ </listitem>
+ </varlistentry>
+ <varlistentry>
+ <term><parameter>type</parameter></term>
+ <listitem>
+ <para>
+ Specifies whether color values,
+ depth values,
+ or stencil values are to be copied.
+ Symbolic constants
+ <constant>GL_COLOR</constant>,
+ <constant>GL_DEPTH</constant>,
+ and <constant>GL_STENCIL</constant> are accepted.
+ </para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+ </refsect1>
+ <refsect1 id="description"><title>Description</title>
+ <para>
+ <function>glCopyPixels</function> copies a screen-aligned rectangle of pixels
+ from the specified frame buffer location to a region relative to the
+ current raster position.
+ Its operation is well defined only if the entire pixel source region
+ is within the exposed portion of the window.
+ Results of copies from outside the window,
+ or from regions of the window that are not exposed,
+ are hardware dependent and undefined.
+ </para>
+ <para>
+ <parameter>x</parameter> and <parameter>y</parameter> specify the window coordinates of
+ the lower left corner of the rectangular region to be copied.
+ <parameter>width</parameter> and <parameter>height</parameter> specify the dimensions of the
+ rectangular region to be copied.
+ Both <parameter>width</parameter> and <parameter>height</parameter> must not be negative.
+ </para>
+ <para>
+ Several parameters control the processing of the pixel data
+ while it is being copied.
+ These parameters are set with three commands:
+ <citerefentry><refentrytitle>glPixelTransfer</refentrytitle></citerefentry>,
+ <citerefentry><refentrytitle>glPixelMap</refentrytitle></citerefentry>, and
+ <citerefentry><refentrytitle>glPixelZoom</refentrytitle></citerefentry>.
+ This reference page describes the effects on <function>glCopyPixels</function> of most,
+ but not all, of the parameters specified by these three commands.
+ </para>
+ <para>
+ <function>glCopyPixels</function> copies values from each pixel with the lower left-hand corner at
+ <inlineequation><mml:math>
+ <!-- eqn: (x + i, y + j):-->
+ <mml:mfenced open="(" close=")">
+ <mml:mrow>
+ <mml:mi mathvariant="italic">x</mml:mi>
+ <mml:mo>+</mml:mo>
+ <mml:mi mathvariant="italic">i</mml:mi>
+ </mml:mrow>
+ <mml:mrow>
+ <mml:mi mathvariant="italic">y</mml:mi>
+ <mml:mo>+</mml:mo>
+ <mml:mi mathvariant="italic">j</mml:mi>
+ </mml:mrow>
+ </mml:mfenced>
+ </mml:math></inlineequation>
+ for
+ <inlineequation><mml:math>
+ <!-- eqn: 0 <= i < width:-->
+ <mml:mrow>
+ <mml:mn>0</mml:mn>
+ <mml:mo><=</mml:mo>
+ <mml:mi mathvariant="italic">i</mml:mi>
+ <mml:mo><</mml:mo>
+ <mml:mi mathvariant="italic">width</mml:mi>
+ </mml:mrow>
+ </mml:math></inlineequation>
+ and
+ <inlineequation><mml:math>
+ <!-- eqn: 0 <= j < height:-->
+ <mml:mrow>
+ <mml:mn>0</mml:mn>
+ <mml:mo><=</mml:mo>
+ <mml:mi mathvariant="italic">j</mml:mi>
+ <mml:mo><</mml:mo>
+ <mml:mi mathvariant="italic">height</mml:mi>
+ </mml:mrow>
+ </mml:math></inlineequation>.
+ This pixel is said to be the
+ <inlineequation><mml:math><mml:mi mathvariant="italic">i</mml:mi></mml:math></inlineequation>th
+ pixel in the
+ <inlineequation><mml:math><mml:mi mathvariant="italic">j</mml:mi></mml:math></inlineequation>th
+ row.
+ Pixels are copied in row order from the lowest to the highest row,
+ left to right in each row.
+ </para>
+ <para>
+ <parameter>type</parameter> specifies whether color, depth, or stencil data is to be copied.
+ The details of the transfer for each data type are as follows:
+ </para>
+ <variablelist>
+ <varlistentry>
+ <term><constant>GL_COLOR</constant></term>
+ <listitem>
+ <para>
+ Indices or RGBA colors are read from the buffer currently specified as the
+ read source buffer (see <citerefentry><refentrytitle>glReadBuffer</refentrytitle></citerefentry>).
