g3dvl: Use sobel filter for chroma interpolation
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1 <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
2 <html>
3 <head>
4 <title>Mini GLX Specification</title>
5 </head>
6 <body>
7 <span style="font-style: italic;"></span><span
8 style="font-weight: bold;"></span>
9 <h1>
10 <center>Mesa Subset Specification</center>
11 </h1>
12 <h2>
13 <center>
14 <h3>Tungsten Graphics, Inc.</h3>
15 <h3>February 26, 2003<br>
16 </h3>
17 </center>
18 </h2>
19 <p> Copyright &copy; 2002-2003 by Tungsten Graphics, Inc.,
20 Cedar Park, Texas. All Rights Reserved. <br>
21 <br>
22 Permission is granted to make and distribute verbatim copies of this
23 document provided the copyright notice and this permission notice are
24 preserved on all copies.<br>
25 </p>
26 <p> OpenGL is a trademark of <a href="http://www.sgi.com">Silicon
27 Graphics, Inc.</a>.</p>
28 <h1>1. Introduction</h1>
29 This document describes a subset of the Mesa implemented by Tungsten
30 Graphics, Inc. for embedded devices. &nbsp;Prior to reading this
31 document the reader should be familiar with the OpenGL 1.2.1
32 specification dated April 1, 1999 (available from <a
33 href="http://www.opengl.org/developers/documentation/specs.html">http://www.opengl.org/developers/documentation/specs.html</a>.)
34 &nbsp;Experience with OpenGL programming is highly advisable.<a
35 href="http://www.opengl.org/developers/documentation/specs.html"><br>
36 </a><br>
37 Tungsten Graphics, Inc. is working with industry standards
38 organizations +in an attempt to standardize this Mesa subset and any
39 other possible subsets +as a result of this work. <br>
40 <br>
41 Appendix A contains a list of issues of which some may not be resolved.<br>
42 <br>
43 To summarize, the following major features of Mesa are omitted from the
44 subset:<br>
45 <ul>
46 <li>Vertex arrays</li>
47 <li>Texture coordinate generation</li>
48 <li>Lighting</li>
49 <li>Point size</li>
50 <li>Polygon stipple</li>
51 <li>DrawPixels, CopyPixels, PixelZoom</li>
52 <li>1-D and 3-D textures</li>
53 <li>CopyTex[Sub]Image</li>
54 <li>Fog</li>
55 <li>Depth test</li>
56 <li>Color Index mode</li>
57 <li>Accumulation buffer</li>
58 <li>Feedback mode</li>
59 <li>Evaluators</li>
60 <li>Push/Pop attributes</li>
61 <li>Display lists<br>
62 </li>
63 </ul>
64 <p>Further reductions are made at a lower level of detail.<br>
65 </p>
66 <p>Mesa function names are printed in <span style="font-weight: bold;">bold
67 face</span>. &nbsp;Function parameters are printed in <span
68 style="font-style: italic;">italics</span>.<br>
69 </p>
70 <p>The Tungsten Graphics, Inc. Mesa subset library is hereafter
71 referred to as <span style="font-style: italic;">the subset.</span><br>
72 <br>
73 </p>
74 <h1>2. Primitive Specification</h1>
75 <h2>2.1 glBegin, glEnd and glVertex Commands</h2>
76 The basic rendering primitives are points, lines and triangles.
77 &nbsp;Quadrilaterals and polygons are composed of triangles.
78 &nbsp;Primitives are drawn with the <span style="font-weight: bold;">glBegin</span>
79 and <span style="font-weight: bold;">glEnd</span> commands and a subset
80 of the <span style="font-weight: bold;">glVertex</span> commands:<br>
81 <br>
82 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glBegin</span>(GLenum<span
83 style="font-style: italic;">mode</span>)<br>
84 void <span style="font-weight: bold;">glEnd</span>(void)<br>
85 <br>
86 void <span style="font-weight: bold;">glVertex2f</span>(GLfloat <span
87 style="font-style: italic;">x</span>, GLfloat <span
88 style="font-style: italic;">y</span>)<br>
89 void <span style="font-weight: bold;">glVertex2fv</span>(const GLfloat
90 *<span style="font-style: italic;">v</span>)<br>
91 void <span style="font-weight: bold;">glVertex3f</span>(GLfloat <span
92 style="font-style: italic;">x</span>, GLfloat <span
93 style="font-style: italic;">y</span>, GLfloat <span
94 style="font-style: italic;">z</span>)<br>
95 void <span style="font-weight: bold;">glVertex3fv</span>(const GLfloat
96 *<span style="font-style: italic;">v</span>)<br>
97 </div>
98 <br>
99 The <span style="font-style: italic;">mode</span> parameter to <span
100 style="font-weight: bold;">glBegin</span> may be one of the following<br>
101 <br>
102 <div style="margin-left: 40px;">GL_POINTS - a series of individual
103 points<br>
104 GL_LINES - a series of disjoint line segments<br>
105 GL_LINE_STRIP - series of connected line segments<br>
106 GL_LINE_LOOP - a closed loop of line segments<br>
107 GL_TRIANGLES - a series of individual triangles<br>
108 GL_TRIANGLE_STRIP - a connected strip of triangles<br>
109 GL_TRIANGLE_FAN - a sequence of triangles all sharing a common vertex<br>
110 GL_QUADS - a sequence of individual quadrilaterals<br>
111 GL_QUAD_STRIP - a connected strip of quadrilaterals<br>
112 GL_POLYGON - a closed, convex polygon<br>
113 <br>
114 </div>
115 <br>
116 The <span style="font-weight: bold;">glVertex</span> commands take two
117 or three floating point coordinates, or a pointer to an array of two or
118 three floating point coordinates. &nbsp;Vertices are actually 4-element
119 homogeneous coordinates. &nbsp;The fourth component, unspecified by the
120 subset's <span style="font-weight: bold;">glVertex</span> commands, is
121 one.<br>
122 <br>
123 <span style="font-weight: bold;"></span>
124 <h2>2.2 Other Per-vertex Commands<br>
125 </h2>
126 The <span style="font-weight: bold;">glColor</span> and <span
127 style="font-weight: bold;">glTexCoord</span> commands may be used to
128 specify colors and texture coordinates for each vertex:<br>
129 <br>
130 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glColor3f</span>(GLfloat<span
131 style="font-style: italic;">red</span>, GLfloat <span
132 style="font-style: italic;">green</span>, GLfloat <span
133 style="font-style: italic;">blue</span>)<br>
134 void <span style="font-weight: bold;">glColor3fv</span>(const GLfloat *<span
135 style="font-style: italic;">rgb</span>)<br>
136 void <span style="font-weight: bold;">glColor4f</span>(GLfloat <span
137 style="font-style: italic;">red,</span> GLfloat <span
138 style="font-style: italic;">green,</span> GLfloat <span
139 style="font-style: italic;">blue,</span> GLfloat <span
140 style="font-style: italic;">alpha</span>)<br>
141 void <span style="font-weight: bold;">glColor4fv</span>(const GLfloat *<span
142 style="font-style: italic;">rgba</span>)<br>
143 void <span style="font-weight: bold;">glTexCoord2f</span>(GLfloat <span
144 style="font-style: italic;">s</span>, GLfloat<span
145 style="font-style: italic;"> t</span>)<br>
146 void <span style="font-weight: bold;">glTexCoord2fv</span>(const
147 GLfloat *<span style="font-style: italic;">c</span>)<br>
148 <br>
149 </div>
150 The <span style="font-weight: bold;">glColor</span> commands specify
151 the color and optionally, the alpha value, for subsequent vertices.
152 &nbsp;For the <span style="font-weight: bold;">glColor3</span> commands,
153 alpha is set to one.<br>
154 <br>
155 The <span style="font-weight: bold;">glTexCoord2</span> commands
156 specify the texture coordinate for subsequent vertices. &nbsp;Texture
157 coordinates are actually four-component coordinates: (s, t, r, q).
158 &nbsp;The <span style="font-weight: bold;">glTexCoord2</span> commands
159 set s and t explicitly. &nbsp;The r and q components are zero and one,
160 respectively.<br>
161 <br>
162 <span style="font-weight: bold;"></span>Only <span
163 style="font-weight: bold;">glVertex, glColor</span> and <span
164 style="font-weight: bold;">glTexCoord</span> commands are allowed
165 between <span style="font-weight: bold;">glBegin</span> and <span
166 style="font-weight: bold;">glEnd.</span> &nbsp;Calling any other
167 command between <span style="font-weight: bold;">glBegin</span> and <span
168 style="font-weight: bold;">glEnd</span> will result in the error
169 GL_INVALID_OPERATION.<br>
170 <br>
171 <h2>2.3 Unsupported Commands</h2>
172 None of the following commands related to primitive specification are
173 supported by the subset:<br>
174 <br>
175 <div style="margin-left: 40px;">Per-Vertex commands:<br>
176 </div>
177 <div style="margin-left: 40px;">
178 <div style="margin-left: 40px;"><span style="font-weight: bold;">glVertex2d,
179 glVertex2i, glVertex2s, glVertex3d, glVertex3i, glVertex3s, glVertex4d,
180 glVertex4i, glVertex4s, glVertex2dv, glVertex2iv, glVertex2sv,
181 glVertex3dv, glVertex3iv, glVertex3sv, glVertex4dv, glVertex4iv,
182 glVertex4sv,<br>
183 glNormal3b, glNormal3d, glNormal3f, glNormal3i, glNormal3s, </span><span
184 style="font-weight: bold;">glNormal3bv, glNormal3dv, glNormal3fv,
185 glNormal3iv, glNormal3sv,<br>
186 glIndexd, glIndexf, glIndexi, glIndexs, glIndexub, glIndexdv,
187 glIndexfv, glIndexiv, glIndexsv, glIndexubv,<br>
188 glColor3b, glColor3d, glColor3i, glColor3s, glColor3ub, glColor3ui,
189 glColor3us, </span><span style="font-weight: bold;">glColor3bv,
190 glColor3dv, glColor3iv, glColor3sv, glColor3ubv, glColor3uiv,
191 glColor3usv,</span><span style="font-weight: bold;"> lColor4b,
192 glColor4d, glColor4i, glColor4s, glColor4ub, glColor4ui, glColor4us, </span><span
193 style="font-weight: bold;">glColor4bv, glColor4dv, glColor4iv,
194 glColor4sv, glColor4ubv, glColor4uiv, glColor4usv,<br>
195 </span><span style="font-weight: bold;">glTexCoord1d, glTexCoord1f,
196 glTexCoord1i, glTexCoord1s, glTexCoord2d, glTexCoord2i, glTexCoord2s,
197 glTexCoord3d, glTexCoord3f, glTexCoord3i, glTexCoord3s, glTexCoord4d,
198 glTexCoord4f, glTexCoord4i, glTexCoord4s, glTexCoord1dv, glTexCoord1fv,
199 glTexCoord1iv, glTexCoord1sv, glTexCoord2dv, glTexCoord2iv,
200 glTexCoord2sv, glTexCoord3dv, glTexCoord3fv, glTexCoord3iv,
201 glTexCoord3sv, glTexCoord4dv, glTexCoord4fv, glTexCoord4iv,
202 glTexCoord4sv,<br>
203 glEdgeFlag, glEdgeFlagv</span><br style="font-weight: bold;">
204 <br>
205 </div>
206 Vertex array commands:<br>
207 <div style="margin-left: 40px;"><span style="font-weight: bold;">glVertexPointer,
208 glColorPointer, glIndexPointer, glTexCoordPointer, glEdgeFlagPointer,
209 glNormalPointer, glInterleavedArrays, glArrayElement, glDrawArrays,
210 glDrawElements, glDrawRangeElements, glEnableClientState,
211 glDisableClientState</span><br>
212 </div>
213 </div>
214 <div style="margin-left: 40px;"><br>
215 Rectangle commands:<br>
216 <div style="margin-left: 40px;"><span style="font-weight: bold;">glRects,
217 glRecti, glRectf, glRectd, glRectsv, glRectiv, glRectfv, glRectdv,<br>
218 <br>
219 </span></div>
220 </div>
221 <div style="margin-left: 40px;">Lighting commands:<br>
222 </div>
223 <div style="margin-left: 80px;"><span style="font-weight: bold;">glMaterialf,
224 glMateriali, glMaterialfv, glMaterialiv<br>
225 </span><br>
226 </div>
227 <div style="margin-left: 40px;"> Evaluator commands:<br>
228 <div style="margin-left: 40px;"><span style="font-weight: bold;">glEvalCoord1d,
229 glEvalCoord1f, glEvalCoord1dv, glEvalCoord1fv,&nbsp;</span><span
230 style="font-weight: bold;">glEvalCoord2d, glEvalCoord2f,
231 glEvalCoord2dv, glEvalCoord2fv,<br>
232 </span><span style="font-weight: bold;">glEvalPoint1, glEvalPoint2</span><br>
233 <br>
234 </div>
235 </div>
236 <h1>3. Coordinate Transformation</h1>
237 <h2>3.1 Vertex Transformation</h2>
238 Vertex coordinates are transformed by the current modelview and
239 projection matrices then mapped to window coordinates as specified by
240 the viewport. &nbsp;The following coordinate transformation commands are
241 supported by the subset<br>
242 <br>
243 <div style="margin-left: 40px; font-weight: bold;">glMatrixMode<span
244 style="font-weight: normal;">(GLenum <span style="font-style: italic;">mode</span>)</span><br>
245 glLoadIdentity<span style="font-weight: normal;">(void)</span><br>
246 glPushMatrix<span style="font-weight: normal;">(void)</span><br>
247 glPopMatrix<span style="font-weight: normal;">(void)</span><br>
248 glLoadMatrixf<span style="font-weight: normal;">(const GLfloat *<span
249 style="font-style: italic;">m</span>)</span><br>
250 glMultMatrixf<span style="font-weight: normal;">(const GLfloat *<span
251 style="font-style: italic;">m</span>)</span><br>
252 glRotatef<span style="font-weight: normal;">(GLfloat <span
253 style="font-style: italic;">angle</span>, GLfloat <span
254 style="font-style: italic;">x</span>, GLfloat <span
255 style="font-style: italic;">y</span>, GLfloat <span
256 style="font-style: italic;">z</span>)</span><br>
257 glTranslatef<span style="font-weight: normal;">(GLfloat <span
258 style="font-style: italic;">x</span>, GLfloat <span
259 style="font-style: italic;">y</span>, GLfloat <span
260 style="font-style: italic;">z</span>)</span><br>
261 glScalef<span style="font-weight: normal;">(GLfloat <span
262 style="font-style: italic;">x</span>, GLfloat <span
263 style="font-style: italic;">y</span>, GLfloat <span
264 style="font-style: italic;">z</span>)<br>
265 <span style="font-weight: bold;">glFrustum(</span>GLdouble <span
266 style="font-style: italic;">left,</span> GLdouble <span
267 style="font-style: italic;">right,</span> GLdouble <span
268 style="font-style: italic;">bottom,</span> GLdouble <span
269 style="font-style: italic;">top,</span> GLdouble <span
270 style="font-style: italic;">near,</span> GLdouble <span
271 style="font-style: italic;">far</span>)</span><br>
272 <span style="font-weight: normal;"><span style="font-weight: bold;">glOrtho(</span>GLdouble<span
273 style="font-style: italic;"> left,</span> GLdouble <span
274 style="font-style: italic;">right,</span> GLdouble <span
275 style="font-style: italic;">bottom,</span> GLdouble <span
276 style="font-style: italic;">top,</span> GLdouble <span
277 style="font-style: italic;">near,</span> GLdouble <span
278 style="font-style: italic;">far</span>)</span><br>
279 glViewport<span style="font-weight: normal;">(GLint <span
280 style="font-style: italic;">x</span>, GLint <span
281 style="font-style: italic;">y</span>, GLsize <span
282 style="font-style: italic;">width,</span> GLsizei <span
283 style="font-style: italic;">height</span>)</span><br>
284 </div>
285 <br>
286 The <span style="font-weight: bold;">glMatrixMode</span> command
287 specifies the <span style="font-style: italic;">current matrix.</span>
288 &nbsp;The mode parameter may be GL_MODELVIEW or GL_PROJECTION to specify
289 the modelview matrix or projection matrix. &nbsp;Subsequent matrix
290 commands will effect the current matrix. &nbsp;Also associated with the
291 modelview and projection matrices are a modelview matrix stack and
292 projection matrix stack.<br>
293 <br>
294 The <span style="font-weight: bold;">glLoadIdentity</span> command
295 replaces the current matrix with the identity matrix. &nbsp;The matrix
296 elements are specified in column-major order.<br>
297 <br>
298 The <span style="font-weight: bold;">glPushMatrix</span> command pushes
299 a copy of the current matrix onto either the modelview matrix stack or
300 the projection matrix stack. &nbsp;The <span style="font-weight: bold;">glPopMatrix</span>
301 command replaces the current matrix with a copy of the top matrix off
302 the modelview matrix stack or projection matrix stack, the pops the
303 stack. &nbsp;Matrix stacks are useful for traversing and rendering
304 hierarchical models.<br>
305 <br>
306 The <span style="font-weight: bold;">glMultMatrixf</span> command
307 post-multiplies the current matrix by the specified matrix. &nbsp;The
308 matrix elements are specified in column-major order.<br>
309 <br>
310 The <span style="font-weight: bold;">glRotatef</span> command
311 post-multiplies the current matrix by a rotation matrix defined by the
312 angle and rotation axis defined by x, y and z.<br>
313 <br>
314 The <span style="font-weight: bold;">glTranslatef</span> command
315 post-multiplies the current matrix by a translation matrix defined by
316 the <span style="font-style: italic;">x</span>, <span
317 style="font-style: italic;">y</span> and <span
318 style="font-style: italic;">z</span> translation parameters.<br>
319 <span style="font-weight: bold;"></span><br>
320 The <span style="font-weight: bold;">glScalef</span> command
321 post-multiplies the current matrix by a scaling matrix defined by the <span
322 style="font-style: italic;">x</span>, <span
323 style="font-style: italic;">y</span> and <span
324 style="font-style: italic;">z</span> scale factors.<br>
325 <span style="font-weight: bold;"></span><br>
326 The <span style="font-weight: bold;">glFrustum</span> command
327 post-multiplies the current matrix by a perspective projection matrix.
328 &nbsp;The <span style="font-style: italic;">near</span> and <span
329 style="font-style: italic;">far</span> values specify the position of
330 the hither and yon Z-axis clipping planes. &nbsp;The <span
331 style="font-style: italic;">left, right, bottom</span> and <span
332 style="font-style: italic;">top</span> parameters are the X and Y
333 extents at the near clipping plane. &nbsp;<span
334 style="font-weight: bold;">glFrustum</span> is normally used to modify
335 the projection matrix.<br>
336 <br>
337 The <span style="font-weight: bold;">glOrtho</span> command
338 post-multiplies the current matrix by an orthographic projection matrix.
339 &nbsp;The <span style="font-style: italic;">near</span> and <span
340 style="font-style: italic;">far</span> values specify the position of
341 the hither and yon Z-axis clipping planes. &nbsp;The <span
342 style="font-style: italic;">left, right, bottom</span> and <span
343 style="font-style: italic;">top</span> parameters specify the X and
344 Y-axis clipping planes. &nbsp;<span style="font-weight: bold;">glOrtho</span>
345 is normally used to modify the projection matrix.<br>
346 <br>
347 The <span style="font-weight: bold;">glViewport</span> command
348 specifies the mapping of coordinates from normalized device coordinates
349 to window coordinates. &nbsp;The <span style="font-style: italic;">x</span>
350 and <span style="font-style: italic;">y</span> parameters specify the
351 viewport's lower-left corner in the window and the <span
352 style="font-style: italic;">width</span> and <span
353 style="font-style: italic;">height</span> parameters specify the size
354 of the viewport. &nbsp;<span style="font-weight: bold;">glViewport</span>
355 does not effect the current matrix.<br>
356 <br>
357 A coordinate transformed to window coordinates is hereafter known as (x<sub>w</sub>,
358 y<sub>w</sub>, z<sub>w</sub>).<br>
359 <br>
360 <h2>3.2 Clipping</h2>
361 View-volume clipping automatically discards or trims primitives which
362 lie completely or partially outside of the view volume specified by <span
363 style="font-weight: bold;">glFrustum</span> and <span
364 style="font-weight: bold;">glOrtho</span>. &nbsp;Note that the <span
365 style="font-weight: bold;">glViewport</span> command does not define a
366 clipping region.<br>
367 <br>
368 Clipping occurs in <span style="font-style: italic;">clip coordinate
369 space - </span>the coordinates produced after applying the projection
370 matrix.<br>
371 <br>
372 <h2>3.3 Current Raster Position</h2>
373 The current raster position specifies the location for drawing images
374 with <span style="font-weight: bold;">glBitmap.</span> &nbsp;The current
375 raster position is set with the commands:<br>
376 <br>
377 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glRasterPos2f</span>(GLfloat<span
378 style="font-style: italic;">x</span>, GLfloat <span
379 style="font-style: italic;">y</span>)<br>
380 void <span style="font-weight: bold;">glRasterPos2fv</span>(const
381 GLfloat *<span style="font-style: italic;">v</span>)<br>
382 void <span style="font-weight: bold;">glRasterPos2i</span>(GLint <span
383 style="font-style: italic;">x</span>, GLint <span
384 style="font-style: italic;">y</span>)<br>
385 void <span style="font-weight: bold;">glRasterPos2iv</span>(const
386 GLint *<span style="font-style: italic;">v</span>)<br>
387 </div>
388 <br>
389 <span style="font-weight: bold;">glRasterPos</span> specifies a
390 4-component coordinate (x, y, 0, 1). &nbsp;The coordinate is processed
391 like a vertex; it is transformed by the modelview matrix, the projection
392 matrix and mapped to the viewport. &nbsp;The resulting window coordinate
393 is stored as the current raster position. &nbsp;The coordinate is
394 clipped-tested against the frustum like a vertex. &nbsp;If the
395 coordinate is clipped, then the current raster position becomes invalid
396 and subsequent <span style="font-weight: bold;">glBitmap</span> commands
397 have no effect.<br>
398 <br>
399 <span style="font-weight: bold;">glRasterPos</span> also updates the
400 current raster color and current raster texture coordinates. &nbsp;The
401 current raster color is updated (copied) from the current color (as
402 specified by <span style="font-weight: bold;">glColor</span>).