+ If the GL is in color index mode,
+ each index that is read from this buffer is converted
+ to a fixed-point format with an unspecified
+ number of bits to the right of the binary point.
+ Each index is then shifted left by <constant>GL_INDEX_SHIFT</constant> bits,
+ and added to <constant>GL_INDEX_OFFSET</constant>.
+ If <constant>GL_INDEX_SHIFT</constant> is negative,
+ the shift is to the right.
+ In either case, zero bits fill otherwise unspecified bit locations in the
+ result.
+ If <constant>GL_MAP_COLOR</constant> is true,
+ the index is replaced with the value that it references in lookup table
+ <constant>GL_PIXEL_MAP_I_TO_I</constant>.
+ Whether the lookup replacement of the index is done or not,
+ the integer part of the index is then ANDed with
+ <inlineequation><mml:math>
+ <!-- eqn: 2 sup b -1:-->
+ <mml:mrow>
+ <mml:msup><mml:mn>2</mml:mn>
+ <mml:mi mathvariant="italic">b</mml:mi>
+ </mml:msup>
+ <mml:mo>-</mml:mo>
+ <mml:mn>1</mml:mn>
+ </mml:mrow>
+ </mml:math></inlineequation>,
+ where
+ <inlineequation><mml:math><mml:mi mathvariant="italic">b</mml:mi></mml:math></inlineequation>
+ is the number of bits in a color index buffer.
+ </para>
+ <para>
+ If the GL is in RGBA mode,
+ the red, green, blue, and alpha components of each pixel that is read
+ are converted to an internal floating-point format with unspecified
+ precision.
+ The conversion maps the largest representable component value to 1.0,
+ and component value 0 to 0.0.
+ The resulting floating-point color values are then multiplied
+ by <constant>GL_c_SCALE</constant> and added to <constant>GL_c_BIAS</constant>,
+ where <emphasis>c</emphasis> is RED, GREEN, BLUE, and ALPHA
+ for the respective color components.
+ The results are clamped to the range [0,1].
+ If <constant>GL_MAP_COLOR</constant> is true,
+ each color component is scaled by the size of lookup table
+ <constant>GL_PIXEL_MAP_c_TO_c</constant>,
+ then replaced by the value that it references in that table.
+ <emphasis>c</emphasis> is R, G, B, or A.
+ </para>
+ <para>
+ If the <code>ARB_imaging</code> extension is supported, the color values may
+ be
+ additionally processed by color-table lookups, color-matrix
+ transformations, and convolution filters.
+ </para>
+ <para>
+ The GL then converts the resulting indices or RGBA colors to fragments
+ by attaching the current raster position <emphasis>z</emphasis> coordinate and
+ texture coordinates to each pixel,
+ then assigning window coordinates
+ <inlineequation><mml:math>
+ <!-- eqn: (x sub r + i , y sub r + j):-->
+ <mml:mfenced open="(" close=")">
+ <mml:mrow>
+ <mml:msub><mml:mi mathvariant="italic">x</mml:mi>
+ <mml:mi mathvariant="italic">r</mml:mi>
+ </mml:msub>
+ <mml:mo>+</mml:mo>
+ <mml:mi mathvariant="italic">i</mml:mi>
+ </mml:mrow>
+ <mml:mrow>
+ <mml:msub><mml:mi mathvariant="italic">y</mml:mi>
+ <mml:mi mathvariant="italic">r</mml:mi>
+ </mml:msub>
+ <mml:mo>+</mml:mo>
+ <mml:mi mathvariant="italic">j</mml:mi>
+ </mml:mrow>
+ </mml:mfenced>
+ </mml:math></inlineequation>,
+ where
+ <inlineequation><mml:math>
+ <!-- eqn: (x sub r , y sub r):-->
+ <mml:mfenced open="(" close=")">
+ <mml:msub><mml:mi mathvariant="italic">x</mml:mi>
+ <mml:mi mathvariant="italic">r</mml:mi>
+ </mml:msub>
+ <mml:msub><mml:mi mathvariant="italic">y</mml:mi>
+ <mml:mi mathvariant="italic">r</mml:mi>
+ </mml:msub>
+ </mml:mfenced>
+ </mml:math></inlineequation>
+ is the current raster position,
+ and the pixel was the
+ <inlineequation><mml:math><mml:mi mathvariant="italic">i</mml:mi></mml:math></inlineequation>th
+ pixel in the
+ <inlineequation><mml:math><mml:mi mathvariant="italic">j</mml:mi></mml:math></inlineequation>th
+ row.