403 &nbsp;The current raster texture coordinate is updated (copied) from the
404 current texture coordinate (as specified by <span
405 style="font-weight: bold;">glTexCoord</span>).<br>
406 <br>
407 <h2>3.4 Unsupported Commands</h2>
408 The following commands related to vertex transformation are not
409 supported by the subset:<br>
410 <br>
411 <div style="margin-left: 40px;">User-defined clip plane commands:<br>
412 <div style="margin-left: 40px;"><span style="font-weight: bold;">glClipPlane</span><br>
413 </div>
414 <span style="font-weight: bold;"></span></div>
415 <br>
416 <div style="margin-left: 40px;">Lighting and material commands:</div>
417 <div style="margin-left: 80px;"><span style="font-weight: bold;">glLightModeli,
418 glLightModelf,&nbsp;</span><span style="font-weight: bold;">glLightModeliv,
419 glLightModelfv,</span><span style="font-weight: bold;"> glLightf,
420 glLighti, glLightfv, glLightiv, glColorMaterial</span><br>
421 </div>
422 <br>
423 <div style="margin-left: 40px;">Automatic texture coordinate generation
424 commands:<br>
425 </div>
426 <div style="margin-left: 40px;">
427 <div style="margin-left: 40px;"><span style="font-weight: bold;">glTexGend,
428 glTexGenf, glTexGeni, </span><span style="font-weight: bold;">glTexGendv,
429 glTexGenfv, glTexGeniv, </span><br>
430 <br style="font-weight: bold;">
431 </div>
432 Double-valued commands:<br>
433 <div style="margin-left: 40px;"><span style="font-weight: bold;">glLoadMatrixd,
434 glMultMatrixd, glRotated, glTranslated, glScaled</span><br
435 style="font-weight: bold;">
436 </div>
437 <br>
438 Depth Range command:<br>
439 <div style="margin-left: 40px;"><span style="font-weight: bold;">glDepthRange</span>
440 (the near value is always 0.0 and the far value is always 1.0)<br>
441 </div>
442 <br>
443 Extra RasterPos commands:<br>
444 <div style="margin-left: 40px;"><span style="font-weight: bold;">glRasterPos2d,
445 glRasterPos2s, glRasterPos3d, glRasterPos3f, glRasterPos3i,
446 glRasterPos3s, glRasterPos4d, glRasterPos4f, glRasterPos4i,
447 glRasterPos4s, glRasterPos2dv, glRasterPos2sv, glRasterPos3dv,
448 glRasterPos3fv, glRasterPos3iv, glRasterPos3sv, glRasterPos4dv,
449 glRasterPos4fv, glRasterPos4iv, glRasterPos4sv</span><br>
450 </div>
451 <br>
452 <br>
453 </div>
454 <h1>4. Rasterization</h1>
455 This section describes the commands and options for drawing points,
456 lines, triangles and bitmaps. &nbsp;<span style="font-style: italic;">Rasterization</span>
457 is the term for the process which produces fragments from the geometric
458 description of a primitive (a point, line, polygon or bitmap). &nbsp;For
459 example, given the two coordinates for the end-points of a line segment,
460 rasterization determines which pixels in the frame buffer are modified
461 to <span style="font-style: italic;">draw</span> the line. &nbsp;A
462 fragment is a tuple which consists of a window coordinate, colors and
463 texture coordinates. &nbsp;The fragments produced by rasterization are
464 subsequently processed by the per-fragment operations described later.<br>
465 <br>
466 <h2>4.1 Point Rasterization</h2>
467 Points are rendered with the command sequence <span
468 style="font-weight: bold;">glBegin</span>(GL_POINTS), <span
469 style="font-weight: bold;">glVertex</span>, ... <span
470 style="font-weight: bold;">glEnd</span>. &nbsp;The window coordinate (x<sub>w</sub>,
471 y<sub>w</sub>, z<sub>w</sub>) is truncated to rasterize the point.
472 &nbsp;The truncated coordinate with its associated color and texture
473 coordinate is sent as a single fragment to the per-fragment processing
474 stages.<br>
475 <br>
476 The <span style="font-weight: bold;">glPointSize</span> command is not
477 supported; only 1-pixel points are supported.<br>
478 <br>
479 Point smoothing (antialiasing) is also not supported.<br>
480 <br>
481 <h2>4.2 Line Rasterization</h2>
482 Lines are rendered with the command sequence <span
483 style="font-weight: bold;">glBegin</span>(<span
484 style="font-style: italic;">mode</span>), <span
485 style="font-weight: bold;">glVertex</span>, <span
486 style="font-weight: bold;">glVertex</span>, ... <span
487 style="font-weight: bold;">glEnd</span> where <span
488 style="font-style: italic;">mode</span> is one of GL_LINES,
489 GL_LINE_STRIP or GL_LINE_LOOP. &nbsp;Lines are rasterized as described
490 in the OpenGL specification. &nbsp;Note that OpenGL specifies the <span
491 style="font-style: italic;">half-open</span> convention for drawing
492 lines: the last fragment in a line segment is omitted so that endpoint
493 pixels shared by two line segments will only be drawn once instead of
494 twice.<br>
495 <br>
496 <h3>4.2.1 Line Width</h3>
497 The width of lines can be controlled by<br>
498 <br>
499 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glLineWidth</span>(GLfloat<span
500 style="font-style: italic;">width</span>)<br>
501 </div>
502 <br>
503 where <span style="font-style: italic;">width</span> is the line width
504 in pixels. &nbsp;The width defaults to 1.0. &nbsp;Attempting to set the
505 width to a value less than or equal to zero will raise the error
506 GL_INVALID_VALUE.<br>
507 <br>
508 <h3>4.2.2 Line Stipple<br>
509 </h3>
510 Lines may be stippled (i.e. dashed) with the command<br>
511 <br>
512 <div style="margin-left: 40px;"><span style="font-weight: bold;">glLineStipple</span>(GLint<span
513 style="font-style: italic;">factor</span>, GLushort <span
514 style="font-style: italic;">pattern</span>)<br>
515 </div>
516 <br>
517 <span style="font-style: italic;">pattern</span> describes an on/off
518 pattern for the fragments produced by rasterization and <span
519 style="font-style: italic;">factor</span> specifies how many subsequent
520 fragments are kept or culled for each pattern bit. &nbsp;Line stippling
521 can be enabled or disabled by the commands <span
522 style="font-weight: bold;">glEnable</span>(GL_LINE_STIPPLE) and <span
523 style="font-weight: bold;">glDisable</span>(GL_LINE_STIPPLE).<br>
524 <br>
525 <h3>4.2.3 Line Antialiasing</h3>
526 Lines may be antialiased. &nbsp;For antialiased lines, each fragment
527 produced by rasterization is assigned a <span
528 style="font-style: italic;">coverage value</span> which describes how
529 much of the fragment's area is considered to be <span
530 style="font-style: italic;">inside</span> the line. &nbsp;Later, the
531 alpha value of each fragment is multiplied by the coverage value.
532 &nbsp;By blending the fragments into the frame buffer, the edges of
533 lines appear smoothed.<br>
534 <br>
535 Line antialiasing can be enabled or disabled with the commands <span
536 style="font-weight: bold;">glEnable</span>(GL_LINE_SMOOTH) and <span
537 style="font-weight: bold;">glDisable</span>(GL_LINE_SMOOTH).<br>
538 <br>
539 <h2>4.3 Polygon Rasterization</h2>
540 Polygons, quadrilaterals and triangles share the same polygon
541 rasterization options. <br>
542 <br>
543 Triangles are rendered by the command sequence <span
544 style="font-weight: bold;">glBegin</span><span
545 style="font-style: italic;"><span style="font-style: italic;">(mode</span></span>),<span
546 style="font-weight: bold;">glVertex</span>, <span
547 style="font-weight: bold;">glVertex</span>, ... <span
548 style="font-weight: bold;">glEnd</span> where <span
549 style="font-style: italic;">mode</span> may be one of GL_TRIANGLES,
550 GL_TRIANGLE_STRIP or GL_TRIANGLE_FAN.<span style="font-weight: bold;"></span>
551 &nbsp;For GL_TRIANGLES mode, the number of vertices should be a multiple
552 of three - extra vertices will be ignored. &nbsp;For GL_TRIANGLE_STRIP
553 and GL_TRIANGLE_FAN, at least three vertices should be specified.
554 &nbsp;If less than three are specified, nothing is drawn. &nbsp;<br>
555 <br>
556 Quadrilaterals are <span style="font-weight: bold;"></span>rendered by
557 the command sequence <span style="font-weight: bold;">glBegin</span>(<span
558 style="font-style: italic;"><span style="font-style: italic;">mode</span></span>),<span
559 style="font-weight: bold;">glVertex</span>, <span
560 style="font-weight: bold;">glVertex</span>, ... <span
561 style="font-weight: bold;">glEnd</span> where <span
562 style="font-style: italic;">mode</span> may be one of GL_QUADS or
563 GL_QUAD_STRIP.<span style="font-weight: bold;"></span> &nbsp; For
564 GL_QUADS, the number of vertices should be a multiple of four - extra
565 vertices will be ignored. &nbsp;For GL_QUAD_STRIP, the number of
566 vertices should be even and at least four. &nbsp;Extra vertices (one)
567 will be ignored.<br>
568 <br>
569 Convex polygons are <span style="font-weight: bold;"></span>rendered
570 by the command sequence <span style="font-weight: bold;">glBegin</span><span
571 style="font-style: italic;"><span style="font-style: italic;"></span></span>(GL_POLYGON),<span
572 style="font-weight: bold;">glVertex</span>, <span
573 style="font-weight: bold;">glVertex</span>, ... <span
574 style="font-weight: bold;">glEnd</span>.<span
575 style="font-style: italic;"></span><span style="font-weight: bold;"></span>
576 &nbsp;If less than three vertices are specified, nothing is drawn.<br>
577 <br>
578 <h3>4.3.1 Polygon Orientation</h3>
579 The <span style="font-style: italic;">winding order</span> of vertices
580 (clockwise or counter-clockwise) is significant. &nbsp;It is used to
581 determine the <span style="font-style: italic;">front-facing</span> or <span
582 style="font-style: italic;">back-facing</span> orientation of polygons.
583 &nbsp;By default, a front-facing polygon's vertices are in
584 counter-clockwise order (in window coordinates). &nbsp;Figures 2.4 and
585 2.5 of the OpenGL 1.2.1 specification illustrate the winding order for
586 front-facing triangles and quadrilaterals, respectively.<br>
587 <br>
588 The command<br>
589 <br>
590 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glFrontFace</span>(GLenum<span
591 style="font-style: italic;"> mode</span>)<br>
592 </div>
593 <br>
594 specifies whether clockwise or counter-clockwise winding indicates a
595 front-facing polygon. &nbsp;If <span style="font-style: italic;">mode</span>
596 is GL_CW then polygons with clockwise winding are front-facing. &nbsp;If <span
597 style="font-style: italic;">mode</span> is GL_CCW then polygons with
598 counter-clockwise winding are front-facing. &nbsp;The default value is
599 GL_CCW. &nbsp;If <span style="font-style: italic;">mode</span> is not
600 GL_CCW or GL_CW then the error GL_INVALID_ENUM will be raised.<span
601 style="font-style: italic;"></span><span style="font-style: italic;"></span><br>
602 <br>
603 <h3>4.3.2 Polygon Culling</h3>
604 Polygons may be culled (discarded) depending on whether they are
605 front-facing or back-facing. &nbsp;The command<br>
606 <br>
607 <div style="margin-left: 40px;">void<span style="font-weight: bold;">
608 glCullFace</span>(GLenum <span style="font-style: italic;">mode</span>)<br>
609 </div>
610 <br>
611 specifies whether front-facing, back-facing or all polygons should be
612 culled. &nbsp;If <span style="font-style: italic;">mode</span> is
613 GL_FRONT then front-facing polygons will be culled. &nbsp;If <span
614 style="font-style: italic;">mode</span> is GL_BACK then back-facing
615 polygons will be culled. Otherwise, if <span style="font-style: italic;">mode</span>
616 is GL_FRONT_AND_BACK then all polygons will be culled. &nbsp;Any other
617 value for <span style="font-style: italic;">mode</span> will raise the
618 error GL_INVALID_ENUM.<br>
619 <br>
620 Polygon culling is enabled and disabled with the commands <span
621 style="font-weight: bold;">glEnable</span>(GL_CULL_FACE) and <span
622 style="font-weight: bold;">glDisable</span>(GL_CULL_FACE),
623 respectively.<br>
624 <br>
625 <h3>4.3.3 Polygon Antialiasing</h3>
626 Polygons may be antialiased in order to smooth their edges.
627 &nbsp;Polygon antialiasing is enabled and disabled with the commands <span
628 style="font-weight: bold;">glEnable</span>(GL_POLYGON_SMOOTH) and <span
629 style="font-weight: bold;">glDisable</span>(GL_POLYGON_SMOOTH).<br>
630 <br>
631 When polygon antialiasing is enabled each fragment produced by polygon,
632 triangle and quadrilateral rasterization will be given a <span
633 style="font-style: italic;">coverage</span> value which indicates how
634 much of the fragment is covered by the polygon. &nbsp;Fragments
635 completely inside the polygon have coverage 1.0. &nbsp;Fragments
636 completely outside the polygon have zero coverage (in theory).
637 &nbsp;Fragments which intersect the polygon's edge have a coverage value
638 in the range (0, 1).<br>
639 <br>
640 The fragment's alpha value is multiplied by the coverage value.
641 &nbsp;By enabling the appropriate blending mode, polygon edges will
642 appear smoothed.<br>
643 <br>
644 <h2>4.4 Shading</h2>
645 The command<br>
646 <br>
647 <div style="margin-left: 40px;"> void <span style="font-weight: bold;">glShadeModel</span>(GLenum<span
648 style="font-style: italic;">mode</span>)<br>
649 </div>
650 <br>
651 determines whether colors are interpolated between vertices during
652 rasterization. &nbsp;If <span style="font-style: italic;">mode</span> is
653 GL_FLAT then vertex colors are not interpolated. &nbsp;The color used
654 for drawing lines, triangles and quadrilaterals is that of the last
655 vertex used to specify each primitive. &nbsp;For polygons, the color of
656 the first vertex specifies the color for the entire polygon. &nbsp;If <span
657 style="font-style: italic;">mode</span> is GL_SMOOTH then vertex colors
658 are linearly interpolated to produce the fragment colors.<br>
659 <br>
660 <h2>4.5 Bitmap Rasterization</h2>
661 A bitmap is a monochromatic, binary image in which each image element
662 (or pixel) is represented by one bit. &nbsp;Fragments are only generated
663 for the bits (pixels) which are set. &nbsp;Bitmaps are commonly used to
664 draw text (glyphs) and markers.<br>
665 <br>
666 A bitmap is drawn with the command<br>
667 <br>
668 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glBitmap</span>(GLsizei<span
669 style="font-style: italic;">width</span>, GLsizei <span
670 style="font-style: italic;">height</span>, GLfloat <span
671 style="font-style: italic;">xOrig</span>, GLfloat <span
672 style="font-style: italic;">yOrig</span>, GLfloat <span
673 style="font-style: italic;">xMove</span>, GLfloat <span
674 style="font-style: italic;">yMove</span>, const &nbsp;GLubyte *<span
675 style="font-style: italic;">image</span>)<br>
676 </div>
677 <br>
678 <span style="font-style: italic;">width </span>and <span
679 style="font-style: italic;">height</span> specify the image size in
680 pixels. &nbsp;<span style="font-style: italic;">xOrig</span> and <span
681 style="font-style: italic;">yOrig</span> specify the bitmap origin.
682 &nbsp;<span style="font-style: italic;">xMove</span> and <span
683 style="font-style: italic;">yMove</span> are added to the current
684 raster position after the bitmap is rasterized. &nbsp;<span
685 style="font-style: italic;">image</span> is a pointer to the bitmap
686 data.<br>
687 <br>
688 If the current raster position is not valid, <span
689 style="font-weight: bold;">glBitmap</span> has no effect.<br>
690 <br>
691 <h3>4.5.1 Bitmap Unpacking</h3>
692 The first step in bitmap rendering is <span style="font-style: italic;">unpacking.
693 &nbsp;</span>Unpacking is the process of extracting image data from
694 client memory subject to byte swapping, non-default row strides, etc.
695 &nbsp;The unpacking parameters are specified with the command<br>
696 <br>
697 <div style="margin-left: 40px;">void<span style="font-weight: bold;">
698 glPixelStorei</span>(GLenum pname, GLint value)<br>
699 </div>
700 <span style="font-style: italic;"></span><br>
701 The following unpacking parameters may be set:<br>
702 <br>
703 <table cellpadding="2" cellspacing="2" border="1"
704 style="text-align: left; width: 90%; margin-left: auto; margin-right: auto;">
705 <tbody>
706 <tr>
707 <td style="vertical-align: top;">Parameter (<span
708 style="font-style: italic;">pname</span>)<br>
709 </td>
710 <td style="vertical-align: top;">Value (<span
711 style="font-style: italic;">value</span>)<br>
712 </td>
713 <td style="vertical-align: top;">Default<br>
714 </td>
715 </tr>
716 <tr>
717 <td style="vertical-align: top;">GL_UNPACK_ROW_LENGTH<br>
718 </td>
719 <td style="vertical-align: top;">Width of the image in memory, in
720 pixels.<br>
721 </td>
722 <td style="vertical-align: top;">0<br>
723 </td>
724 </tr>
725 <tr>
726 <td style="vertical-align: top;">GL_UNPACK_LSB_FIRST<br>
727 </td>
728 <td style="vertical-align: top;">GL_FALSE indicates that the most
729 significant bit is unpacked first from each byte. &nbsp;GL_TRUE
730 indicates that the least significant bit is unpacked first from each
731 byte. <br>
732 </td>
733 <td style="vertical-align: top;">GL_FALSE<br>
734 </td>
735 </tr>
736 </tbody>
737 </table>
738 <br>
739 <br>
740 The GL_UNPACK_ROW_LENGTH specifies the stride (in pixels) for advancing
741 from one row of the image to the next.&nbsp; If it's zero, the <span
742 style="font-style: italic;">width</span> parameter to <span
743 style="font-weight: bold;">glBitmap</span> specifies the width of the
744 image in memory.<br>
745 <br>
746 GL_UNPACK_LSB_FIRST determines whether the least significant or most
747 significant bit in each byte is unpacked first. &nbsp;Unpacking occurs
748 in left to right order (in image space).<br>
749 <br>
750 The value of bit (i, j) of the image (where i is the image row and j is
751 the image column) is found as follows:<br>
752 <br>
753 <div style="margin-left: 40px;">rowLength = (GL_UNPACK_ROW_LENGTH != 0)
754 ? GL_UNPACK_ROW_LENGTH : <span style="font-style: italic;">width</span>;<br>
755 <br>
756 byte = <span style="font-style: italic;">image</span>[((rowLength + 7)
757 / 8) * i + j / 8];<br>
758 <br>
759 if (GL_UNPACK_LSB_FIRST != 0)<br>
760 &nbsp;&nbsp;&nbsp; bitMask = 1 &lt;&lt; (j % 8);<br>
761 else<br>
762 &nbsp;&nbsp;&nbsp; bitMask = 128 &gt;&gt; (j % 8);<br>
763 <br>
764 if (byte &amp; bitMask)<br>
765 &nbsp;&nbsp;&nbsp; bit = 1;<br>
766 else<br>
767 &nbsp;&nbsp;&nbsp; bit = 0;<br>
768 <br>
769 </div>
770 <span style="font-style: italic;"><span style="font-style: italic;"></span></span>
771 <h3>4.5.2 Rasterization</h3>
772 If the current raster position is (x<sub>rp</sub>, y<sub>rp</sub>, z<sub>rp</sub>,
773 w<sub>rp</sub>), then the bitmap is rasterized according to the
774 following algorithm:<br>
775 <br>
776 for (j = 0; j &lt; <span style="font-style: italic;">height</span>;
777 j++) {<br>
778 &nbsp;&nbsp;&nbsp; for (i = 0; i &lt; <span style="font-style: italic;">width</span>;
779 i++) {<br>
780 &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; if (bit(i,j)) {<br>
781 &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; fragment.x =
782 floor(x<sub>rp</sub> - <span style="font-style: italic;">xOrig</span>)
783 + i;<br>
784 &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; fragment.y =
785 floor(y<sub>rp</sub> - <span style="font-style: italic;">yOrig</span>)
786 + j;<br>
787 &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; fragment.color
788 = GL_CURRENT_RASTER_COLOR;<br>
789 &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;
790 fragment.texture = GL_CURRENT_RASTER_TEXTURE_COORDS;<br>
791 &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;
792 ProcessFragment(fragment)<br>
793 &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;}<br>
794 &nbsp;&nbsp;&nbsp; }<br>
795 }<br>
796 <br>
797 After the bitmap has been rendered the current raster position is
798 updated as follows:<br>
799 <br>
800 <div style="margin-left: 40px;">x<sub>rp</sub> = x<sub>rp</sub> + <span
801 style="font-style: italic;">xMove</span><br>
802 y<sub>rp</sub> = y<sub>rp</sub> + <span style="font-style: italic;">yMove</span><br>
803 </div>
804 <br>
805 <h3>4.5.3 Per-fragment Operations</h3>
806 XXX supported? &nbsp;See issue in appendix A.<br>
807 <br>
808 <h2>4.6 Unsupported Commands</h2>
809 The following commands related to rasterization are not supported by
810 the subset.<br>
811 <br>
812 <div style="margin-left: 40px;">Point commands:<br>
813 <div style="margin-left: 40px;"><span style="font-weight: bold;">glPointSize</span><br>
814 </div>
815 <br>
816 Polygon commands:<br>
817 <div style="margin-left: 40px; font-weight: bold;">glPolygonStipple<br>
818 glPolygonOffset<br>
819 glPolygonMode<br>
820 <br>
821 </div>
822 </div>
823 <div style="margin-left: 40px;">Pixel storage commands:<br>
824 </div>
825 <div style="font-weight: bold; margin-left: 80px;">glPixelStoref<br>
826 </div>
827 <br>
828 <br>
829 <h1>5. Texture Mapping<br>
830 </h1>
831 There are four elements to texture mapping: texture coordinate
832 specification, texture image specification, texture sampling and texture
833 application.<br>
834 <br>
835 Texture mapping is enabled and disabled with the commands <span
836 style="font-weight: bold;">glEnable</span>(GL_TEXTURE_2D) and <span
837 style="font-weight: bold;">glDisable</span>(GL_TEXTURE_2D).<br>
838 <br>
839 <h2>5.1 Texture Image Specification</h2>
840 A texture image is specified with the command:<br>
841 <br>
842 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glTexImage2D</span>(GLenum<span
843 style="font-style: italic;"> target</span>, GLint <span
844 style="font-style: italic;">level</span>, GLint <span
845 style="font-style: italic;">internalFormat,</span> GLsizei <span
846 style="font-style: italic;">width,</span> GLsizei <span
847 style="font-style: italic;">height,</span> GLint <span
848 style="font-style: italic;">border,</span> GLenum <span
849 style="font-style: italic;">format,</span> GLenum <span
850 style="font-style: italic;">type,</span> const GLvoid *<span
851 style="font-style: italic;">pixels</span> )<br>
852 </div>
853 <br>
854 <span style="font-style: italic;">target</span> must be GL_TEXTURE_2D.
855 &nbsp;<span style="font-style: italic;">level </span>indicates the
856 mipmap level for mipmap textures. &nbsp;<span style="font-style: italic;">internalFormat</span>
857 is a hint to indicate the preferred internal storage format for the
858 texture. &nbsp;<span style="font-style: italic;">width</span> and <span
859 style="font-style: italic;">height </span>indicate the image size in
860 pixels (or texels). &nbsp;<span style="font-style: italic;">border </span>must
861 be zero. &nbsp;<span style="font-style: italic;">format</span> and <span
862 style="font-style: italic;">type</span> describe the pixel format and
863 data type for the incoming image. &nbsp;<span style="font-style: italic;">pixels</span>
864 points to the incoming texture image. &nbsp;These parameters are
865 described in more detail below.<br>
866 <br>
867 <h3>5.1.1 Texture Image Size and Mipmaps</h3>
868 <h3><span style="font-style: italic;"></span></h3>
869 Texture images must have dimensions (width and height) that are powers
870 of two. For example: 256 x 256, 32 x 1024, 1 x 8, etc. &nbsp;That is, it
871 must be the case that <span style="font-style: italic;">width </span>=
872 2<sup>n</sup> and <span style="font-style: italic;">height</span> = 2<sup>m</sup>
873 for some positive integers n and m.<br>
874 <br>
875 Mipmapping is a method of antialiasing or filtering textures to improve
876 their appearance. &nbsp;A mipmap is a set of images consisting of a base
877 image and a set of filtered, reduced-resolution images. &nbsp;If the
878 base image (<span style="font-style: italic;">level</span>=0) is of
879 width 2<sup>n</sup> and height 2<sup>m</sup> then the level 1 image must
880 be of width 2<sup>n-1</sup> and height 2<sup>m-1</sup>. &nbsp;Each mipmap
881 level is half the width and height of the previous level, or at least
882 one. &nbsp;The last mipmap level has a width and height of one.<br>
883 <br>
884 The following is an example of a mipmap's image levels:<br>
885 <br>
886 <table cellpadding="2" cellspacing="2" border="1"
887 style="text-align: left; width: 50%; margin-left: auto; margin-right: auto;">
888 <tbody>
889 <tr>
890 <td style="vertical-align: top;">mipmap level<br>
891 </td>
892 <td style="vertical-align: top;">width<br>
893 </td>
894 <td style="vertical-align: top;">height<br>
895 </td>
896 </tr>
897 <tr>
898 <td style="vertical-align: top;">0<br>
899 </td>
900 <td style="vertical-align: top;">256<br>
901 </td>
902 <td style="vertical-align: top;">64<br>
903 </td>
904 </tr>
905 <tr>
906 <td style="vertical-align: top;">1<br>
907 </td>
908 <td style="vertical-align: top;">128<br>
909 </td>
910 <td style="vertical-align: top;">32<br>
911 </td>
912 </tr>
913 <tr>
914 <td style="vertical-align: top;">2<br>
915 </td>
916 <td style="vertical-align: top;">64<br>
917 </td>
918 <td style="vertical-align: top;">16<br>
919 </td>
920 </tr>
921 <tr>
922 <td style="vertical-align: top;">3<br>
923 </td>
924 <td style="vertical-align: top;">32<br>
925 </td>
926 <td style="vertical-align: top;">8<br>
927 </td>
928 </tr>
929 <tr>
930 <td style="vertical-align: top;">4<br>
931 </td>
932 <td style="vertical-align: top;">16<br>
933 </td>
934 <td style="vertical-align: top;">4<br>
935 </td>
936 </tr>
937 <tr>
938 <td style="vertical-align: top;">5<br>
939 </td>
940 <td style="vertical-align: top;">8<br>
941 </td>
942 <td style="vertical-align: top;">2<br>
943 </td>
944 </tr>
945 <tr>
946 <td style="vertical-align: top;">6<br>
947 </td>
948 <td style="vertical-align: top;">4<br>
949 </td>
950 <td style="vertical-align: top;">1<br>
951 </td>
952 </tr>
953 <tr>
954 <td style="vertical-align: top;">7<br>
955 </td>
956 <td style="vertical-align: top;">2<br>
957 </td>
958 <td style="vertical-align: top;">1<br>
959 </td>
960 </tr>
961 <tr>
962 <td style="vertical-align: top;">8<br>
963 </td>
964 <td style="vertical-align: top;">1<br>
965 </td>
966 <td style="vertical-align: top;">1<br>
967 </td>
968 </tr>
969 </tbody>
970 </table>
971 <br>
972 If the <span style="font-style: italic;">width</span> or <span
973 style="font-style: italic;">height</span> parameters are not powers of
974 two, the error GL_INVALID_VALUE is raised. &nbsp;If the image levels in
975 a mipmap do not satisfy the restrictions listed above the texture is
976 considered to be <span style="font-style: italic;">inconsistent</span>
977 and the system will behave as if the texturing is disabled.<br>
978 <br>
979 <h3>5.1.2 Texture Image Formats and Unpacking</h3>
980 The <span style="font-weight: bold;">glTexImage2D</span> command's <span
981 style="font-style: italic;"><span style="font-weight: bold;"></span></span><span
982 style="font-style: italic;">format</span> and <span
983 style="font-style: italic;">type</span> parameters describe the format
984 of the incoming texture image.&nbsp; Accepted values for <span
985 style="font-style: italic;">format</span> are GL_INTENSITY, GL_RGB and
986 GL_RGBA. &nbsp;The <span style="font-style: italic;">type</span>
987 parameter must be GL_UNSIGNED_BYTE. &nbsp;Pixel component values are
988 thus in the range 0 through 255.<br>
989 <br>
990 If <span style="font-style: italic;">format</span> is GL_INTENSITY then
991 the image has one byte per pixel which specifies the pixel's red, green,
992 blue and alpha values.<span style="font-style: italic;"></span><br>
993 <br>
994 If <span style="font-style: italic;">format</span> is GL_RGB then the
995 image has three bytes per pixel which specify the pixel's red, green and
996 blue values (in that order). &nbsp;The alpha value defaults to 255.<br>
997 <br>
998 If <span style="font-style: italic;">format</span> is GL_RGBA then the
999 image has four bytes per pixel which specify the pixel's red, green,
1000 blue and alpha values (in that order).<br>
1001 <br>
1002 The command<br>
1003 <br>
1004 <div style="margin-left: 40px;">void<span style="font-weight: bold;">
1005 glPixelStorei</span>(GLenum <span style="font-style: italic;">pname</span>,
1006 GLint <span style="font-style: italic;">value</span>)<br>
1007 </div>
1008 <br>
1009 controls the unpacking of texture image data from client memory. &nbsp;<span
1010 style="font-style: italic;">pname</span> may be GL_UNPACK_ROW_LENGTH to
1011 indicate the stride, in pixels, between subsequent rows of the image in
1012 client memory. &nbsp;If GL_UNPACK_ROW_LENGTH is zero (the default) then
1013 the <span style="font-style: italic;">width</span> parameter to <span
1014 style="font-weight: bold;">glTexImage2D </span>determines the stride.<span
1015 style="font-style: italic;"></span><br>
1016 <br>
1017 <h3>5.1.3 Internal Texture Format</h3>
1018 <span style="font-weight: bold;">glTexImage2D<span
1019 style="font-style: italic;"> </span></span>converts the incoming
1020 texture image to one of the supported internal texture formats.<br>
1021 <br>
1022 The <span style="font-style: italic;">internalFormat</span> parameter
1023 indicates the desired internal format for the texture and may be either
1024 GL_INTENSITY8, GL_RGB5 or GL_RGBA8.<br>
1025 <br>
1026 If <span style="font-style: italic;">internalFormat</span> is
1027 GL_INTENSITY8 then the texture has one byte per texel (texture element)
1028 which indicates the texel's intensity (or brightness). &nbsp;The
1029 intensity is obtained from the incoming image's red channel.<br>
1030 <br>
1031 If <span style="font-style: italic;">internalFormat</span> is GL_RGB5
1032 then the texture is stored with two bytes per texel: &nbsp;5 bits per
1033 red value, 5 bits per green value and 5 bits per blue value.<br>
1034 <br>
1035 If <span style="font-style: italic;">internalFormat </span>is
1036 GL_RGBA8 then the texture is stored with four bytes per texel: &nbsp;8
1037 bits for each of the red, green, &nbsp;blue and alpha values.<br>
1038 <br>
1039 The internal format is also significant to texture application (see
1040 section 5.4).<br>
1041 <br>
1042 <h2>5.2 Texture Coordinates</h2>
1043 Texture coordinates control the mapping from local polygon space to
1044 texture image space. &nbsp;Texture coordinates are set for each vertex
1045 with the <span style="font-weight: bold;">glTexCoord</span> commands.
1046 &nbsp;During line and polygon rasterization the vertex's texture
1047 coordinates are interpolated across the primitive to produce a texture
1048 coordinate for each fragment. &nbsp;The fragment texture coordinates are
1049 used to sample the current texture image.<br>
1050 <br>
1051 Texture coordinates are normally in the range [0, 1]. &nbsp;Values
1052 outside that range are processed according to the <span
1053 style="font-style: italic;">texture wrap mode</span>. &nbsp;The
1054 texture wrap mode is set with the command<br>
1055 <br>
1056 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glTexParameteri</span>(GLenum<span
1057 style="font-style: italic;"> target</span>, GLenum <span
1058 style="font-style: italic;">pname</span>, GLint <span
1059 style="font-style: italic;">value</span>)<br>
1060 <br>
1061 </div>
1062 <span style="font-style: italic;">target</span> must be GL_TEXTURE_2D.
1063 &nbsp;If <span style="font-style: italic;">pname</span> is
1064 GL_TEXTURE_WRAP_S or GL_TEXTURE_WRAP_T then <span
1065 style="font-style: italic;">value</span> must be either
1066 GL_CLAMP_TO_EDGE or GL_REPEAT.<br>
1067 <br>
1068 For GL_CLAMP_TO_EDGE, texture coordinates are effectively clamped to
1069 the interval [0, 1].<br>
1070 <br>
1071 For GL_REPEAT, the integer part of texture coordinates is ignored; only
1072 the fractional part of the texture coordinates is used. &nbsp;This
1073 allows texture images to repeated or tiled across an object.<br>
1074 <br>
1075 <h2>5.3 Texture Sampling</h2>
1076 Texture sampling is the process of using texture coordinates to extract
1077 a color from the texture image. &nbsp;Multiple, weighted samples may be
1078 taken from the texture and combined during the filtering step.<br>
1079 <br>
1080 During texture coordinate interpolation a <span
1081 style="font-style: italic;">level of detail</span> value (lambda) is
1082 computed for each fragment. &nbsp;For a mipmapped texture, lambda
1083 determines which level (or levels) of the mipmap will be sampled to
1084 obtain the texture color.<br>
1085 <br>
1086 If lambda indicates that multiple texels map to a single screen pixel,
1087 then the texture <span style="font-style: italic;">minification</span>
1088 filter will be used. &nbsp;Otherwise, if lambda indicates that a single
1089 texel maps to multiple screen pixels, then the texture <span
1090 style="font-style: italic;">magnification</span> filter will be used.<br>
1091 <span style="font-weight: bold;"></span><span
1092 style="font-style: italic;"></span><br>
1093 <h3>5.3.1 Texture Minification</h3>
1094 The texture minification filter is set with the <span
1095 style="font-weight: bold;">glTexParameteri </span><span
1096 style="font-style: italic;"></span><span style="font-weight: bold;"></span><span
1097 style="font-style: italic;"></span> command by setting <span
1098 style="font-style: italic;">target</span> to GL_TEXTURE_2D, setting <span
1099 style="font-style: italic;">pname</span> to GL_TEXTURE_MIN_FILTER and
1100 setting <span style="font-style: italic;">value</span> to GL_NEAREST,
1101 GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST,&nbsp;
1102 GL_NEAREST_MIPMAP_LINEAR,&nbsp; &nbsp;GL_LINEAR_MIPMAP_NEAREST or
1103 GL_LINEAR_MIPMAP_LINEAR.<br>
1104 <br>
1105 GL_NEAREST samples the texel nearest the texture coordinate in the
1106 level 0 texture image.<br>
1107 <br>
1108 GL_LINEAR samples the four texels around the texture coordinate in the
1109 level 0 texture image. &nbsp;The four texels are linearly weighted to
1110 compute the final texel value.<br>
1111 <br>
1112 GL_NEAREST_MIPMAP_NEAREST samples the texel nearest the texture
1113 coordinate in the level N texture image. &nbsp;N is the level of detail
1114 and is computed by the partial derivatives of the texture coordinates
1115 with respect to the window coordinates.<br>
1116 <br>
1117 GL_NEAREST_MIPMAP_LINEAR samples two texels nearest the texture
1118 coordinates in the level N and N+1 texture images. &nbsp;The two texels
1119 are linearly weighted to compute the final texel value. &nbsp;N is the
1120 level of detail and is computed by the partial derivatives of the
1121 texture coordinates with respect to the window coordinates.<br>
1122 <br>
1123 GL_LINEAR_MIPMAP_NEAREST samples four texels around the texture
1124 coordinate in the level N texture image. &nbsp;The four texels are
1125 linearly weighted to compute the final texel value. &nbsp;N is the level
1126 of detail and is computed by the partial derivatives of the texture
1127 coordinates with respect to the window coordinates.<br>
1128 <br>
1129 GL_LINEAR_MIPMAP_LINEAR samples four texels around the texture
1130 coordinate in the level N texture image and four texels around the
1131 texture coordinate in the level N+1 texture image. &nbsp;The eight
1132 texels are linearly weighted to compute the final texel value. &nbsp;N
1133 is the level of detail and is computed by the partial derivatives of the
1134 texture coordinates with respect to the window coordinates.<br>
1135 <br>
1136 Filter modes other than GL_LINEAR and GL_NEAREST requires that the
1137 texture have a complete set of mipmaps. &nbsp;If the mipmap is
1138 incomplete, it is as if texturing is disabled.<br>
1139 &nbsp;<br>
1140 <h3>5.3.2 Texture Magnification</h3>
1141 The texture magnification filter is set with the <span
1142 style="font-weight: bold;">glTexParameteri </span><span
1143 style="font-style: italic;"></span><span style="font-weight: bold;"></span>command
1144 by setting <span style="font-style: italic;">target</span> to
1145 GL_TEXTURE_2D, setting <span style="font-style: italic;">pname</span> to
1146 GL_TEXTURE_MAG_FILTER and setting <span style="font-style: italic;">value</span>
1147 to GL_NEAREST or GL_LINEAR.<br>
1148 <br>
1149 GL_NEAREST samples the texel nearest the texture coordinate in the
1150 level 0 texture image.<br>
1151 <br>
1152 GL_LINEAR samples the four texels around the texture coordinate in the
1153 level 0 texture image. &nbsp;The four texels are linearly weighted to
1154 compute the final texel value.<br>
1155 <br>
1156 <h2>5.4 Texture Application</h2>
1157 The sampled texture value is combined with the incoming fragment color
1158 to produce a new fragment color. &nbsp;The fragment and texture colors
1159 are combined according to the texture environment mode and the current
1160 texture's base internal format. &nbsp;The texture environment mode is
1161 set with the command<br>
1162 <br>
1163 <div style="margin-left: 40px;">void<span style="font-weight: bold;">
1164 glTexEnvi</span>(GLenum <span style="font-style: italic;">target</span>,
1165 GLenum <span style="font-style: italic;">pname</span>, GLint <span
1166 style="font-style: italic;">value</span>)<br>
1167 </div>
1168 <br>
1169 <span style="font-style: italic;">target</span> must be GL_TEXTURE_ENV.
1170 &nbsp;If <span style="font-style: italic;">pname</span> is
1171 GL_TEXTURE_ENV_MODE then <span style="font-style: italic;">value</span>
1172 must be one of GL_REPLACE, GL_MODULATE, GL_DECAL, or GL_BLEND.<br>
1173 <br>
1174 There is also a <span style="font-style: italic;">texture environment
1175 color</span> that can factor into texture application. &nbsp;The texture
1176 environment color can be set with the command<br>
1177 <br>
1178 <div style="margin-left: 40px;">void<span style="font-weight: bold;">
1179 glTexEnvfv</span>(GLenum <span style="font-style: italic;">target</span>,
1180 GLenum <span style="font-style: italic;">pname</span>, const GLfloat *<span
1181 style="font-style: italic;">value</span>)<br>
1182 </div>
1183 <span style="font-style: italic;"></span><br>
1184 <span style="font-style: italic;">target</span> must be GL_TEXTURE_ENV.