+ These pixel fragments are then treated just like the fragments generated by
+ rasterizing points, lines, or polygons.
+ Texture mapping,
+ fog,
+ and all the fragment operations are applied before the fragments are written
+ to the frame buffer.
+ </para>
+ </listitem>
+ </varlistentry>
+ <varlistentry>
+ <term><constant>GL_DEPTH</constant></term>
+ <listitem>
+ <para>
+ Depth values are read from the depth buffer and
+ converted directly to an internal floating-point format
+ with unspecified precision.
+ The resulting floating-point depth value is then multiplied
+ by <constant>GL_DEPTH_SCALE</constant> and added to <constant>GL_DEPTH_BIAS</constant>.
+ The result is clamped to the range [0,1].
+ </para>
+ <para>
+ The GL then converts the resulting depth components to fragments
+ by attaching the current raster position color or color index and
+ texture coordinates to each pixel,
+ then assigning window coordinates
+ <inlineequation><mml:math>
+ <!-- eqn: (x sub r + i , y sub r + j):-->
+ <mml:mfenced open="(" close=")">
+ <mml:mrow>
+ <mml:msub><mml:mi mathvariant="italic">x</mml:mi>
+ <mml:mi mathvariant="italic">r</mml:mi>
+ </mml:msub>
+ <mml:mo>+</mml:mo>
+ <mml:mi mathvariant="italic">i</mml:mi>
+ </mml:mrow>
+ <mml:mrow>
+ <mml:msub><mml:mi mathvariant="italic">y</mml:mi>
+ <mml:mi mathvariant="italic">r</mml:mi>
+ </mml:msub>
+ <mml:mo>+</mml:mo>
+ <mml:mi mathvariant="italic">j</mml:mi>
+ </mml:mrow>
+ </mml:mfenced>
+ </mml:math></inlineequation>,
+ where
+ <inlineequation><mml:math>
+ <!-- eqn: (x sub r , y sub r):-->
+ <mml:mfenced open="(" close=")">
+ <mml:msub><mml:mi mathvariant="italic">x</mml:mi>
+ <mml:mi mathvariant="italic">r</mml:mi>
+ </mml:msub>
+ <mml:msub><mml:mi mathvariant="italic">y</mml:mi>
+ <mml:mi mathvariant="italic">r</mml:mi>
+ </mml:msub>
+ </mml:mfenced>
+ </mml:math></inlineequation>
+ is the current raster position,
+ and the pixel was the
+ <inlineequation><mml:math><mml:mi mathvariant="italic">i</mml:mi></mml:math></inlineequation>th
+ pixel in the
+ <inlineequation><mml:math><mml:mi mathvariant="italic">j</mml:mi></mml:math></inlineequation>th
+ row.
+ These pixel fragments are then treated just like the fragments generated by
+ rasterizing points, lines, or polygons.
+ Texture mapping,
+ fog,
+ and all the fragment operations are applied before the fragments are written
+ to the frame buffer.
+ </para>
+ </listitem>
+ </varlistentry>
+ <varlistentry>
+ <term><constant>GL_STENCIL</constant></term>
+ <listitem>
+ <para>
+ Stencil indices are read from the stencil buffer and
+ converted to an internal fixed-point format
+ with an unspecified number of bits to the right of the binary point.
+ Each fixed-point index is then shifted left by <constant>GL_INDEX_SHIFT</constant> bits,
+ and added to <constant>GL_INDEX_OFFSET</constant>.
+ If <constant>GL_INDEX_SHIFT</constant> is negative,
+ the shift is to the right.
+ In either case, zero bits fill otherwise unspecified bit locations in the
+ result.
+ If <constant>GL_MAP_STENCIL</constant> is true,
+ the index is replaced with the value that it references in lookup table
+ <constant>GL_PIXEL_MAP_S_TO_S</constant>.