1185 &nbsp;If <span style="font-style: italic;">pname</span> is
1186 GL_TEXTURE_ENV_COLOR then <span style="font-style: italic;">value </span>must
1187 point to an array of four values which specify the red, green, blue,
1188 and alpha values of the texture environment color. &nbsp;The values are
1189 clamped to the range [0, 1]. &nbsp;The default color is (0, 0, 0, 0).<br>
1190 <span style="font-style: italic;"></span><br>
1191 The following table describes the arithmetic used for each combination
1192 of environment mode and base internal format. &nbsp;(Rf, Gf, Bf, Af) is
1193 the incoming fragment color. &nbsp;(Rt, Gt, Bt, At) is the sampled
1194 texture color. &nbsp;Lt is the sampled texture luminance. &nbsp;<span
1195 style="font-style: italic;"></span>'It' is the sampled texture
1196 intensity. &nbsp;(Rc, Gc, Bc, Ac) is the texture environment color.
1197 &nbsp;(Rv, Gv, Bv, Av) is the resulting value.<br>
1198 <br>
1199 <br>
1200 <table cellpadding="2" cellspacing="2" border="1"
1201 style="text-align: left; width: 90%; margin-left: auto; margin-right: auto;">
1202 <tbody>
1203 <tr>
1204 <td style="vertical-align: top;">Base Internal Format<br>
1205 </td>
1206 <td style="vertical-align: top;">GL_REPLACE<br>
1207 </td>
1208 <td style="vertical-align: top;">GL_MODULATE<br>
1209 </td>
1210 <td style="vertical-align: top;">GL_DECAL<br>
1211 </td>
1212 <td style="vertical-align: top;">GL_BLEND<br>
1213 </td>
1214 </tr>
1215 <tr>
1216 <td style="vertical-align: top;">GL_INTENSITY<br>
1217 </td>
1218 <td style="vertical-align: top;">Rv = It<br>
1219 Gv = It<br>
1220 Bv = It<br>
1221 Bf = It<br>
1222 </td>
1223 <td style="vertical-align: top;">Rv = Rf * It<br>
1224 Gv = Gf * It<br>
1225 Bv = Bf * It<br>
1226 Av = Af * It</td>
1227 <td style="vertical-align: top;">undefined<br>
1228 </td>
1229 <td style="vertical-align: top;">Rv = Rf*(1-It) + Rc*It<br>
1230 Gv = Gf*(1-It) + Gc*It<br>
1231 Bv = Bf*(1-It) + Bc*It<br>
1232 Av = Af*(1-It) + Ac*It</td>
1233 </tr>
1234 <tr>
1235 <td style="vertical-align: top;">GL_RGB<br>
1236 </td>
1237 <td style="vertical-align: top;">Rv = Rt<br>
1238 Gv = Gt<br>
1239 Bv = Bt<br>
1240 Av = Af<br>
1241 </td>
1242 <td style="vertical-align: top;">Rv = Rf * Rt<br>
1243 Gv = Gf * Gt<br>
1244 Bv = Bf * Bt<br>
1245 Av = Af<br>
1246 </td>
1247 <td style="vertical-align: top;">Rv = Rt<br>
1248 Gv = Gt<br>
1249 Bv = Bt<br>
1250 Av = Af</td>
1251 <td style="vertical-align: top;">Rv = Rf*(1-Rt) + Rc*Rt<br>
1252 Gv = Gf*(1-Gt) + Gc*Gt<br>
1253 Bv = Bf*(1-Bt) + Bc*Bt<br>
1254 Av = Af</td>
1255 </tr>
1256 <tr>
1257 <td style="vertical-align: top;">GL_RGBA<br>
1258 </td>
1259 <td style="vertical-align: top;">Rv = Rt<br>
1260 Gv = Gt<br>
1261 Bv = Bt<br>
1262 Av = At<br>
1263 </td>
1264 <td style="vertical-align: top;">Rv = Rf * Rt<br>
1265 Gv = Gf * Gt<br>
1266 Bv = Bf * Bt<br>
1267 Av = Af * At</td>
1268 <td style="vertical-align: top;">Rv = Rf*(1-At) + Rt*At<br>
1269 Gv = Gf*(1-At) + Gt*At<br>
1270 Bv = Bf*(1-At) + Bt*At<br>
1271 Av = Af<br>
1272 </td>
1273 <td style="vertical-align: top;">Rv = Rf*(1-Rt) + Rc*Rt<br>
1274 Gv = Gf*(1-Gt) + Gc*Gt<br>
1275 Bv = Bf*(1-Bt) + Bc*Bt<br>
1276 Av = Af*At</td>
1277 </tr>
1278 </tbody>
1279 </table>
1280 <br>
1281 <br>
1282 <br>
1283 <h2>5.5 Texture Objects</h2>
1284 Texture objects encapsulate a set of texture images (mipmap) and
1285 related state into a named object. &nbsp;This facilitates use of
1286 multiple textures in an application. &nbsp;Texture objects are named
1287 with GLuints (unsigned integers). &nbsp;There is a default texture
1288 object with the name/identifier zero which can never be deleted.<br>
1289 <br>
1290 <h3>5.5.1 Creating Texture Objects</h3>
1291 A texture object is created by binding a new GLuint identifier to the
1292 GL_TEXTURE_2D target with the command:<br>
1293 <br>
1294 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glBindTexture</span>(GLenum<span
1295 style="font-style: italic;"> target</span>, GLuint <span
1296 style="font-style: italic;">textureID</span>)<br>
1297 </div>
1298 <br>
1299 <span style="font-style: italic;">target</span> must be GL_TEXTURE_2D.
1300 &nbsp;<span style="font-style: italic;">textureID</span> may be any
1301 unsigned integer. &nbsp;If <span style="font-style: italic;">textureID</span>
1302 does not name an existing texture object, a new texture object with that
1303 ID will be created, initialized to the default state. &nbsp;Whether the
1304 ID is new or existed previously, that named texture object is bound as
1305 the <span style="font-style: italic;">current texture object</span>.
1306 &nbsp;Subsequent <span style="font-weight: bold;">glTexParameter </span>and<span
1307 style="font-weight: bold;">glTexImage2D<span
1308 style="font-style: italic;"> </span></span>calls will effect the
1309 current texture object.<br>
1310 <span style="font-style: italic;"></span><span
1311 style="font-weight: bold;"><span style="font-style: italic;"> </span></span><br>
1312 <h3>5.5.2 Deleting Texture Objects</h3>
1313 One or more texture objects may be deleted with the command:<br>
1314 <br>
1315 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glDeleteTextures</span>(GLsizei<span
1316 style="font-style: italic;">n</span>, const GLuint *<span
1317 style="font-style: italic;">textureIDs</span>)<br>
1318 </div>
1319 <br>
1320 <span style="font-style: italic;">textureIDs</span> is an array of <span
1321 style="font-style: italic;">n</span> texture IDs. &nbsp;The named
1322 texture objects will be deleted. &nbsp;If the current texture object is
1323 deleted the default texture object (number 0) will be bound as the
1324 current texture object.<br>
1325 <br>
1326 <h3>5.5.3 Allocating Texture Object Identifiers</h3>
1327 A list of new, unused texture IDs can be obtained by calling the command<br>
1328 <br>
1329 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glGenTextures</span>(GLsizei<span
1330 style="font-style: italic;"> n</span>, GLuint *<span
1331 style="font-style: italic;">textureIDs</span>)<br>
1332 </div>
1333 <br>
1334 An array of <span style="font-style: italic;">n</span> unused texture
1335 IDs will be returned in the <span style="font-style: italic;">textureIDs</span>
1336 array.<br>
1337 <br>
1338 <br>
1339 <h1>6. Per-fragment Operations</h1>
1340 The fragments produced by rasterization are subjected to a number of
1341 operations which either modify the fragment or test the fragment
1342 (discarding the fragment if the test fails.) &nbsp;This chapter
1343 describes the per-fragment operations. &nbsp;They are presented in the
1344 order in which they're performed. &nbsp;If a fragment fails a test it is
1345 discarded and not subjected to subsequent tests or modifications.<br>
1346 <br>
1347 <h2>6.1 Scissor Test</h2>
1348 The scissor test limits rendering to a 2-D rectangular region of the
1349 framebuffer. &nbsp;The command<br>
1350 <br>
1351 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glScissor</span>(GLint<span
1352 style="font-style: italic;">x</span>, GLint <span
1353 style="font-style: italic;">y</span>, GLsizei <span
1354 style="font-style: italic;">width</span>, GLsizei<span
1355 style="font-style: italic;"> height</span>)<br>
1356 </div>
1357 <br>
1358 defines a clipping region with the lower-left corner at (<span
1359 style="font-style: italic;">x, y</span>) and the given <span
1360 style="font-style: italic;">width</span> and <span
1361 style="font-style: italic;">height</span>. &nbsp;The scissor test is
1362 enabled and disabled with the command <span style="font-weight: bold;">glEnable</span>(GL_SCISSOR_TEST)
1363 and <span style="font-weight: bold;">glDisable</span>(GL_SCISSOR_TEST).<br>
1364 <br>
1365 If the incoming fragment's position is (x<sub>f</sub>, y<sub>f</sub>)
1366 then the fragment will pass the test if <span
1367 style="font-style: italic;">x</span> &lt;= x<sub>f</sub> &lt; <span
1368 style="font-style: italic;">x</span> + <span
1369 style="font-style: italic;">width</span> and <span
1370 style="font-style: italic;">y</span> &lt;= y<sub>f</sub> &lt; <span
1371 style="font-style: italic;">y</span> + <span
1372 style="font-style: italic;">height. &nbsp;</span>Otherwise, the
1373 fragment is discarded.<br>
1374 <br>
1375 If <span style="font-style: italic;">width</span> or <span
1376 style="font-style: italic;">height</span> is less than zero the error
1377 GL_INVALID_VALUE is raised. &nbsp;The default scissor rectangle bounds
1378 are (0, 0, w, h) where w is the initial window width and h is the
1379 initial window height. &nbsp;The scissor test is disabled by default.<br>
1380 <br>
1381 <h2>6.2 Alpha Test</h2>
1382 The alpha test compares the fragment's alpha value against a reference
1383 value and discards the fragment if the comparison fails. &nbsp;The test
1384 is specified by the command<br>
1385 <br>
1386 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glAlphaFunc</span>(GLenum<span
1387 style="font-style: italic;">mode</span>, GLclampf <span
1388 style="font-style: italic;">reference</span>)<br>
1389 </div>
1390 <br>
1391 <span style="font-style: italic;">mode</span> specifies an inequality
1392 and <span style="font-style: italic;">reference</span> specifies a value
1393 to compare against. &nbsp;The following table lists all possible
1394 modes&nbsp;<span style="font-style: italic;"></span>and the
1395 corresponding test:<br>
1396 <br>
1397 <table cellpadding="2" cellspacing="2" border="1"
1398 style="text-align: left; width: 50%; margin-left: auto; margin-right: auto;">
1399 <tbody>
1400 <tr>
1401 <td style="vertical-align: top;">Comparison mode<br>
1402 </td>
1403 <td style="vertical-align: top;">The test passes if<br>
1404 </td>
1405 </tr>
1406 <tr>
1407 <td style="vertical-align: top;">GL_LESS<br>
1408 </td>
1409 <td style="vertical-align: top;">alpha &lt; <span
1410 style="font-style: italic;">reference</span><br>
1411 </td>
1412 </tr>
1413 <tr>
1414 <td style="vertical-align: top;">GL_LEQUAL<br>
1415 </td>
1416 <td style="vertical-align: top;">alpha &lt;= <span
1417 style="font-style: italic;">reference</span></td>
1418 </tr>
1419 <tr>
1420 <td style="vertical-align: top;">GL_GREATER<br>
1421 </td>
1422 <td style="vertical-align: top;">alpha &gt; <span
1423 style="font-style: italic;">reference</span></td>
1424 </tr>
1425 <tr>
1426 <td style="vertical-align: top;">GL_GEQUAL<br>
1427 </td>
1428 <td style="vertical-align: top;">alpha &gt;= <span
1429 style="font-style: italic;">reference</span></td>
1430 </tr>
1431 <tr>
1432 <td style="vertical-align: top;">GL_EQUAL<br>
1433 </td>
1434 <td style="vertical-align: top;">alpha == <span
1435 style="font-style: italic;">reference</span></td>
1436 </tr>
1437 <tr>
1438 <td style="vertical-align: top;">GL_NOTEQUAL<br>
1439 </td>
1440 <td style="vertical-align: top;">alpha != <span
1441 style="font-style: italic;">reference</span></td>
1442 </tr>
1443 <tr>
1444 <td style="vertical-align: top;">GL_NEVER<br>
1445 </td>
1446 <td style="vertical-align: top;">never pass<br>
1447 </td>
1448 </tr>
1449 <tr>
1450 <td style="vertical-align: top;">GL_ALWAYS<br>
1451 </td>
1452 <td style="vertical-align: top;">always passes<br>
1453 </td>
1454 </tr>
1455 </tbody>
1456 </table>
1457 <br>
1458 The <span style="font-style: italic;">reference</span> parameter is
1459 clamped to the range [0, 1].<br>
1460 <br>
1461 The alpha test is enabled and disabled with the commands <span
1462 style="font-weight: bold;">glEnable</span>(GL_ALPHA_TEST) and <span
1463 style="font-weight: bold;">glDisable</span>(GL_ALPHA_TEST).<br>
1464 <br>
1465 The default mode is GL_ALWAYS and the default reference value is 0.<br>
1466 <br>
1467 <h2>6.3 Stencil Test</h2>
1468 The stencil buffer stores an N-bit integer value for each pixel in the
1469 frame buffer. &nbsp;The stencil test compares the stencil buffer value
1470 at the fragment's position to a reference value and possibly discards
1471 the fragment based on the outcome. &nbsp;Furthermore, the stencil buffer
1472 value may be updated or modified depending on the outcome. &nbsp;If
1473 there is no stencil buffer the stencil test is bypassed.<br>
1474 <br>
1475 Stenciling is controlled by the commands<br>
1476 <br>
1477 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glStencilFunc</span>(GLenum<span
1478 style="font-style: italic;">func</span>, GLint <span
1479 style="font-style: italic;">ref</span>, GLuint <span
1480 style="font-style: italic;">mask</span>)<br>
1481 void <span style="font-weight: bold;">glStencilOp</span>(GLenum <span
1482 style="font-style: italic;">stencilFail</span>, GLenum <span
1483 style="font-style: italic;">depthTestFail</span>, GLenum <span
1484 style="font-style: italic;">depthTestPass</span>)<br>
1485 </div>
1486 <br>
1487 The <span style="font-weight: bold;">glStencilFunc<span
1488 style="font-style: italic;"> </span></span>command controls the
1489 stencil test while <span style="font-weight: bold;">glStencilOp</span>
1490 command controls the how the stencil buffer is updated/modified after
1491 the test.<br>
1492 <br>
1493 <span style="font-style: italic;">ref</span> is clamped to the range [0,
1494 2<sup>N</sup>-1] where N is the number of bits per stencil value in the
1495 stencil buffer.<span style="font-style: italic;"></span><br>
1496 <br>
1497 The following table lists all possible values for the <span
1498 style="font-style: italic;">func</span> parameter and when the stencil
1499 test will pass. &nbsp;Both the stencil buffer value and the stencil
1500 reference value are bit-wise ANDed with the <span
1501 style="font-style: italic;">mask</span> parameter before the test.<br>
1502 <br>
1503 <span style="font-style: italic;"></span><span
1504 style="font-style: italic;"></span><span style="font-style: italic;"></span>
1505 <table
1506 style="text-align: left; margin-left: auto; margin-right: auto; width: 70%;"
1507 border="1" cellspacing="2" cellpadding="2">
1508 <tbody>
1509 <tr>
1510 <td style="vertical-align: top;">Stencil <span
1511 style="font-style: italic;">func</span> value<br>
1512 </td>
1513 <td style="vertical-align: top;">Stencil test passes if<br>
1514 </td>
1515 </tr>
1516 <tr>
1517 <td style="vertical-align: top;">GL_LESS<br>
1518 </td>
1519 <td style="vertical-align: top;"><span style="font-style: italic;">(ref</span>&amp;<span
1520 style="font-style: italic;">mask)</span> &lt; (stencil buffer value
1521 &amp; <span style="font-style: italic;">mask)</span><br>
1522 </td>
1523 </tr>
1524 <tr>
1525 <td style="vertical-align: top;">GL_LEQUAL<br>
1526 </td>
1527 <td style="vertical-align: top;"><span style="font-style: italic;">(ref</span>
1528 &amp; <span style="font-style: italic;">mask) </span>&lt;= (stencil
1529 buffer value &amp; <span style="font-style: italic;">mask)</span></td>
1530 </tr>
1531 <tr>
1532 <td style="vertical-align: top;">GL_GREATER<br>
1533 </td>
1534 <td style="vertical-align: top;"><span style="font-style: italic;">(ref</span>
1535 &amp; <span style="font-style: italic;">mask) </span>&gt; (stencil
1536 buffer value &amp; <span style="font-style: italic;">mask)</span></td>
1537 </tr>
1538 <tr>
1539 <td style="vertical-align: top;">GL_GEQUAL<br>
1540 </td>
1541 <td style="vertical-align: top;"><span style="font-style: italic;">(ref</span>
1542 &amp; <span style="font-style: italic;">mask) </span>&gt;= (stencil
1543 buffer value &amp; <span style="font-style: italic;">mask)</span></td>
1544 </tr>
1545 <tr>
1546 <td style="vertical-align: top;">GL_EQUAL<br>
1547 </td>
1548 <td style="vertical-align: top;"><span style="font-style: italic;">(ref</span>
1549 &amp; <span style="font-style: italic;">mask) </span>== (stencil
1550 buffer value &amp; <span style="font-style: italic;">mask)</span></td>
1551 </tr>
1552 <tr>
1553 <td style="vertical-align: top;">GL_NOTEQUAL<br>
1554 </td>
1555 <td style="vertical-align: top;"><span style="font-style: italic;">(ref</span>
1556 &amp; <span style="font-style: italic;">mask) </span>!= (stencil
1557 buffer value &amp; <span style="font-style: italic;">mask)</span></td>
1558 </tr>
1559 <tr>
1560 <td style="vertical-align: top;">GL_NEVER<br>
1561 </td>
1562 <td style="vertical-align: top;">never passes<br>
1563 </td>
1564 </tr>
1565 <tr>
1566 <td style="vertical-align: top;">GL_ALWAYS<br>
1567 </td>
1568 <td style="vertical-align: top;">always passes<br>
1569 </td>
1570 </tr>
1571 </tbody>
1572 </table>
1573 <br>
1574 <span style="font-style: italic;"></span><br>
1575 If the stencil test passes, the fragment is passed to the next
1576 per-fragment operation. &nbsp;Otherwise, if the stencil test fails, the
1577 value in the stencil buffer is updated according to the value of the <span
1578 style="font-style: italic;">stencilFail</span> parameter to <span
1579 style="font-weight: bold;">glStencilOp</span>.<br>
1580 <br>
1581 <table cellpadding="2" cellspacing="2" border="1"
1582 style="text-align: left; width: 70%; margin-left: auto; margin-right: auto;">
1583 <tbody>
1584 <tr>
1585 <td style="vertical-align: top;"><span style="font-style: italic;">stencilFail</span>
1586 value<br>
1587 </td>
1588 <td style="vertical-align: top;">New stencil buffer value<br>
1589 </td>
1590 </tr>
1591 <tr>
1592 <td style="vertical-align: top;">GL_KEEP<br>
1593 </td>
1594 <td style="vertical-align: top;">originalValue<br>
1595 </td>
1596 </tr>
1597 <tr>
1598 <td style="vertical-align: top;">GL_ZERO<br>
1599 </td>
1600 <td style="vertical-align: top;">0<br>
1601 </td>
1602 </tr>
1603 <tr>
1604 <td style="vertical-align: top;">GL_INVERT<br>
1605 </td>
1606 <td style="vertical-align: top;">BitWiseInvert(originalValue)
1607 i.e. ~originalValue<br>
1608 </td>
1609 </tr>
1610 <tr>
1611 <td style="vertical-align: top;">GL_REPLACE<br>
1612 </td>
1613 <td style="vertical-align: top;"><span style="font-style: italic;">ref</span><br>
1614 </td>
1615 </tr>
1616 <tr>
1617 <td style="vertical-align: top;">GL_INCR<br>
1618 </td>
1619 <td style="vertical-align: top;">originalValue + 1, clamped to
1620 [0, 2<sup>N</sup>-1]</td>
1621 </tr>
1622 <tr>
1623 <td style="vertical-align: top;">GL_DECR<br>
1624 </td>
1625 <td style="vertical-align: top;">originalValue - 1, clamped to
1626 [0, 2<sup>N</sup>-1]</td>
1627 </tr>
1628 </tbody>
1629 </table>
1630 <span style="font-style: italic;"></span><span
1631 style="font-style: italic;"></span><br>
1632 <br>
1633 The <span style="font-style: italic;">depthTestFail</span> and <span
1634 style="font-style: italic;">depthTestPass</span> parameters to <span
1635 style="font-weight: bold;">glStencilOp</span> are ignored. &nbsp;Values
1636 for <span style="font-style: italic;">func</span> and <span
1637 style="font-style: italic;">stencilFail</span> other than those listed
1638 in the table will cause the error GL_INVALID_ENUM to be raised.<br>
1639 <br>
1640 The stencil test is enabled and disabled with the commands <span
1641 style="font-weight: bold;">glEnable</span>(GL_STENCIL_TEST) and <span
1642 style="font-weight: bold;">glDisable</span>(GL_STENCIL_TEST).<br>
1643 <br>
1644 The default stencil function is GL_ALWAYS. &nbsp;The default stencil
1645 reference value is 0. &nbsp;The default stencil mask is ~0. &nbsp;The
1646 default stencil fail operation is GL_KEEP.<br>
1647 <br>
1648 Values written into the stencil buffer are masked with the command<br>
1649 <br>
1650 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glStencilMask</span>(GLuint<span
1651 style="font-style: italic;">mask</span>)<br>
1652 </div>
1653 <br>
1654 Only the bits which are set in <span style="font-style: italic;">mask</span>
1655 will be modified in the stencil buffer when written to. &nbsp;If each
1656 stencil buffer value has N bits, only the least significant N bits of <span
1657 style="font-style: italic;">mask</span> are relevant. &nbsp;The default
1658 stencil mask is ~0.<br>
1659 <br>
1660 <h2>6.4 Blending and Logicop</h2>
1661 Blending or a logic operation combines the incoming fragment color with
1662 the destination frame buffer color according to a blending equation or
1663 bit-wise Boolean logical operation.<br>
1664 <br>
1665 Blending is enabled and disabled with the commands <span
1666 style="font-weight: bold;">glEnable</span>(GL_BLEND) and <span
1667 style="font-weight: bold;">glDisable</span>(GL_BLEND).<br>
1668 <br>
1669 The logic operation is enabled and disabled with the commands <span
1670 style="font-weight: bold;">glEnable</span>(GL_LOGIC_OP) and <span
1671 style="font-weight: bold;">glDisable</span>(GL_LOGIC_OP).<br>
1672 <br>
1673 If both blending and the logic operation are enabled, the logic
1674 operation has higher priority; blending is bypassed.<br>
1675 <br>
1676 <h3>6.4.1 Logic Op</h3>
1677 The command<br>
1678 <br>
1679 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glLogicop</span>(GLenum<span
1680 style="font-style: italic;">mode</span>)<br>
1681 <br>
1682 </div>
1683 Specifies the Boolean logic operation for combining the incoming
1684 fragment color with the destination frame buffer color. &nbsp;Both the
1685 incoming fragment color and destination frame buffer colors are
1686 interpreted as four-tuples of unsigned integer color components in the
1687 range [0, 2<sup>N</sup>-1] where N is the number of bits per color
1688 channel. &nbsp;N may not be the same for all color channels.<br>
1689 <br>
1690 The following table lists all values for <span
1691 style="font-style: italic;">mode</span> and the boolean arithmetic used
1692 to combine the incoming fragment color value (src)<span
1693 style="font-style: italic;"></span><span style="font-style: italic;"></span><span
1694 style="font-style: italic;"></span><span style="font-style: italic;"></span><span
1695 style="font-style: italic;"></span> with the destination framebuffer
1696 color value (dst). &nbsp;Standard ANSI C operators used.<br>
1697 <br>
1698 <table cellpadding="2" cellspacing="2" border="1"
1699 style="text-align: left; width: 50%; margin-left: auto; margin-right: auto;">
1700 <tbody>
1701 <tr>
1702 <td style="vertical-align: top;">LogicOp <span
1703 style="font-style: italic;">mode</span><br>
1704 </td>
1705 <td style="vertical-align: top;">Resulting channel value<br>
1706 </td>
1707 </tr>
1708 <tr>
1709 <td style="vertical-align: top;">GL_CLEAR<br>
1710 </td>
1711 <td style="vertical-align: top;">0<br>
1712 </td>
1713 </tr>
1714 <tr>
1715 <td style="vertical-align: top;">GL_SET<br>
1716 </td>
1717 <td style="vertical-align: top;">~0<br>
1718 </td>
1719 </tr>
1720 <tr>
1721 <td style="vertical-align: top;">GL_COPY<br>
1722 </td>
1723 <td style="vertical-align: top;">src<br>
1724 </td>
1725 </tr>
1726 <tr>
1727 <td style="vertical-align: top;">GL_COPY_INVERTED<br>
1728 </td>
1729 <td style="vertical-align: top;">~s<br>
1730 </td>
1731 </tr>
1732 <tr>
1733 <td style="vertical-align: top;">GL_NOOP<br>
1734 </td>
1735 <td style="vertical-align: top;">dst<br>
1736 </td>
1737 </tr>
1738 <tr>
1739 <td style="vertical-align: top;">GL_INVERT<br>
1740 </td>
1741 <td style="vertical-align: top;">~dst<br>
1742 </td>
1743 </tr>
1744 <tr>
1745 <td style="vertical-align: top;">GL_AND<br>
1746 </td>
1747 <td style="vertical-align: top;">src &amp; dst<br>
1748 </td>
1749 </tr>
1750 <tr>
1751 <td style="vertical-align: top;">GL_NAND<br>
1752 </td>
1753 <td style="vertical-align: top;">~(src &amp; dst)<br>
1754 </td>
1755 </tr>
1756 <tr>
1757 <td style="vertical-align: top;">GL_AND_REVERSE<br>
1758 </td>
1759 <td style="vertical-align: top;">src &amp; ~dst<br>
1760 </td>
1761 </tr>
1762 <tr>
1763 <td style="vertical-align: top;">GL_AND_INVERTED<br>
1764 </td>
1765 <td style="vertical-align: top;">~src &amp; dst<br>
1766 </td>
1767 </tr>
1768 <tr>
1769 <td style="vertical-align: top;">GL_OR<br>
1770 </td>
1771 <td style="vertical-align: top;">src | dst<br>
1772 </td>
1773 </tr>
1774 <tr>
1775 <td style="vertical-align: top;">GL_NOR<br>
1776 </td>
1777 <td style="vertical-align: top;">~(src | dst)<br>
1778 </td>
1779 </tr>
1780 <tr>
1781 <td style="vertical-align: top;">GL_OR_REVERSE<br>
1782 </td>
1783 <td style="vertical-align: top;">src | ~dst<br>
1784 </td>
1785 </tr>
1786 <tr>
1787 <td style="vertical-align: top;">GL_OR_INVERTED<br>
1788 </td>
1789 <td style="vertical-align: top;">~src | dst<br>
1790 </td>
1791 </tr>
1792 <tr>
1793 <td style="vertical-align: top;">GL_XOR<br>
1794 </td>
1795 <td style="vertical-align: top;">src ^ dst<br>
1796 </td>
1797 </tr>
1798 <tr>
1799 <td style="vertical-align: top;">GL_EQUIV<br>
1800 </td>
1801 <td style="vertical-align: top;">~(src ^ dst)<br>
1802 </td>
1803 </tr>
1804 </tbody>
1805 </table>
1806 <br>
1807 The fragment's color is replaced by the result of the logic operation.<br>
1808 <br>
1809 Specifying any value for <span style="font-style: italic;">mode</span>
1810 other than those listed in the above table will cause the error
1811 GL_INVALID_ENUM to be raised.<br>
1812 <br>
1813 The default value for <span style="font-style: italic;">mode</span> is
1814 GL_COPY. &nbsp;The logic operation is disabled by default.<br>
1815 <br>
1816 <h3>6.4.2 Blending</h3>
1817 The command<br>
1818 <br>
1819 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glBlendFunc</span>(GLenum<span
1820 style="font-style: italic;">srcTerm</span>, GLenum <span
1821 style="font-style: italic;">dstTerm</span>)<br>
1822 </div>
1823 <br>
1824 specifies the terms of the blending equation. &nbsp;If Cf = (Rf, Gf,
1825 Bf, Af) is the incoming fragment color and Cb = (Rb, Gb, Bb, Ab) is the
1826 frame buffer color, then the resulting color Cv = (Rv, Gv, Bv, Av) is
1827 computed by:<br>
1828 <br>
1829 <div style="margin-left: 40px;">Cv = Cf * <span
1830 style="font-style: italic;">srcTerm</span> + Cb * <span
1831 style="font-style: italic;">dstTerm</span><br>
1832 <span style="font-style: italic;"></span></div>
1833 <span style="font-style: italic;"> </span><br>
1834 All possible values for <span style="font-style: italic;">srcTerm</span>
1835 and the corresponding arithmetic term are listed in the following table:<br>
1836 <br>
1837 <table cellpadding="2" cellspacing="2" border="1"
1838 style="text-align: left; width: 70%; margin-left: auto; margin-right: auto;">
1839 <tbody>
1840 <tr>
1841 <td style="vertical-align: top;"><span style="font-style: italic;">srcTerm</span><br>
1842 </td>
1843 <td style="vertical-align: top;"><span style="font-style: italic;">srcTerm</span>Arithmetic<br>
1844 </td>
1845 </tr>
1846 <tr>
1847 <td style="vertical-align: top;">GL_ZERO<br>
1848 </td>
1849 <td style="vertical-align: top;">(0, 0, 0, 0)<br>
1850 </td>
1851 </tr>
1852 <tr>
1853 <td style="vertical-align: top;">GL_ONE<br>
1854 </td>
1855 <td style="vertical-align: top;">(1, 1, 1, 1)<br>
1856 </td>
1857 </tr>
1858 <tr>
1859 <td style="vertical-align: top;">GL_DST_COLOR<br>
1860 </td>
1861 <td style="vertical-align: top;">(Rb, Gb, Bb, Ab)<br>
1862 </td>
1863 </tr>
1864 <tr>
1865 <td style="vertical-align: top;">GL_ONE_MINUS_DST_COLOR<br>
1866 </td>
1867 <td style="vertical-align: top;">(1-Rb, 1-Gb, 1-Bb, 1-Ab)<br>
1868 </td>
1869 </tr>
1870 <tr>
1871 <td style="vertical-align: top;">GL_SRC_ALPHA<br>
1872 </td>
1873 <td style="vertical-align: top;">(Af, Af, Af, AF)<br>
1874 </td>
1875 </tr>
1876 <tr>
1877 <td style="vertical-align: top;">GL_ONE_MINUS_SRC_ALPHA<br>
1878 </td>
1879 <td style="vertical-align: top;">(1-Af, 1-Af, 1-Af, 1-Af)<br>
1880 </td>
1881 </tr>
1882 <tr>
1883 <td style="vertical-align: top;">GL_DST_ALPHA<br>
1884 </td>
1885 <td style="vertical-align: top;">(Ab, Ab, Ab, Ab)<br>
1886 </td>
1887 </tr>
1888 <tr>
1889 <td style="vertical-align: top;">GL_ONE_MINUS_DST_ALPHA<br>
1890 </td>
1891 <td style="vertical-align: top;">(1-Ab, 1-Ab, 1-Ab, 1-Ab)<br>
1892 </td>
1893 </tr>
1894 <tr>
1895 <td style="vertical-align: top;">GL_SRC_ALPHA_SATURATE<br>
1896 </td>
1897 <td style="vertical-align: top;">(m, m, m, 1) where m = MIN(Af,
1898 1-Ab)<br>
1899 </td>
1900 </tr>
1901 </tbody>
1902 </table>
1903 <br>
1904 All possible values for <span style="font-style: italic;">srcTerm</span>
1905 and the corresponding arithmetic term are listed in the following table:<br>
1906 <br>
1907 <table cellpadding="2" cellspacing="2" border="1"
1908 style="text-align: left; width: 70%; margin-left: auto; margin-right: auto;">
1909 <tbody>
1910 <tr>
1911 <td style="vertical-align: top;"><span style="font-style: italic;">dstTerm</span><br>
1912 </td>
1913 <td style="vertical-align: top;"><span style="font-style: italic;">dstTerm</span>Arithmetic<br>
1914 </td>
1915 </tr>
1916 <tr>
1917 <td style="vertical-align: top;">GL_ZERO<br>
1918 </td>
1919 <td style="vertical-align: top;">(0, 0, 0, 0)<br>
1920 </td>
1921 </tr>
1922 <tr>
1923 <td style="vertical-align: top;">GL_ONE<br>
1924 </td>
1925 <td style="vertical-align: top;">(1, 1, 1, 1)<br>
1926 </td>
1927 </tr>
1928 <tr>
1929 <td style="vertical-align: top;">GL_SRC_COLOR<br>
1930 </td>
1931 <td style="vertical-align: top;">(Rf, Gf, Bf, Af)<br>
1932 </td>
1933 </tr>
1934 <tr>
1935 <td style="vertical-align: top;">GL_ONE_MINUS_SRC_COLOR<br>
1936 </td>
1937 <td style="vertical-align: top;">(1-Rf, 1-Gf, 1-Bf, 1-Af)<br>
1938 </td>
1939 </tr>
1940 <tr>
1941 <td style="vertical-align: top;">GL_SRC_ALPHA<br>
1942 </td>
1943 <td style="vertical-align: top;">(Af, Af, Af, AF)<br>
1944 </td>
1945 </tr>
1946 <tr>
1947 <td style="vertical-align: top;">GL_ONE_MINUS_SRC_ALPHA<br>
1948 </td>
1949 <td style="vertical-align: top;">(1-Af, 1-Af, 1-Af, 1-Af)<br>
1950 </td>
1951 </tr>
1952 <tr>
1953 <td style="vertical-align: top;">GL_DST_ALPHA<br>
1954 </td>
1955 <td style="vertical-align: top;">(Ab, Ab, Ab, Ab)<br>
1956 </td>
1957 </tr>
1958 <tr>
1959 <td style="vertical-align: top;">GL_ONE_MINUS_DST_ALPHA<br>
1960 </td>
1961 <td style="vertical-align: top;">(1-Ab, 1-Ab, 1-Ab, 1-Ab)<br>
1962 </td>
1963 </tr>
1964 </tbody>
1965 </table>
1966 <br>
1967 The fragment's color is replaced by the result of the blending equation.<br>
1968 <br>
1969 Values for <span style="font-style: italic;">srcTerm</span> and <span
1970 style="font-style: italic;">dstTerm</span> other than those listed in
1971 the table will cause the error GL_INVALID_ENUM to be raised.<br>
1972 <br>
1973 The default value for <span style="font-style: italic;">srcTerm</span>
1974 is GL_ONE. &nbsp;The default value for <span style="font-style: italic;">dstTerm</span>
1975 is GL_ZERO. &nbsp;Blending is disabled by default.<br>
1976 <br>
1977 <h2>6.5 Color Mask</h2>
1978 The final fragment color is written into the current color buffer at
1979 the end of the per-fragment operations. &nbsp;Normally, all color
1980 channels in the frame buffer are replaced with the final fragment color.
1981 &nbsp;However, the command<br>
1982 <br>
1983 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glColorMask</span>(GLboolean<span
1984 style="font-style: italic;">redMask</span>, GLboolean <span
1985 style="font-style: italic;">greenMask</span>, GLboolean <span
1986 style="font-style: italic;">blueMask</span>, GLboolean <span
1987 style="font-style: italic;">alphaMask</span>)<br>
1988 </div>
1989 <br>
1990 allows selective writing to individual color channels. &nbsp;If <span
1991 style="font-style: italic;">redMask</span> is GL_TRUE then writing to
1992 the red color channel is enabled, otherwise it's disabled.
1993 &nbsp;Similarly, the green, blue and alpha channels can also be masked.<br>
1994 <br>
1995 Initially all four mask values are GL_TRUE.<br>
1996 <br>
1997 Color masking is not enabled/disabled with the <span
1998 style="font-weight: bold;">glEnable</span>/<span
1999 style="font-weight: bold;">glDisable</span> commands.<br>
2000 <br>
2001 <h1>7. Frame Buffer Operations</h1>
2002 The frame buffer is considered to be a two-dimensional array of pixels.
2003 &nbsp;The frame buffer is also organized into layers or logical buffers.
2004 &nbsp;There may be a front color buffer, back color buffer and stencil
2005 buffer. &nbsp;A double-buffered frame buffer has both a front color
2006 buffer and back color buffer. &nbsp;A single-buffered framebuffer only
2007 has a front color buffer. &nbsp;Each pixel in a color buffer has a red,
2008 green and blue value and an optional alpha value.<br>
2009 <br>
2010 <h2>7.1 Clearing Buffers</h2>
2011 Buffers are cleared (set to uniform values) with the command<br>
2012 <br>
2013 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glClear</span>(GLbitfield<span
2014 style="font-style: italic;">buffers</span>)<br>
2015 </div>
2016 <br>
2017 <span style="font-style: italic;">buffers</span> is a bitmask for which
2018 the value may be the bitwise-OR of the values GL_COLOR_BUFFER_BIT and
2019 GL_STENCIL_BUFFER_BIT. &nbsp;If the GL_COLOR_BUFFER_BIT bit is
2020 specified, the current color buffer will be cleared. &nbsp;If the
2021 GL_STENCIL_BUFFER_BIT bit is specified, the stencil buffer will be
2022 cleared.<br>
2023 <br>
2024 The current color buffer is specified with the command<br>
2025 <br>
2026 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glDrawBuffer</span>(GLenum<span
2027 style="font-style: italic;"> buffer</span>)<br>
2028 </div>
2029 <br>
2030 <span style="font-style: italic;">buffer</span> may be either GL_FRONT,
2031 GL_BACK or GL_NONE. &nbsp;GL_FRONT indicates that the front color buffer
2032 will be modified by <span style="font-weight: bold;">glClear</span> and
2033 any drawing command. &nbsp;GL_BACK indicates that the back color buffer
2034 will be modified by <span style="font-weight: bold;">glClear</span> and
2035 any drawing command. &nbsp;GL_NONE indicates that neither color buffer
2036 will be modified by <span style="font-weight: bold;">glClear</span> or
2037 any drawing command. &nbsp;GL_BACK is only valid for double-buffered
2038 frame buffers.<br>
2039 <br>
2040 The current scissor rectangle, set by the <span
2041 style="font-weight: bold;">glScissor</span> command, effects <span
2042 style="font-weight: bold;">glClear</span><span
2043 style="font-style: italic;">,</span><span style="font-style: italic;"> </span>limiting
2044 the clear to the scissor rectangle, if it's enabled. &nbsp;Furthermore, <span
2045 style="font-weight: bold;"></span>only the color channels enabled by <span
2046 style="font-weight: bold;">glColorMask</span> will be effected by <span
2047 style="font-weight: bold;">glClear</span>(GL_COLOR_BUFFER_BIT).