+ Whether the lookup replacement of the index is done or not,
+ the integer part of the index is then ANDed with
+ <inlineequation><mml:math>
+ <!-- eqn: 2 sup b -1:-->
+ <mml:mrow>
+ <mml:msup><mml:mn>2</mml:mn>
+ <mml:mi mathvariant="italic">b</mml:mi>
+ </mml:msup>
+ <mml:mo>-</mml:mo>
+ <mml:mn>1</mml:mn>
+ </mml:mrow>
+ </mml:math></inlineequation>,
+ where
+ <inlineequation><mml:math><mml:mi mathvariant="italic">b</mml:mi></mml:math></inlineequation>
+ is the number of bits in the stencil buffer.
+ The resulting stencil indices are then written to the stencil buffer
+ such that the index read from the
+ <inlineequation><mml:math><mml:mi mathvariant="italic">i</mml:mi></mml:math></inlineequation>th
+ location of the
+ <inlineequation><mml:math><mml:mi mathvariant="italic">j</mml:mi></mml:math></inlineequation>th
+ row
+ is written to location
+ <inlineequation><mml:math>
+ <!-- eqn: (x sub r + i , y sub r + j):-->
+ <mml:mfenced open="(" close=")">
+ <mml:mrow>
+ <mml:msub><mml:mi mathvariant="italic">x</mml:mi>
+ <mml:mi mathvariant="italic">r</mml:mi>
+ </mml:msub>
+ <mml:mo>+</mml:mo>
+ <mml:mi mathvariant="italic">i</mml:mi>
+ </mml:mrow>
+ <mml:mrow>
+ <mml:msub><mml:mi mathvariant="italic">y</mml:mi>
+ <mml:mi mathvariant="italic">r</mml:mi>
+ </mml:msub>
+ <mml:mo>+</mml:mo>
+ <mml:mi mathvariant="italic">j</mml:mi>
+ </mml:mrow>
+ </mml:mfenced>
+ </mml:math></inlineequation>,
+ where
+ <inlineequation><mml:math>
+ <!-- eqn: (x sub r , y sub r):-->
+ <mml:mfenced open="(" close=")">
+ <mml:msub><mml:mi mathvariant="italic">x</mml:mi>
+ <mml:mi mathvariant="italic">r</mml:mi>
+ </mml:msub>
+ <mml:msub><mml:mi mathvariant="italic">y</mml:mi>
+ <mml:mi mathvariant="italic">r</mml:mi>
+ </mml:msub>
+ </mml:mfenced>
+ </mml:math></inlineequation>
+ is the current raster position.
+ Only the pixel ownership test,
+ the scissor test,
+ and the stencil writemask affect these write operations.
+ </para>
+ </listitem>
+ </varlistentry>
+ </variablelist>
+ <para>
+ The rasterization described thus far assumes pixel zoom factors of 1.0.
+ If
+ <citerefentry><refentrytitle>glPixelZoom</refentrytitle></citerefentry> is used to change the
+ <inlineequation><mml:math><mml:mi mathvariant="italic">x</mml:mi></mml:math></inlineequation>
+ and
+ <inlineequation><mml:math><mml:mi mathvariant="italic">y</mml:mi></mml:math></inlineequation>
+ pixel zoom factors,
+ pixels are converted to fragments as follows.
+ If
+ <inlineequation><mml:math>
+ <!-- eqn: (x sub r, y sub r):-->
+ <mml:mfenced open="(" close=")">
+ <mml:msub><mml:mi mathvariant="italic">x</mml:mi>
+ <mml:mi mathvariant="italic">r</mml:mi>
+ </mml:msub>
+ <mml:msub><mml:mi mathvariant="italic">y</mml:mi>
+ <mml:mi mathvariant="italic">r</mml:mi>
+ </mml:msub>
+ </mml:mfenced>
+ </mml:math></inlineequation>
+ is the current raster position,
+ and a given pixel is in the
+ <inlineequation><mml:math><mml:mi mathvariant="italic">i</mml:mi></mml:math></inlineequation>th
+ location in the