2048 &nbsp;Likewise, only the stencil bits enabled by <span
2049 style="font-weight: bold;">glStencilMask</span> will be effected by <span
2050 style="font-weight: bold;">glClear</span>(GL_STENCIL_BUFFER_BIT).<br>
2051 <br>
2052 The current clear color is set with the command<br>
2053 <br>
2054 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glClearColor</span>(GLclampf<span
2055 style="font-style: italic;">red</span>, GLclampf <span
2056 style="font-style: italic;">green</span>, GLclampf <span
2057 style="font-style: italic;">blue</span>, GLclampf <span
2058 style="font-style: italic;">alpha</span>)<br>
2059 </div>
2060 <br>
2061 Subsequent calls to <span style="font-weight: bold;">glClear</span>
2062 will use the color (<span style="font-style: italic;">red, green, blue,
2063 alpha</span>) to clear the front or back color buffers.<br>
2064 <span style="font-style: italic;"></span><br>
2065 The current stencil clear value is set with the command<br>
2066 <br>
2067 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glClearStencil</span>(GLint<span
2068 style="font-style: italic;">clearValue</span>)<br>
2069 </div>
2070 <br>
2071 If the stencil buffer is N bits deep, the least significant N bits of <span
2072 style="font-style: italic;">clearValue</span> will be used to clear the
2073 stencil buffer.<br>
2074 <br>
2075 <br>
2076 <h1>8. Other Features</h1>
2077 <h2>8.1 Frame Buffer Readback</h2>
2078 A rectangular region of pixels can be read from the frame buffer and
2079 placed in client memory with the command<br>
2080 <br>
2081 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glReadPixels</span>(GLint<span
2082 style="font-style: italic;">x</span>, GLint <span
2083 style="font-style: italic;">y</span>, GLsizei <span
2084 style="font-style: italic;">width</span>, GLsizei <span
2085 style="font-style: italic;">height</span>, GLenum <span
2086 style="font-style: italic;">format</span>, GLenum <span
2087 style="font-style: italic;">type</span>, GLvoid *<span
2088 style="font-style: italic;">data</span>)<br>
2089 </div>
2090 <br>
2091 <span style="font-style: italic;">x</span> and <span
2092 style="font-style: italic;">y</span> specify the coordinate of the
2093 lower-left corner of the region to read and <span
2094 style="font-style: italic;">width</span> and <span
2095 style="font-style: italic;">height</span> specify the size of the
2096 rectangular region to read. &nbsp;<span style="font-style: italic;">format</span>
2097 specifies the format of image data and must be either GL_RGB or
2098 GL_RGBA.&nbsp; <span style="font-style: italic;">type</span> specify the
2099 data type of the image data and must be either GL_UNSIGNED_BYTE or
2100 GL_FLOAT. &nbsp;Other values for <span style="font-style: italic;">format</span>
2101 or <span style="font-style: italic;">type</span> will cause the error
2102 GL_INVALID_ENUM to be raised.<br>
2103 <br>
2104 The framebuffer may contain 3-component colors (red, green, blue) or
2105 4-component colors (red, green, blue, alpha). &nbsp;If an alpha channel
2106 is not present, alpha values default to 1.0.<br>
2107 <br>
2108 The frame buffer color components (red, green, blue, alpha) are either
2109 converted to 8-bit unsigned integers in the range[0, 255] if <span
2110 style="font-style: italic;">type </span>is GL_UNSIGNED_BYTE or
2111 converted to floating point values in the range [0, 1] if <span
2112 style="font-style: italic;">type</span> is GL_FLOAT. &nbsp;The (red,
2113 green, blue, alpha) tuples are then stored as GL_RGB triplets (by
2114 dropping the alpha component) or GL_RGBA quadruples in client memory.<br>
2115 <br>
2116 Image data is <span style="font-style: italic;">packed</span> into
2117 client memory according to the pixel packing parameters which are set by
2118 the command<br>
2119 <br>
2120 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glPixelStorei</span>(GLenum<span
2121 style="font-style: italic;"> pname</span>, GLint <span
2122 style="font-style: italic;">value</span>)<br>
2123 </div>
2124 <br>
2125 <span style="font-style: italic;">pname</span> must be
2126 GL_PACK_ROW_LENGTH. &nbsp;<span style="font-style: italic;">value</span>
2127 indicates the stride (in pixels) between subsequent rows in the
2128 destination image. &nbsp;If GL_PACK_ROW_LENGTH is zero (the default)
2129 then the <span style="font-style: italic;">width</span> parameter to <span
2130 style="font-weight: bold;">glReadPixels</span> indicates the row stride.<br>
2131 <br>
2132 Pixel readback takes place as follows:<br>
2133 <br>
2134 <div style="margin-left: 40px;">if (GL_PACK_ROW_LENGTH == 0)<br>
2135 &nbsp;&nbsp;&nbsp; rowLength = <span style="font-style: italic;">width</span>;<br>
2136 else<br>
2137 &nbsp;&nbsp;&nbsp; rowLength = GL_PACK_ROW_LENGTH<br>
2138 <br>
2139 if (<span style="font-style: italic;">format</span> == GL_RGB) {<br>
2140 &nbsp;&nbsp;&nbsp; for (i = 0; i &lt; <span style="font-style: italic;">height</span>;
2141 i++) {<br>
2142 &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; for (j = 0; j &lt; <span
2143 style="font-style: italic;">width</span>; j++) {<br>
2144 &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; k = (i *
2145 rowLength + j) * 3;<br>
2146 &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; <span
2147 style="font-style: italic;">data</span>[k+0] = FrameBuffer(<span
2148 style="font-style: italic;">x</span> + j, <span
2149 style="font-style: italic;">y</span> + i).red;<br>
2150 &nbsp;&nbsp;&nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; <span
2151 style="font-style: italic;">data</span>[k+1] = FrameBuffer(<span
2152 style="font-style: italic;">x</span> + j, <span
2153 style="font-style: italic;">y</span> + i).green;<br>
2154 &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; <span
2155 style="font-style: italic;">data</span>[k+2] = FrameBuffer(<span
2156 style="font-style: italic;">x</span> + j, <span
2157 style="font-style: italic;">y</span> + i).blue;<span
2158 style="font-style: italic;"></span><br>
2159 &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; }<br>
2160 &nbsp;&nbsp;&nbsp; }<br>
2161 }<br>
2162 else {<br>
2163 &nbsp;&nbsp;&nbsp; for (i = 0; i &lt; <span style="font-style: italic;">height</span>;
2164 i++) {<br>
2165 &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; for (j = 0; j &lt; <span
2166 style="font-style: italic;">width</span>; j++) {<br>
2167 &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; k = (i *
2168 rowLength + j) * 4;<br>
2169 &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; <span
2170 style="font-style: italic;">data</span>[k+0] = FrameBuffer(<span
2171 style="font-style: italic;">x</span> + j, <span
2172 style="font-style: italic;">y</span> + i).red;<br>
2173 &nbsp;&nbsp;&nbsp; &nbsp;&nbsp; &nbsp; &nbsp;&nbsp; <span
2174 style="font-style: italic;">data</span>[k+1] = FrameBuffer(<span
2175 style="font-style: italic;">x</span> + j, <span
2176 style="font-style: italic;">y</span> + i).green;<br>
2177 &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; <span
2178 style="font-style: italic;">data</span>[k+2] = FrameBuffer(<span
2179 style="font-style: italic;">x</span> + j, <span
2180 style="font-style: italic;">y</span> + i).blue;<span
2181 style="font-style: italic;"></span><br>
2182 &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; <span
2183 style="font-style: italic;">data</span>[k+3] = FrameBuffer(<span
2184 style="font-style: italic;">x</span> + j, <span
2185 style="font-style: italic;">y</span> + i).alpha;<span
2186 style="font-style: italic;"></span><br>
2187 &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; }<br>
2188 &nbsp;&nbsp;&nbsp; }<br>
2189 }<br>
2190 </div>
2191 <br>
2192 The function FrameBuffer(<span style="font-style: italic;">c, r</span>)
2193 returns the pixel in the frame buffer at column <span
2194 style="font-style: italic;">c</span> of row <span
2195 style="font-style: italic;">r. &nbsp;</span><span
2196 style="font-style: italic;">data</span> is considered to be either a
2197 GLubyte pointer or a GLfloat pointer, depending on the <span
2198 style="font-style: italic;">type</span> parameter. &nbsp;Similarly, the
2199 FrameBuffer function returns either GLubyte values in the range [0, 255]
2200 or GLfloat values in the range [0,1], depending on the <span
2201 style="font-style: italic;">type</span> parameter.<br>
2202 <br>
2203 Pixels may be read from either the front or back color buffer.
2204 &nbsp;The command<br>
2205 <br>
2206 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glReadBuffer</span>(GLenum<span
2207 style="font-style: italic;">buffer</span>)<br>
2208 </div>
2209 <br>
2210 specifies the source for reading images with <span
2211 style="font-weight: bold;">glReadPixels</span>. &nbsp;If <span
2212 style="font-style: italic;">buffer</span> is GL_FRONT then front color
2213 buffer is the source. &nbsp;If <span style="font-style: italic;">buffer</span>
2214 is GL_BACK then the back color buffer is the source. &nbsp;It is illegal
2215 to specify GL_BACK when the color buffer is not double buffered.
2216 &nbsp;Any invalid value for <span style="font-style: italic;">buffer</span>
2217 will raise the error GL_INVALID_ENUM.<br>
2218 <br>
2219 The default read source is GL_BACK if the frame buffer is double
2220 buffered. &nbsp;Otherwise, the default read source is GL_FRONT.<br>
2221 <br>
2222 <h2>8.2 Selection Mode</h2>
2223 Selection mode is typically used to implement <span
2224 style="font-style: italic;">picking</span>: determining which
2225 primitive(s) are present at particular window positions. &nbsp;The
2226 command<br>
2227 <br>
2228 <div style="margin-left: 40px;">GLint <span style="font-weight: bold;">glRenderMode</span>(GLenum<span
2229 style="font-style: italic;">mode</span>)<br>
2230 </div>
2231 <br>
2232 is used to enable selection mode. &nbsp;If <span
2233 style="font-style: italic;">mode</span> is GL_SELECTION the graphics
2234 library is put into selection mode. &nbsp;If <span
2235 style="font-style: italic;">mode</span> is GL_RENDER the graphic
2236 library is put into normal rendering mode. &nbsp;Any other value for <span
2237 style="font-style: italic;">mode</span> will raise the error
2238 GL_INVALID_ENUM.<br>
2239 <br>
2240 When in selection mode rendering commands will not effect the
2241 framebuffer. &nbsp;Instead, a record of the primitives that would have
2242 been drawn is placed in the <span style="font-style: italic;">selection</span> <span
2243 style="font-style: italic;">buffer</span>. &nbsp;The selection buffer
2244 is specified with the command<br>
2245 <br>
2246 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glSelectionBuffer</span>(GLsizei<span
2247 style="font-style: italic;">n</span>, GLuint *<span
2248 style="font-style: italic;">buffer</span>)<br>
2249 </div>
2250 <span style="font-style: italic;"></span><span
2251 style="font-style: italic;"><br>
2252 buffer</span> is an array of <span style="font-style: italic;">n</span>
2253 unsigned integers. &nbsp;No more than <span style="font-style: italic;">n</span>
2254 values will be placed in the buffer.<br>
2255 <br>
2256 The <span style="font-style: italic;">name stack</span> is a stack
2257 (LIFO) of unsigned integer names. &nbsp;The following commands
2258 manipulate the name stack:<br>
2259 <br>
2260 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glInitNames</span>(void)<br>
2261 void <span style="font-weight: bold;">glPushName</span>(GLuint <span
2262 style="font-style: italic;">name</span>)<br>
2263 void <span style="font-weight: bold;">glPopName</span>(void)<br>
2264 void <span style="font-weight: bold;">glLoadName</span>(GLuint <span
2265 style="font-style: italic;">name</span>)<br>
2266 </div>
2267 <br>
2268 <span style="font-weight: bold;">glInitNames</span> resets the name
2269 stack to an empty state. &nbsp;<span style="font-weight: bold;">glPushName<span
2270 style="font-style: italic;"> </span></span>pushes the given <span
2271 style="font-style: italic;">name</span> value onto the stack. &nbsp;<span
2272 style="font-weight: bold;">glPopName</span> pops the top name from the
2273 stack. &nbsp;<span style="font-weight: bold;">glLoadName<span
2274 style="font-style: italic;"> </span></span>replaces the top value on
2275 the stack with the specified <span style="font-style: italic;">name</span>.
2276 &nbsp;Stack underflow and overflow conditions cause the errors
2277 GL_STACK_OVERFLOW and GL_STACK_UNDERFLOW to be raised.<br>
2278 <br>
2279 While in selection mode, primitives (points, lines, polygons) are
2280 transformed and clip-tested normally. &nbsp;Primitives which aren't
2281 discarded by clipping cause the <span style="font-style: italic;">hit</span> <span
2282 style="font-style: italic;">data</span> to be updated. &nbsp;The hit
2283 data consists of three pieces of information: a hit flag, a minimum Z
2284 value and a maximum Z value. &nbsp;First, the hit flag is set.
2285 &nbsp;Then, for each of the primitive's vertices, the vertex Z value is
2286 compared to the minimum and maximum Z values. &nbsp;The minimum Z value
2287 is updated if the vertex's Z value is less than the minimum Z value.
2288 &nbsp;The maximum Z value is updated if the vertex's Z value is greater
2289 than the maximum Z value.<br>
2290 <br>
2291 When any of <span style="font-weight: bold;">glInitNames</span><span
2292 style="font-style: italic;"><span style="font-style: italic;">, </span></span><span
2293 style="font-weight: bold;">glPushName</span>, <span
2294 style="font-weight: bold;">glPopName</span>, <span
2295 style="font-weight: bold;">glLoadName</span> or <span
2296 style="font-weight: bold;">glRenderMode</span> are called and the hit
2297 flag is set, a <span style="font-style: italic;">hit record</span> is
2298 written to the selection buffer.<br>
2299 <br>
2300 A hit record consists of a sequence of unsigned integers. &nbsp;The
2301 first value is the size of the name stack. &nbsp;The second value is the
2302 minimum Z value multiplied by 2<sup>32</sup>-1. &nbsp;The third value is
2303 the maximum Z value multiplied by 2<sup>32</sup>-1. &nbsp;The remaining
2304 values are the values in the name stack, in bottom to top order.
2305 &nbsp;The hit flag is cleared after a hit record is written to the
2306 selection buffer. &nbsp;Hit records are places sequentially into the
2307 selection buffer until it is full or selection mode is terminated.<br>
2308 <br>
2309 Selection mode is terminated by calling <span
2310 style="font-weight: bold;">glRenderMode</span>(GL_RENDER). &nbsp; The
2311 return value of <span style="font-weight: bold;">glRenderMode</span>
2312 will be -1 if the selection buffer overflowed. &nbsp;Otherwise, the
2313 return value will indicate the number of values written into the
2314 selection buffer.<br>
2315 <br>
2316 <h2>8.3 Synchronization</h2>
2317 The command<br>
2318 <br>
2319 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glFlush</span>(void)<br>
2320 </div>
2321 <br>
2322 makes the graphics library to flush all pending graphics commands.
2323 &nbsp;The command<br>
2324 <div style="margin-left: 40px;"><br>
2325 void <span style="font-weight: bold;">glFinish</span>(void)<br>
2326 </div>
2327 <br>
2328 makes the graphics library flush the command queue and wait until those
2329 commands are completed. &nbsp;<span style="font-weight: bold;">glFlush</span>
2330 will not return until all previous graphics commands have been fully
2331 completed.<br>
2332 <br>
2333 These commands are typically used to force completion of rendering to
2334 the front color buffer. &nbsp;Otherwise, rendering to the front color
2335 buffer may not appear. &nbsp;The <span style="font-style: italic;">swapbuffers</span>
2336 command (part of the window system binding library) does an implicit
2337 flush before swapping the front and back color buffers. &nbsp;The <span
2338 style="font-weight: bold;">glReadPixels</span> command also does an
2339 implicit flush before reading pixel data from the frame buffer.<br>
2340 <br>
2341 <h1>9. State Queries</h1>
2342 The current value of nearly all library state variables can be queried.
2343 &nbsp;This chapter describes the commands used for querying the value of
2344 state variables.<br>
2345 <br>
2346 <h2>9.1 General State Queries</h2>
2347 The command<br>
2348 <br>
2349 <div style="margin-left: 40px;">void <span style="font-weight: bold;">glGetFloatv</span>(GLenum<span
2350 style="font-style: italic;">pname</span>, GLfloat *<span
2351 style="font-style: italic;">values</span>)<br>
2352 </div>
2353 <br>
2354 returns the value(s) of the state variable specified by <span
2355 style="font-style: italic;">pname</span>. &nbsp;The following table
2356 lists all accepted values for <span style="font-style: italic;">pname</span>
2357 and a description of the value(s). &nbsp;Specifying any other value for <span
2358 style="font-style: italic;">pname</span> causes the error
2359 GL_INVALID_ENUM to be raised.<br>
2360 <br>
2361 <table cellpadding="2" cellspacing="2" border="1"
2362 style="text-align: left; width: 90%; margin-left: auto; margin-right: auto;">
2363 <tbody>
2364 <tr>
2365 <td style="vertical-align: top;">Variable (<span
2366 style="font-style: italic;">pname)</span><br>
2367 </td>
2368 <td style="vertical-align: top;">Number of values<br>
2369 </td>
2370 <td style="vertical-align: top;">Value(s) Description<br>
2371 </td>
2372 </tr>
2373 <tr>
2374 <td style="vertical-align: top;">GL_ALPHA_BITS<br>
2375 </td>
2376 <td style="vertical-align: top;">1<br>
2377 </td>
2378 <td style="vertical-align: top;">Number of bits per alpha value
2379 in the frame buffer.<br>
2380 </td>
2381 </tr>
2382 <tr>
2383 <td style="vertical-align: top;">GL_ALPHA_TEST<br>
2384 </td>
2385 <td style="vertical-align: top;">1<br>
2386 </td>
2387 <td style="vertical-align: top;">Zero if the alpha test is
2388 disabled.<br>
2389 One if the alpha test is enabled.<br>
2390 </td>
2391 </tr>
2392 <tr>
2393 <td style="vertical-align: top;">GL_ALPHA_TEST_FUNC<br>
2394 </td>
2395 <td style="vertical-align: top;">1<br>
2396 </td>
2397 <td style="vertical-align: top;">The alpha test function.<br>
2398 </td>
2399 </tr>
2400 <tr>
2401 <td style="vertical-align: top;">GL_BLEND<br>
2402 </td>
2403 <td style="vertical-align: top;">1<br>
2404 </td>
2405 <td style="vertical-align: top;">Zero if blending is disabled.<br>
2406 One if blending is enabled.<br>
2407 </td>
2408 </tr>
2409 <tr>
2410 <td style="vertical-align: top;">GL_BLEND_DST<br>
2411 </td>
2412 <td style="vertical-align: top;">1<br>
2413 </td>
2414 <td style="vertical-align: top;">Blend destination function/term.<br>
2415 </td>
2416 </tr>
2417 <tr>
2418 <td style="vertical-align: top;">GL_BLEND_SRC<br>
2419 </td>
2420 <td style="vertical-align: top;">1<br>
2421 </td>
2422 <td style="vertical-align: top;">Blend source function/term.<br>
2423 </td>
2424 </tr>
2425 <tr>
2426 <td style="vertical-align: top;">GL_BLUE_BITS<br>
2427 </td>
2428 <td style="vertical-align: top;">1<br>
2429 </td>
2430 <td style="vertical-align: top;">Number of bits per blue value in
2431 the frame buffer.<br>
2432 </td>
2433 </tr>
2434 <tr>
2435 <td style="vertical-align: top;">GL_COLOR_CLEAR_VALUE<br>
2436 </td>
2437 <td style="vertical-align: top;">4<br>
2438 </td>
2439 <td style="vertical-align: top;">Clear color (red, green, blue,
2440 alpha).<br>
2441 </td>
2442 </tr>
2443 <tr>
2444 <td style="vertical-align: top;">GL_COLOR_WRITE_MASK<br>
2445 </td>
2446 <td style="vertical-align: top;">4<br>
2447 </td>
2448 <td style="vertical-align: top;">Color buffer writemask (red,
2449 green, blue, alpha).<br>
2450 Zero if writing is disabled.<br>
2451 One if writing is enabled.<br>
2452 </td>
2453 </tr>
2454 <tr>
2455 <td style="vertical-align: top;">GL_CULL_FACE<br>
2456 </td>
2457 <td style="vertical-align: top;">1<br>
2458 </td>
2459 <td style="vertical-align: top;">Zero if polygon culling is
2460 disabled.<br>
2461 One if polygon culling is enabled.<br>
2462 </td>
2463 </tr>
2464 <tr>
2465 <td style="vertical-align: top;">GL_CULL_FACE_MODE<br>
2466 </td>
2467 <td style="vertical-align: top;">1<br>
2468 </td>
2469 <td style="vertical-align: top;">Polygon cull mode: GL_FRONT,
2470 GL_BACK or GL_FRONT_AND_BACK.<br>
2471 </td>
2472 </tr>
2473 <tr>
2474 <td style="vertical-align: top;">GL_CURRENT_COLOR<br>
2475 </td>
2476 <td style="vertical-align: top;">4<br>
2477 </td>
2478 <td style="vertical-align: top;">Current color (red, green, blue,
2479 alpha).<br>
2480 </td>
2481 </tr>
2482 <tr>
2483 <td style="vertical-align: top;">GL_CURRENT_RASTER_COLOR<br>
2484 </td>
2485 <td style="vertical-align: top;">4<br>
2486 </td>
2487 <td style="vertical-align: top;">Current raster position color
2488 (red, green, blue, alpha).<br>
2489 </td>
2490 </tr>
2491 <tr>
2492 <td style="vertical-align: top;">GL_CURRENT_RASTER_TEXTURE_COORDS<br>
2493 </td>
2494 <td style="vertical-align: top;">4<br>
2495 </td>
2496 <td style="vertical-align: top;">Current raster position texture
2497 coordinates (s, t, r, q).<br>
2498 </td>
2499 </tr>
2500 <tr>
2501 <td style="vertical-align: top;">GL_CURRENT_RASTER_POSITION<br>
2502 </td>
2503 <td style="vertical-align: top;">4<br>
2504 </td>
2505 <td style="vertical-align: top;">Current raster position (x, y,
2506 z, w).<br>
2507 </td>
2508 </tr>
2509 <tr>
2510 <td style="vertical-align: top;">GL_CURRENT_POSITION_VALID<br>
2511 </td>
2512 <td style="vertical-align: top;">1<br>
2513 </td>
2514 <td style="vertical-align: top;">Zero if current raster position
2515 is invalid.<br>
2516 One if current raster position is valid.<br>
2517 </td>
2518 </tr>
2519 <tr>
2520 <td style="vertical-align: top;">GL_CURRENT_TEXTURE_COORDS<br>
2521 </td>
2522 <td style="vertical-align: top;">4<br>
2523 </td>
2524 <td style="vertical-align: top;">Current texture coordinates (s,
2525 t, r, q)<br>
2526 </td>
2527 </tr>
2528 <tr>
2529 <td style="vertical-align: top;">GL_DOUBLEBUFFER<br>
2530 </td>
2531 <td style="vertical-align: top;">1<br>
2532 </td>
2533 <td style="vertical-align: top;">Zero if color buffer is
2534 single-buffered.<br>
2535 One if color buffer is double-buffered.<br>
2536 </td>
2537 </tr>
2538 <tr>
2539 <td style="vertical-align: top;">GL_DRAW_BUFFER<br>
2540 </td>
2541 <td style="vertical-align: top;">1<br>
2542 </td>
2543 <td style="vertical-align: top;">Current color draw buffer:
2544 GL_FRONT or GL_BACK.<br>
2545 </td>
2546 </tr>
2547 <tr>
2548 <td style="vertical-align: top;">GL_FRONT_FACE</td>
2549 <td style="vertical-align: top;">1<br>
2550 </td>
2551 <td style="vertical-align: top;">Polygon front-face winding:
2552 GL_CW or GL_CCW.<br>
2553 </td>
2554 </tr>
2555 <tr>
2556 <td style="vertical-align: top;">GL_GREEN_BITS<br>
2557 </td>
2558 <td style="vertical-align: top;">1<br>
2559 </td>
2560 <td style="vertical-align: top;">Number of bits per green value
2561 in the frame buffer.<br>
2562 </td>
2563 </tr>
2564 <tr>
2565 <td style="vertical-align: top;">GL_LINE_SMOOTH<br>
2566 </td>
2567 <td style="vertical-align: top;">1<br>
2568 </td>
2569 <td style="vertical-align: top;">Zero if line smoothing is
2570 disabled.<br>
2571 One if line smoothing is enabled.<br>
2572 </td>
2573 </tr>
2574 <tr>
2575 <td style="vertical-align: top;">GL_LINE_STIPPLE<br>
2576 </td>
2577 <td style="vertical-align: top;">1<br>
2578 </td>
2579 <td style="vertical-align: top;">Zero if line stippling is
2580 disabled.<br>
2581 One if line stippling is enabled.<br>
2582 </td>
2583 </tr>
2584 <tr>
2585 <td style="vertical-align: top;">GL_LINE_STIPPLE_PATTERN<br>
2586 </td>
2587 <td style="vertical-align: top;">1<br>
2588 </td>
2589 <td style="vertical-align: top;">Line stipple pattern.<br>
2590 </td>
2591 </tr>
2592 <tr>
2593 <td style="vertical-align: top;">GL_LINE_STIPPLE_REPEAT<br>
2594 </td>
2595 <td style="vertical-align: top;">1<br>
2596 </td>
2597 <td style="vertical-align: top;">Line stipple repeat factor.<br>
2598 </td>
2599 </tr>
2600 <tr>
2601 <td style="vertical-align: top;">GL_LINE_WIDTH<br>
2602 </td>
2603 <td style="vertical-align: top;">1<br>
2604 </td>
2605 <td style="vertical-align: top;">Line width in pixels.<br>
2606 </td>
2607 </tr>
2608 <tr>
2609 <td style="vertical-align: top;">GL_LINE_WIDTH_GRANULARITY<br>
2610 </td>
2611 <td style="vertical-align: top;">1<br>
2612 </td>
2613 <td style="vertical-align: top;">Aliased line width granularity.<br>
2614 </td>
2615 </tr>
2616 <tr>
2617 <td style="vertical-align: top;">GL_LINE_WIDTH_RANGE<br>
2618 </td>
2619 <td style="vertical-align: top;">2<br>
2620 </td>
2621 <td style="vertical-align: top;">Minimum and maximum aliased line
2622 widths.<br>
2623 </td>
2624 </tr>
2625 <tr>
2626 <td style="vertical-align: top;">GL_ALIASED_LINE_WIDTH_RANGE<br>
2627 </td>
2628 <td style="vertical-align: top;">2<br>
2629 </td>
2630 <td style="vertical-align: top;">Minimum and maximum antialiased
2631 line widths.</td>
2632 </tr>
2633 <tr>
2634 <td style="vertical-align: top;">GL_COLOR_LOGIC_OP<br>
2635 </td>
2636 <td style="vertical-align: top;">1<br>
2637 </td>
2638 <td style="vertical-align: top;">Zero if logicop is disabled.<br>
2639 One if logicop is enabled.<br>
2640 </td>
2641 </tr>
2642 <tr>
2643 <td style="vertical-align: top;">GL_LOGIC_OP_MODE<br>
2644 </td>
2645 <td style="vertical-align: top;">1<br>
2646 </td>
2647 <td style="vertical-align: top;">Logicop function.<br>
2648 </td>
2649 </tr>
2650 <tr>
2651 <td style="vertical-align: top;">GL_MATRIX_MODE<br>
2652 </td>
2653 <td style="vertical-align: top;">1<br>
2654 </td>
2655 <td style="vertical-align: top;">Matrix mode: GL_MODELVIEW or
2656 GL_PROJECTION.<br>
2657 </td>
2658 </tr>
2659 <tr>
2660 <td style="vertical-align: top;">GL_MAX_MODELVIEW_STACK_DEPTH<br>
2661 </td>
2662 <td style="vertical-align: top;">1<br>
2663 </td>
2664 <td style="vertical-align: top;">Maximum size of the modelview
2665 matrix stack.<br>
2666 </td>
2667 </tr>
2668 <tr>
2669 <td style="vertical-align: top;">GL_MAX_NAME_STACK_DEPTH<br>
2670 </td>
2671 <td style="vertical-align: top;">1<br>
2672 </td>
2673 <td style="vertical-align: top;">Maximum size of the selection
2674 name stack.<br>
2675 </td>
2676 </tr>
2677 <tr>
2678 <td style="vertical-align: top;">GL_MAX_PROJECTION_STACK_DEPTH<br>
2679 </td>
2680 <td style="vertical-align: top;">1<br>
2681 </td>
2682 <td style="vertical-align: top;">Maximum size of the projection
2683 matrix stack.<br>
2684 </td>
2685 </tr>
2686 <tr>
2687 <td style="vertical-align: top;">GL_MAX_TEXTURE_SIZE<br>
2688 </td>
2689 <td style="vertical-align: top;">1<br>
2690 </td>
2691 <td style="vertical-align: top;">Maximum 2D texture image width
2692 and height.<br>
2693 </td>
2694 </tr>
2695 <tr>
2696 <td style="vertical-align: top;">GL_MAX_VIEWPORT_DIMS<br>
2697 </td>
2698 <td style="vertical-align: top;">2</td>
2699 <td style="vertical-align: top;">Maximum viewport width and
2700 height in pixels.<br>
2701 </td>
2702 </tr>
2703 <tr>
2704 <td style="vertical-align: top;">GL_MODELVIEW_MATRIX<br>
2705 </td>
2706 <td style="vertical-align: top;">16<br>
2707 </td>
2708 <td style="vertical-align: top;">Current/top modelview matrix
2709 values.<br>
2710 </td>
2711 </tr>
2712 <tr>
2713 <td style="vertical-align: top;">GL_MODELVIEW_MATRIX_STACK_DEPTH<br>
2714 </td>
2715 <td style="vertical-align: top;">1<br>
2716 </td>
2717 <td style="vertical-align: top;">Current size of the modelview
2718 matrix stack.<br>
2719 </td>
2720 </tr>
2721 <tr>
2722 <td style="vertical-align: top;">GL_NAME_STACK_DEPTH<br>
2723 </td>
2724 <td style="vertical-align: top;">1<br>
2725 </td>
2726 <td style="vertical-align: top;">Current size of the selection
2727 name stack.<br>
2728 </td>
2729 </tr>
2730 <tr>
2731 <td style="vertical-align: top;">GL_PACK_ROW_LENGTH<br>
2732 </td>
2733 <td style="vertical-align: top;">1<br>
2734 </td>
2735 <td style="vertical-align: top;">Pixel packing row length.<br>
2736 </td>
2737 </tr>
2738 <tr>
2739 <td style="vertical-align: top;">GL_POLYGON_SMOOTH<br>
2740 </td>
2741 <td style="vertical-align: top;">1<br>
2742 </td>
2743 <td style="vertical-align: top;">Zero if polygon smoothing is
2744 disabled.<br>
2745 One if polygon smoothing is enabled.<br>
2746 </td>
2747 </tr>
2748 <tr>
2749 <td style="vertical-align: top;">GL_PROJECTION_MATRIX<br>
2750 </td>
2751 <td style="vertical-align: top;">16<br>
2752 </td>
2753 <td style="vertical-align: top;">Current/top projection matrix
2754 values.<br>
2755 </td>
2756 </tr>
2757 <tr>
2758 <td style="vertical-align: top;">GL_PROJECTION_STACK_DEPTH<br>
2759 </td>
2760 <td style="vertical-align: top;">1<br>
2761 </td>
2762 <td style="vertical-align: top;">Current size of projection
2763 matrix stack.<br>
2764 </td>
2765 </tr>
2766 <tr>
2767 <td style="vertical-align: top;">GL_READ_BUFFER<br>
2768 </td>
2769 <td style="vertical-align: top;">1<br>
2770 </td>
2771 <td style="vertical-align: top;">Current read buffer: GL_FRONT or
2772 GL_BACK.<br>
2773 </td>
2774 </tr>
2775 <tr>
2776 <td style="vertical-align: top;">GL_RED_BITS<br>
2777 </td>
2778 <td style="vertical-align: top;">1<br>
2779 </td>
2780 <td style="vertical-align: top;">Number of bits per red value in
2781 the frame buffer.<br>
2782 </td>
2783 </tr>
2784 <tr>
2785 <td style="vertical-align: top;">GL_RENDER_MODE<br>
2786 </td>
2787 <td style="vertical-align: top;">1<br>
2788 </td>
2789 <td style="vertical-align: top;">Current rendering mode:
2790 GL_RENDER or GL_SELECTION.<br>
2791 </td>
2792 </tr>
2793 <tr>
2794 <td style="vertical-align: top;">GL_RGBA_MODE<br>
2795 </td>
2796 <td style="vertical-align: top;">1<br>
2797 </td>
2798 <td style="vertical-align: top;">Always one.<br>
2799 </td>
2800 </tr>
2801 <tr>
2802 <td style="vertical-align: top;">GL_SCISSOR_BOX<br>
2803 </td>
2804 <td style="vertical-align: top;">4<br>
2805 </td>
2806 <td style="vertical-align: top;">Scissor box (x, y, width,
2807 height).<br>
2808 </td>
2809 </tr>
2810 <tr>
2811 <td style="vertical-align: top;">GL_SCISSOR_TEST<br>
2812 </td>
2813 <td style="vertical-align: top;">1<br>
2814 </td>
2815 <td style="vertical-align: top;">Zero if scissor test is disabled.<br>
2816 One if scissor test is enabled.<br>
2817 </td>
2818 </tr>
2819 <tr>
2820 <td style="vertical-align: top;">GL_SELECTION_BUFFER_SIZE<br>
2821 </td>
2822 <td style="vertical-align: top;">1<br>
2823 </td>
2824 <td style="vertical-align: top;">Size of selection buffer.<br>
2825 </td>
2826 </tr>
2827 <tr>
2828 <td style="vertical-align: top;">GL_SHADE_MODEL<br>
2829 </td>
2830 <td style="vertical-align: top;">1<br>
2831 </td>
2832 <td style="vertical-align: top;">Shade model: GL_FLAT or
2833 GL_SMOOTH.<br>
2834 </td>
2835 </tr>
2836 <tr>
2837 <td style="vertical-align: top;">GL_STENCIL_BITS<br>
2838 </td>
2839 <td style="vertical-align: top;">1<br>
2840 </td>
2841 <td style="vertical-align: top;">Number of bits per stencil value
2842 in the frame buffer.<br>
2843 </td>
2844 </tr>
2845 <tr>
2846 <td style="vertical-align: top;">GL_STENCIL_CLEAR_VALUE<br>
2847 </td>
2848 <td style="vertical-align: top;">1<br>
2849 </td>
2850 <td style="vertical-align: top;">Stencil buffer clear value.<br>
2851 </td>
2852 </tr>
2853 <tr>
2854 <td style="vertical-align: top;">GL_STENCIL_FAIL<br>
2855 </td>
2856 <td style="vertical-align: top;">1<br>
2857 </td>
2858 <td style="vertical-align: top;">Stencil fail operation.<br>
2859 </td>
2860 </tr>
2861 <tr>
2862 <td style="vertical-align: top;">GL_STENCIL_FUNC<br>
2863 </td>
2864 <td style="vertical-align: top;">1<br>
2865 </td>
2866 <td style="vertical-align: top;">Stencil function.<br>
2867 </td>
2868 </tr>
2869 <tr>
2870 <td style="vertical-align: top;">GL_STENCIL_REF<br>
2871 </td>
2872 <td style="vertical-align: top;">1<br>
2873 </td>
2874 <td style="vertical-align: top;">Stencil reference value.<br>
2875 </td>
2876 </tr>
2877 <tr>
2878 <td style="vertical-align: top;">GL_STENCIL_TEST<br>
2879 </td>
2880 <td style="vertical-align: top;">1<br>
2881 </td>
2882 <td style="vertical-align: top;">Zero if stencil test is disabled.<br>
2883 One if stencil test is enabled.<br>
2884 </td>
2885 </tr>
2886 <tr>
2887 <td style="vertical-align: top;">GL_STENCIL_VALUE_MASK<br>
2888 </td>
2889 <td style="vertical-align: top;">1<br>
2890 </td>
2891 <td style="vertical-align: top;">Stencil mask value.<br>
2892 </td>
2893 </tr>
2894 <tr>
2895 <td style="vertical-align: top;">GL_STENCIL_WRITE_MASK<br>
2896 </td>
2897 <td style="vertical-align: top;">1<br>
2898 </td>
2899 <td style="vertical-align: top;">Stencil buffer write mask.<br>
2900 </td>
2901 </tr>
2902 <tr>
2903 <td style="vertical-align: top;">GL_TEXTURE_2D<br>
2904 </td>
2905 <td style="vertical-align: top;">1<br>
2906 </td>
2907 <td style="vertical-align: top;">Zero if 2D texture mapping is
2908 disabled.<br>
2909 One if 2D texture mapping is enabled.<br>
2910 </td>
2911 </tr>
2912 <tr>
2913 <td style="vertical-align: top;">GL_TEXTURE_BINDING_2D</td>
2914 <td style="vertical-align: top;">1<br>
2915 </td>
2916 <td style="vertical-align: top;">Name of currently bound 2D
2917 texture object.<br>
2918 </td>
2919 </tr>
2920 <tr>
2921 <td style="vertical-align: top;">GL_TEXTURE_ENV_COLOR<br>
2922 </td>
2923 <td style="vertical-align: top;">4<br>
2924 </td>
2925 <td style="vertical-align: top;">Texture environment color (red,
2926 green, blue, alpha).<br>
2927 </td>
2928 </tr>
2929 <tr>
2930 <td style="vertical-align: top;">GL_TEXTURE_ENV_MODE<br>
2931 </td>
2932 <td style="vertical-align: top;">1<br>
2933 </td>
2934 <td style="vertical-align: top;">Texture environment mode.<br>
2935 </td>
2936 </tr>
2937 <tr>
2938 <td style="vertical-align: top;">GL_UNPACK_ROW_LENGTH<br>
2939 </td>
2940 <td style="vertical-align: top;">1<br>
2941 </td>
2942 <td style="vertical-align: top;">Pixel unpacking row length.<br>
2943 </td>
2944 </tr>
2945 <tr>
2946 <td style="vertical-align: top;">GL_UNPACK_LSB_FIRST<br>
2947 </td>
2948 <td style="vertical-align: top;">1<br>
2949 </td>
2950 <td style="vertical-align: top;">Zero if most significant bit is
2951 unpacked first for bitmaps.<br>
2952 One if least significant bit is unpacked first for bitmaps.<br>
2953 </td>
2954 </tr>
2955 <tr>
2956 <td style="vertical-align: top;">GL_VIEWPORT<br>
2957 </td>
2958 <td style="vertical-align: top;">4<br>
2959 </td>
2960 <td style="vertical-align: top;">Current viewport (x, y, width,
2961 height).<br>
2962 </td>
2963 </tr>
2964 </tbody>
2965 </table>
2966 <br>
2967 <br>
2968 <h2>9.2 String Queries</h2>
2969 The command<br>
2970 <br>
2971 <div style="margin-left: 40px;">const GLubyte *<span
2972 style="font-weight: bold;">glGetString</span>(GLenum <span
2973 style="font-style: italic;">name</span>)<br>
2974 </div>
2975 <br>
2976 is used to query string-valued values. &nbsp;The legal values for <span
2977 style="font-style: italic;">name</span> are described in the following
2978 table:<br>
2979 <br>
2980 <table cellpadding="2" cellspacing="2" border="1"
2981 style="text-align: left; width: 80%; margin-left: auto; margin-right: auto;">
2982 <tbody>
2983 <tr>
2984 <td style="vertical-align: top;"><span style="font-style: italic;">name</span><br>
2985 </td>
2986 <td style="vertical-align: top;">Return value<br>
2987 </td>
2988 </tr>
2989 <tr>
2990 <td style="vertical-align: top;">GL_VERSION<br>
2991 </td>
2992 <td style="vertical-align: top;">The library version, such as
2993 "1.2".<br>
2994 </td>
2995 </tr>
2996 <tr>
2997 <td style="vertical-align: top;">GL_RENDERER<br>
2998 </td>
2999 <td style="vertical-align: top;">The renderer, such as "Mesa DRI
3000 Radeon".<br>
3001 </td>
3002 </tr>
3003 <tr>
3004 <td style="vertical-align: top;">GL_VENDOR<br>
3005 </td>
3006 <td style="vertical-align: top;">The vendor of this
3007 implementation, such as "Tungsten Graphics, Inc."<br>
3008 </td>
3009 </tr>
3010 <tr>
3011 <td style="vertical-align: top;">GL_EXTENSIONS<br>
3012 </td>
3013 <td style="vertical-align: top;">A white-space separated list of
3014 the supported extensions. </td>
3015 </tr>
3016 </tbody>
3017 </table>
3018 <br>
3019 <h2>9.3 Error Queries</h2>
3020 The command<br>
3021 <br>
3022 <div style="margin-left: 40px;">GLenum <span style="font-weight: bold;">glGetError</span>(void)<br>
3023 </div>
3024 <br>
3025 returns the current error code. &nbsp;The current error code will be
3026 set by a GL command when an error condition has been detected. &nbsp;If
3027 the current error code is already set, subsequent errors will not be
3028 recorded. &nbsp;The error code is reset/cleared to GL_NO_ERROR when <span
3029 style="font-weight: bold;">glGetError</span> returns. &nbsp;The
3030 following error codes are possible:<br>
3031 <br>
3032 <table cellpadding="2" cellspacing="2" border="1"
3033 style="text-align: left; width: 80%; margin-left: auto; margin-right: auto;">
3034 <tbody>
3035 <tr>
3036 <td style="vertical-align: top;">Error code<br>
3037 </td>
3038 <td style="vertical-align: top;">Meaning<br>
3039 </td>
3040 </tr>
3041 <tr>
3042 <td style="vertical-align: top;">GL_NO_ERROR<br>
3043 </td>
3044 <td style="vertical-align: top;">No error has been recorded.<br>
3045 </td>
3046 </tr>
3047 <tr>
3048 <td style="vertical-align: top;">GL_INVALID_ENUM<br>
3049 </td>
3050 <td style="vertical-align: top;">An enum parameter had an invalid
3051 value.<br>
3052 </td>
3053 </tr>