+ <inlineequation><mml:math><mml:mi mathvariant="italic">j</mml:mi></mml:math></inlineequation>th
+ row of the source
+ pixel rectangle,
+ then fragments are generated for pixels whose centers are in the rectangle
+ with corners at
+ </para>
+ <para>
+ <inlineequation><mml:math>
+ <!-- eqn: (x sub r + {zoom sub x} i, y sub r + {zoom sub y} j):-->
+ <mml:mfenced open="(" close=")">
+ <mml:mrow>
+ <mml:msub><mml:mi mathvariant="italic">x</mml:mi>
+ <mml:mi mathvariant="italic">r</mml:mi>
+ </mml:msub>
+ <mml:mo>+</mml:mo>
+ <mml:mfenced open="" close="">
+ <mml:msub><mml:mi mathvariant="italic">zoom</mml:mi>
+ <mml:mi mathvariant="italic">x</mml:mi>
+ </mml:msub>
+ </mml:mfenced>
+ <mml:mo>⁢</mml:mo>
+ <mml:mi mathvariant="italic">i</mml:mi>
+ </mml:mrow>
+ <mml:mrow>
+ <mml:msub><mml:mi mathvariant="italic">y</mml:mi>
+ <mml:mi mathvariant="italic">r</mml:mi>
+ </mml:msub>
+ <mml:mo>+</mml:mo>
+ <mml:mfenced open="" close="">
+ <mml:msub><mml:mi mathvariant="italic">zoom</mml:mi>
+ <mml:mi mathvariant="italic">y</mml:mi>
+ </mml:msub>
+ </mml:mfenced>
+ <mml:mo>⁢</mml:mo>
+ <mml:mi mathvariant="italic">j</mml:mi>
+ </mml:mrow>
+ </mml:mfenced>
+ </mml:math></inlineequation>
+ </para>
+ <para>
+ and
+ </para>
+ <para>
+ <inlineequation><mml:math>
+ <!-- eqn: (x sub r + {zoom sub x} (i + 1), y sub r + {zoom sub y} ( j + 1 )):-->
+ <mml:mfenced open="(" close=")">
+ <mml:mrow>
+ <mml:msub><mml:mi mathvariant="italic">x</mml:mi>
+ <mml:mi mathvariant="italic">r</mml:mi>
+ </mml:msub>
+ <mml:mo>+</mml:mo>
+ <mml:mrow>
+ <mml:mfenced open="" close="">
+ <mml:msub><mml:mi mathvariant="italic">zoom</mml:mi>
+ <mml:mi mathvariant="italic">x</mml:mi>
+ </mml:msub>
+ </mml:mfenced>
+ <mml:mo>⁡</mml:mo>
+ <mml:mfenced open="(" close=")">
+ <mml:mrow>
+ <mml:mi mathvariant="italic">i</mml:mi>
+ <mml:mo>+</mml:mo>
+ <mml:mn>1</mml:mn>
+ </mml:mrow>
+ </mml:mfenced>
+ </mml:mrow>
+ </mml:mrow>
+ <mml:mrow>
+ <mml:msub><mml:mi mathvariant="italic">y</mml:mi>
+ <mml:mi mathvariant="italic">r</mml:mi>
+ </mml:msub>
+ <mml:mo>+</mml:mo>
+ <mml:mrow>
+ <mml:mfenced open="" close="">
+ <mml:msub><mml:mi mathvariant="italic">zoom</mml:mi>
+ <mml:mi mathvariant="italic">y</mml:mi>
+ </mml:msub>
+ </mml:mfenced>
+ <mml:mo>⁡</mml:mo>
+ <mml:mfenced open="(" close=")">
+ <mml:mrow>
+ <mml:mi mathvariant="italic">j</mml:mi>
+ <mml:mo>+</mml:mo>
+ <mml:mn>1</mml:mn>
+ </mml:mrow>
+ </mml:mfenced>
+ </mml:mrow>
+ </mml:mrow>
+ </mml:mfenced>
+ </mml:math></inlineequation>
+ </para>
+ <para>
+ where
+ <inlineequation><mml:math>
+ <!-- eqn: zoom sub x:-->
+ <mml:msub><mml:mi mathvariant="italic">zoom</mml:mi>
+ <mml:mi mathvariant="italic">x</mml:mi>
+ </mml:msub>
+ </mml:math></inlineequation>
+ is the value of <constant>GL_ZOOM_X</constant> and
+ <inlineequation><mml:math>
+ <!-- eqn: zoom sub y:-->
+ <mml:msub><mml:mi mathvariant="italic">zoom</mml:mi>
+ <mml:mi mathvariant="italic">y</mml:mi>
+ </mml:msub>
+ </mml:math></inlineequation>
+ is the value of <constant>GL_ZOOM_Y</constant>.
+ </para>
+ </refsect1>
+ <refsect1 id="examples"><title>Examples</title>
+ <para>
+ To copy the color pixel in the lower left corner of the window to the current raster position,
+ use
+ </para>
+ <para>
+ <programlisting>
+glCopyPixels(0, 0, 1, 1, <constant>GL_COLOR</constant>);
+ </programlisting>
+ </para>
+ <para>
+ </para>
+ </refsect1>
+ <refsect1 id="notes"><title>Notes</title>
+ <para>
+ Modes specified by <citerefentry><refentrytitle>glPixelStore</refentrytitle></citerefentry> have no effect on the operation
+ of <function>glCopyPixels</function>.
+ </para>
+ </refsect1>
+ <refsect1 id="errors"><title>Errors</title>
+ <para>
+ <constant>GL_INVALID_ENUM</constant> is generated if <parameter>type</parameter> is not an accepted value.
+ </para>
+ <para>
+ <constant>GL_INVALID_VALUE</constant> is generated if either <parameter>width</parameter> or <parameter>height</parameter> is negative.
+ </para>
+ <para>
+ <constant>GL_INVALID_OPERATION</constant> is generated if <parameter>type</parameter> is <constant>GL_DEPTH</constant>
+ and there is no depth buffer.
+ </para>
+ <para>
+ <constant>GL_INVALID_OPERATION</constant> is generated if <parameter>type</parameter> is <constant>GL_STENCIL</constant>
+ and there is no stencil buffer.
+ </para>
+ <para>
+ <constant>GL_INVALID_OPERATION</constant> is generated if <function>glCopyPixels</function>
+ is executed between the execution of <citerefentry><refentrytitle>glBegin</refentrytitle></citerefentry>
+ and the corresponding execution of <citerefentry><refentrytitle>glEnd</refentrytitle></citerefentry>.
+ </para>
+ </refsect1>
+ <refsect1 id="associatedgets"><title>Associated Gets</title>
+ <para>
+ <citerefentry><refentrytitle>glGet</refentrytitle></citerefentry> with argument <constant>GL_CURRENT_RASTER_POSITION</constant>
+ </para>
+ <para>
+ <citerefentry><refentrytitle>glGet</refentrytitle></citerefentry> with argument <constant>GL_CURRENT_RASTER_POSITION_VALID</constant>
+ </para>
+ </refsect1>
+ <refsect1 id="seealso"><title>See Also</title>
+ <para>
+ <citerefentry><refentrytitle>glColorTable</refentrytitle></citerefentry>,
+ <citerefentry><refentrytitle>glConvolutionFilter1D</refentrytitle></citerefentry>,
+ <citerefentry><refentrytitle>glConvolutionFilter2D</refentrytitle></citerefentry>,
+ <citerefentry><refentrytitle>glDepthFunc</refentrytitle></citerefentry>,
+ <citerefentry><refentrytitle>glDrawBuffer</refentrytitle></citerefentry>,
+ <citerefentry><refentrytitle>glDrawPixels</refentrytitle></citerefentry>,
+ <citerefentry><refentrytitle>glMatrixMode</refentrytitle></citerefentry>,
+ <citerefentry><refentrytitle>glPixelMap</refentrytitle></citerefentry>,
+ <citerefentry><refentrytitle>glPixelTransfer</refentrytitle></citerefentry>,
+ <citerefentry><refentrytitle>glPixelZoom</refentrytitle></citerefentry>,
+ <citerefentry><refentrytitle>glRasterPos</refentrytitle></citerefentry>,
+ <citerefentry><refentrytitle>glReadBuffer</refentrytitle></citerefentry>,
+ <citerefentry><refentrytitle>glReadPixels</refentrytitle></citerefentry>,
+ <citerefentry><refentrytitle>glSeparableFilter2D</refentrytitle></citerefentry>,
+ <citerefentry><refentrytitle>glStencilFunc</refentrytitle></citerefentry>,
+ <citerefentry><refentrytitle>glWindowPos</refentrytitle></citerefentry>
+ </para>
+ </refsect1>
+ <refsect1 id="Copyright"><title>Copyright</title>
+ <para>
+ Copyright <trademark class="copyright"></trademark> 1991-2006
+ Silicon Graphics, Inc. This document is licensed under the SGI
+ Free Software B License. For details, see
+ <ulink url="http://oss.sgi.com/projects/FreeB/">http://oss.sgi.com/projects/FreeB/</ulink>.
+ </para>
+ </refsect1>
+</refentry>