3054 <tr>
3055 <td style="vertical-align: top;">GL_INVALID_VALUE<br>
3056 </td>
3057 <td style="vertical-align: top;">A numeric parameter had an
3058 invalid value.<br>
3059 </td>
3060 </tr>
3061 <tr>
3062 <td style="vertical-align: top;">GL_INVALID_OPERATION<br>
3063 </td>
3064 <td style="vertical-align: top;">A function was called when not
3065 legal to do so.<br>
3066 </td>
3067 </tr>
3068 <tr>
3069 <td style="vertical-align: top;">GL_STACK_OVERFLOW<br>
3070 </td>
3071 <td style="vertical-align: top;">The current transformation
3072 matrix stack is full.<br>
3073 </td>
3074 </tr>
3075 <tr>
3076 <td style="vertical-align: top;">GL_STACK_UNDERFLOW<br>
3077 </td>
3078 <td style="vertical-align: top;">The current transformation
3079 matrix stack is empty.<br>
3080 </td>
3081 </tr>
3082 <tr>
3083 <td style="vertical-align: top;">GL_OUT_OF_MEMORY<br>
3084 </td>
3085 <td style="vertical-align: top;">The system ran out of dynamic
3086 memory.<br>
3087 </td>
3088 </tr>
3089 </tbody>
3090 </table>
3091 <br>
3092 <br>
3093 <h1>10. Unsupported Features</h1>
3094 This section lists other features and functions which are not supported
3095 and not previously discussed.<br>
3096 <br>
3097 <h2>10.1 Feedback Mode</h2>
3098 Feedback mode and the following related functions are not supported.<br>
3099 <br>
3100 <div style="margin-left: 40px;"><span style="font-weight: bold;">glFeedbackBuffer</span><br>
3101 <span style="font-weight: bold;">glPassThrough</span><br>
3102 </div>
3103 <br>
3104 <h2>10.2 1D and 3D Textures<br>
3105 </h2>
3106 Only 2D texture images are supported. &nbsp;The following functions
3107 used to specify 1D and 3D texture images are not supported:<br>
3108 <br>
3109 <div style="margin-left: 40px;"><span style="font-weight: bold;">glTexImage1D</span><br
3110 style="font-weight: bold;">
3111 <span style="font-weight: bold;">glTexImage3D</span><br
3112 style="font-weight: bold;">
3113 <span style="font-weight: bold;">glTexSubImage1D</span><br
3114 style="font-weight: bold;">
3115 <span style="font-weight: bold;"> glTexSubImage3D</span><br
3116 style="font-weight: bold;">
3117 <span style="font-weight: bold;">glCopyTexImage1D</span><br
3118 style="font-weight: bold;">
3119 <span style="font-weight: bold;"> glCopyTexSubImage1D</span><br
3120 style="font-weight: bold;">
3121 <span style="font-weight: bold;"> glCopyTexSubImage3D</span><br>
3122 </div>
3123 <br>
3124 <h2>10.3 Alternate Texture Image Commands<br>
3125 </h2>
3126 Texture images may only be specified with <span
3127 style="font-weight: bold;">glTexImage2D</span>. &nbsp;The following
3128 alternate texture image commands are not supported:<br>
3129 <br>
3130 <div style="margin-left: 40px; font-weight: bold;">glTexSubImage2D<br>
3131 glCopyTexImage2D<br>
3132 glCopyTexSubImage2D<br>
3133 </div>
3134 <br>
3135 <h2>10.4 Proxy Textures</h2>
3136 Proxy textures are not supported and the GL_PROXY_TEXTURE_2D token is
3137 not supported by any function.<br>
3138 <br>
3139 <br>
3140 <h2>10.5 Other Texture Commands</h2>
3141 The following commands related to texture mapping are not supported by
3142 the subset:<br>
3143 <br>
3144 <div style="margin-left: 40px; font-weight: bold;"> glPrioritizeTextures<br>
3145 glAreTexturesResident<br>
3146 glIsTexture<br>
3147 glTexEnviv<br>
3148 glTexEnvf<br>
3149 glTexParameterf<br>
3150 glTexParameteriv<br>
3151 glTexParameterfv<br>
3152 </div>
3153 <br>
3154 <br>
3155 <h2>10.6 Copy and Draw Pixels<br>
3156 </h2>
3157 The following commands are not supported:<br>
3158 <br>
3159 <div style="margin-left: 40px;"><span style="font-weight: bold;">glDrawPixels<br>
3160 glCopyPixels<br>
3161 glPixelZoom<br>
3162 <br>
3163 </span></div>
3164 <h2>10.7 Color Index Mode<br>
3165 </h2>
3166 Color index mode and the following related commands are not supported:<br>
3167 <br>
3168 <span style="font-weight: bold;"></span>
3169 <div style="margin-left: 40px;"><span style="font-weight: bold;">glIndexub<br>
3170 </span><span style="font-weight: bold;">glIndexi</span><br>
3171 <span style="font-weight: bold;">glIndexs<br>
3172 glIndexf<br>
3173 glIndexd<br>
3174 </span><span style="font-weight: bold;">glIndexubv<br>
3175 </span><span style="font-weight: bold;">glIndexiv</span><br>
3176 <span style="font-weight: bold;">glIndexsv<br>
3177 glIndexfv<br>
3178 glIndexdv</span><span style="font-weight: bold;"><br>
3179 glIndexMask<br>
3180 </span><span style="font-weight: bold;">glClearIndex<br>
3181 glIndexPointer</span><br style="font-weight: bold;">
3182 <br>
3183 </div>
3184 <h2>10.8 Pixel Transfer Operations</h2>
3185 The pixel transfer operations (scale, bias, look-up table, etc) are not
3186 supported and the following commands are omitted:<br>
3187 <br style="font-weight: bold;">
3188 <div style="margin-left: 40px;"><span style="font-weight: bold;">glPixelTransferf</span><br
3189 style="font-weight: bold;">
3190 <span style="font-weight: bold;">glPixelTransferi</span><br
3191 style="font-weight: bold;">
3192 <span style="font-weight: bold;">glPixelMapfv</span><br
3193 style="font-weight: bold;">
3194 <span style="font-weight: bold;">glPixelMapuiv</span><br
3195 style="font-weight: bold;">
3196 <span style="font-weight: bold;">glPixelMapusv</span><br
3197 style="font-weight: bold;">
3198 <span style="font-weight: bold;">glGetPixelMapfv</span><br
3199 style="font-weight: bold;">
3200 <span style="font-weight: bold;">glGetPixelMapuiv</span><br
3201 style="font-weight: bold;">
3202 <span style="font-weight: bold;">glGetPixelMapusv</span><br>
3203 </div>
3204 <br>
3205 <h2>10.9 Hints</h2>
3206 Hints and the following related command is not supported:<br>
3207 <br>
3208 <div style="margin-left: 40px;"><span style="font-weight: bold;">glHint<br>
3209 </span><br>
3210 </div>
3211 <h2>10.10 State Query Commands<br>
3212 </h2>
3213 The following state query commands are not supported:<br>
3214 <br>
3215 <div style="margin-left: 40px; font-weight: bold;">glGetBooleanv<br>
3216 glGetIntegerv<br>
3217 glGetDoublev<br>
3218 glGetPointerv<br>
3219 glGetTexEnvi<br>
3220 glGetTexEnvf<br>
3221 glGetTexParameteriv<br>
3222 glGetTexParameterfv<br>
3223 glGetTexLevelParameteriv<br>
3224 glGetTexLevelParameterfv<br>
3225 glGetTexImage<br>
3226 glGetClipPlane<br>
3227 </div>
3228 <br>
3229 <h2>10.11 Attribute Stacks</h2>
3230 State attribute stacks and the following related commands are not
3231 supported:<br>
3232 <br>
3233 <div style="margin-left: 40px;"><span style="font-weight: bold;">glPushAttrib</span><br
3234 style="font-weight: bold;">
3235 <span style="font-weight: bold;">glPopAtttrib</span><br>
3236 <br style="font-weight: bold;">
3237 </div>
3238 <h2>10.12 Double-Valued Functions</h2>
3239 All functions which take double-precision floating point values, but
3240 for which there is an equivalent single-precision valued function, are
3241 omitted. &nbsp;This includes, but is not limited to:<br>
3242 <br>
3243 <div style="margin-left: 40px;"><span style="font-weight: bold;">glVertex2d</span><br
3244 style="font-weight: bold;">
3245 <span style="font-weight: bold;">glVertex2dv</span><br
3246 style="font-weight: bold;">
3247 <span style="font-weight: bold;">glVertex3d</span><br
3248 style="font-weight: bold;">
3249 <span style="font-weight: bold;"> glVertex3dv</span><br
3250 style="font-weight: bold;">
3251 <span style="font-weight: bold;">glVertex4d</span><br
3252 style="font-weight: bold;">
3253 <span style="font-weight: bold;"> glVertex4dv</span><br
3254 style="font-weight: bold;">
3255 <span style="font-weight: bold;">glColor3d</span><br
3256 style="font-weight: bold;">
3257 <span style="font-weight: bold;">glColor3d</span><span
3258 style="font-weight: bold;">v</span><br style="font-weight: bold;">
3259 <span style="font-weight: bold;">glColor4d</span><br
3260 style="font-weight: bold;">
3261 <span style="font-weight: bold;"> glColor4dv</span><br
3262 style="font-weight: bold;">
3263 <span style="font-weight: bold;">glTexCoord1d</span><br
3264 style="font-weight: bold;">
3265 <span style="font-weight: bold;">glTexCoord1d</span><span
3266 style="font-weight: bold;">v</span><br style="font-weight: bold;">
3267 <span style="font-weight: bold;">glTexCoord2d</span><br
3268 style="font-weight: bold;">
3269 <span style="font-weight: bold;"> glTexCoord2dv</span><br
3270 style="font-weight: bold;">
3271 <span style="font-weight: bold;">glTexCoord3d</span><br
3272 style="font-weight: bold;">
3273 <span style="font-weight: bold;"> glTexCoord3dv</span><br
3274 style="font-weight: bold;">
3275 <span style="font-weight: bold;">glTexCoord4d</span><br
3276 style="font-weight: bold;">
3277 <span style="font-weight: bold;"> glTexCoord4dv</span><br
3278 style="font-weight: bold;">
3279 <span style="font-weight: bold;">glRasterPos2d</span><br
3280 style="font-weight: bold;">
3281 <span style="font-weight: bold;"> glRasterPos2dv</span><br
3282 style="font-weight: bold;">
3283 <span style="font-weight: bold;">glRasterPos3d</span><br
3284 style="font-weight: bold;">
3285 <span style="font-weight: bold;"> glRasterPos3dv</span><br
3286 style="font-weight: bold;">
3287 <span style="font-weight: bold;">glRasterPos4d</span><br
3288 style="font-weight: bold;">
3289 <span style="font-weight: bold;"> glRasterPos4dv</span><br
3290 style="font-weight: bold;">
3291 <span style="font-weight: bold;">glLoadMatrixd</span><br
3292 style="font-weight: bold;">
3293 <span style="font-weight: bold;">glMultMatrixd</span><br
3294 style="font-weight: bold;">
3295 <span style="font-weight: bold;">glScaled</span><br
3296 style="font-weight: bold;">
3297 <span style="font-weight: bold;">glRotated</span><br
3298 style="font-weight: bold;">
3299 <span style="font-weight: bold;">glTranslated<br>
3300 glRectd<br>
3301 glRectdv<br>
3302 </span> <span style="font-weight: bold;"><br>
3303 </span> </div>
3304 <h2>10.13 Evaluators</h2>
3305 Evaluators and the following related commands are not supported:<br>
3306 <br>
3307 <div style="margin-left: 40px;"><span style="font-weight: bold;">glMap1f</span><br
3308 style="font-weight: bold;">
3309 <span style="font-weight: bold;">glMap2d</span><br
3310 style="font-weight: bold;">
3311 <span style="font-weight: bold;">glMap2f</span><br
3312 style="font-weight: bold;">
3313 <span style="font-weight: bold;">glGetMapdv</span><br
3314 style="font-weight: bold;">
3315 <span style="font-weight: bold;">glGetMapfv</span><br
3316 style="font-weight: bold;">
3317 <span style="font-weight: bold;">glGetMapiv</span><br
3318 style="font-weight: bold;">
3319 <span style="font-weight: bold;">glEvalCoord1d</span><br
3320 style="font-weight: bold;">
3321 <span style="font-weight: bold;">glEvalCoord1f</span><br
3322 style="font-weight: bold;">
3323 <span style="font-weight: bold;">glEvalCoord1dv</span><br
3324 style="font-weight: bold;">
3325 <span style="font-weight: bold;">glEvalCoord1fv</span><br
3326 style="font-weight: bold;">
3327 <span style="font-weight: bold;">glEvalCoord2d</span><br
3328 style="font-weight: bold;">
3329 <span style="font-weight: bold;">glEvalCoord2f</span><br
3330 style="font-weight: bold;">
3331 <span style="font-weight: bold;">glEvalCoord2dv</span><br
3332 style="font-weight: bold;">
3333 <span style="font-weight: bold;">glEvalCoord2fv</span><br
3334 style="font-weight: bold;">
3335 <span style="font-weight: bold;">glMapGrid1d</span><br
3336 style="font-weight: bold;">
3337 <span style="font-weight: bold;">glMapGrid1f</span><br
3338 style="font-weight: bold;">
3339 <span style="font-weight: bold;">glMapGrid2d</span><br
3340 style="font-weight: bold;">
3341 <span style="font-weight: bold;">glMapGrid2f</span><br
3342 style="font-weight: bold;">
3343 <span style="font-weight: bold;">glEvalPoint1</span><br
3344 style="font-weight: bold;">
3345 <span style="font-weight: bold;">glEvalPoint2</span><br
3346 style="font-weight: bold;">
3347 <span style="font-weight: bold;">glEvalMesh1</span><br
3348 style="font-weight: bold;">
3349 <span style="font-weight: bold;">glEvalMesh2</span><br
3350 style="font-weight: bold;">
3351 </div>
3352 <br>
3353 <h2>10.14 Display Lists</h2>
3354 Display lists and the following related commands are not supported:<br>
3355 <br>
3356 <div style="margin-left: 40px; font-weight: bold;">glIsList<br>
3357 glDeleteLists<br>
3358 glGenLists<br>
3359 glNewList<br>
3360 glEndList<br>
3361 glCallList<br>
3362 glCallLists<br>
3363 glListBase<br>
3364 </div>
3365 <br>
3366 <h2>10.15 Accumulation Buffer</h2>
3367 The accumulation buffer and the following related commands are not
3368 supported:<br>
3369 <br style="font-weight: bold;">
3370 <div style="margin-left: 40px;"><span style="font-weight: bold;">glAccum</span><br
3371 style="font-weight: bold;">
3372 <span style="font-weight: bold;">glClearAccum</span><br>
3373 </div>
3374 <br>
3375 <h2>10.16 Fog</h2>
3376 Fog and the following related commands are not supported:<br>
3377 <br>
3378 <div style="margin-left: 40px; font-weight: bold;"> glFogi<br>
3379 glFogf<br>
3380 glFogiv<br>
3381 glFogfv<br>
3382 </div>
3383 <br>
3384 <h2>10.17 Depth Test</h2>
3385 Depth testing and the following related commands are not supported:<br>
3386 <br>
3387 <div style="margin-left: 40px;"><span style="font-weight: bold;">glDepthFunc</span><br
3388 style="font-weight: bold;">
3389 <span style="font-weight: bold;">glDepthMask</span><br
3390 style="font-weight: bold;">
3391 <span style="font-weight: bold;">glDepthRange</span><br
3392 style="font-weight: bold;">
3393 <span style="font-weight: bold;">glClearDepth</span><br>
3394 </div>
3395 <br>
3396 <h2>10.18 Imaging Subset</h2>
3397 The OpenGL imaging subset (which implements features such as
3398 convolution, histogram, min/max recording, color matrix and color
3399 tables) is not supported.<br>
3400 <br>
3401 <br>
3402 <h1>Appendix A: Issues</h1>
3403 This appendix lists documentation and subset issues with their current
3404 status. &nbsp;For items which are still open, the documentation (above)
3405 follows the recommended solution.<br>
3406 <br>
3407 <h2>A.1 Vertex Arrays</h2>
3408 Should vertex arrays be supported? &nbsp;Is there a performance
3409 advantage?<br>
3410 <br>
3411 RESOLUTION: No, there isn't enough of a performance advantage to
3412 justify them.<br>
3413 <br>
3414 <h2>A.2 Polygon Antialiasing and Edge Flags</h2>
3415 Should edge flags be supported for antialiasing?<br>
3416 <br>
3417 Edge flags don't effect antialiasing, at least not normally. &nbsp;A
3418 number of approaches to antialiasing have been summarized in email.<br>
3419 <br>
3420 RECOMMENDATION: don't support edge flags. &nbsp;They don't effect
3421 polygon antialiasing.<br>
3422 <br>
3423 RESOLUTION: closed, as of 26 Feb 2003.<br>
3424 <br>
3425 <h2>A.3 glRasterPos vs. glWindowPos</h2>
3426 Should glRasterPos and/or glWindowPos commands be supported?<br>
3427 <br>
3428 RESOLUTION: Closed: implement glRasterPos commands, but not glWindowPos
3429 commands.<br>
3430 <br>
3431 <h2>A.4 GL_IBM_rasterpos_clip extension</h2>
3432 Should the GL_IBM_rasterpos_clip extension be implemented?<br>
3433 <br>
3434 RESOLUTION: &nbsp;No. &nbsp;It's not required.<br>
3435 <br>
3436 <h2>A.5 Image Formats and Types</h2>
3437 Which image formats and types should be supported for <span
3438 style="font-weight: bold;">glTexImage2D</span> and <span
3439 style="font-weight: bold;">glReadPixels</span>?<br>
3440 <br>
3441 OpenGL specifies a <span style="font-weight: bold;">large</span>
3442 variety of image formats and data types. &nbsp;Only a few are commonly
3443 used.<br>
3444 <br>
3445 RECOMMENDATION: &nbsp;we propose a subset:<br>
3446 <br>
3447 For <span style="font-weight: bold;">glTexImage2D</span> only allow <span
3448 style="font-style: italic;">type</span>=GL_UNSIGNED_BYTE and <span
3449 style="font-style: italic;">format</span>=GL_RGBA, GL_RGB,
3450 GL_INTENSITY. &nbsp; Only allow <span style="font-style: italic;">internalFormat</span>
3451 to be GL_RGBA, GL_RGB or GL_INTENSITY as well.&nbsp; Basically, only
3452 support image formats/types that are directly supported by the Radeon
3453 hardware. &nbsp;This will allow <span style="font-weight: bold;">glTexImage2D</span>
3454 to basically just use <span style="font-weight: bold;">memcpy</span> to
3455 copy texture images.<br>
3456 <br>
3457 For <span style="font-weight: bold;">glReadPixels</span>, only allow <span
3458 style="font-style: italic;">type</span> = GL_UNSIGNED_BYTE or GL_FLOAT.
3459 &nbsp;Only allow <span style="font-style: italic;">format</span> =
3460 GL_RGB or GL_RGBA. &nbsp;This is just enough to support the OpenGL
3461 conformance tests.<br>
3462 <br>
3463 RESOLUTION: open<br>
3464 <br>
3465 <h2>A.6 Texture Environment Modes</h2>
3466 Which texture environment modes should be supported? &nbsp;OpenGL 1.2
3467 has GL_REPLACE, GL_MODULATE, GL_DECAL and GL_BLEND. &nbsp;GL_DECAL isn't
3468 defined for all base internal texture formats. &nbsp;GL_ADD is another
3469 useful mode. &nbsp;Perhaps drop GL_DECAL mode and add GL_ADD mode.<br>
3470 <br>
3471 RECOMMENDATION: implement the standard modes GL_REPLACE, GL_MODULATE,
3472 GL_DECAL and GL_BLEND.<br>
3473 <br>
3474 RESOLUTION: open<br>
3475 <br>
3476 <h2>A.7 Truncated Mipmaps and LOD Control</h2>
3477 Should we support the GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL,
3478 GL_TEXTURE_MIN_LOD and GL_TEXTURE_MAX_LOD texture parameters?<br>
3479 <br>
3480 RECOMMENDATION: &nbsp;We propose omitting these features at this time,
3481 in the interest of simplifying the driver.<br>
3482 <br>
3483 RESOLUTION: open<br>
3484 <br>
3485 <h2>A.8 Texture Priorities and Residency</h2>
3486 Should the subset support texture priorities via <span
3487 style="font-weight: bold;">glPrioritizeTextures</span> and the <span
3488 style="font-weight: bold;">glAreTexturesResident</span> command?<br>
3489 <br>
3490 RECOMMENDATION: &nbsp;Few applications use these features and
3491 functions. &nbsp;We propose omitting them to simplify the driver.<br>
3492 <br>
3493 RESOLUTION: open<br>
3494 <br>
3495 <h2>A.9 Pixel Pack/Unpack Alignment Control</h2>
3496 Should we support the GL_PACK_ALIGNMENT and GL_UNPACK_ALIGNMENT options?<br>
3497 <br>
3498 These are used to align pixel data addresses to 1, 2 and 4-byte
3499 multiples for <span style="font-weight: bold;">glBitmap, glTexImage2D</span>
3500 and <span style="font-weight: bold;">glReadPixels</span>. &nbsp;These
3501 aren't strictly needed since the user can provide a 1, 2 or 4-byte
3502 aligned address and appropriate GL_PACK_ROW_LENGTH or
3503 GL_UNPACK_ROW_LENGTH values instead.<br>
3504 <br>
3505 RECOMMENDATION: &nbsp;We recommend omitting them to simplify the driver.<br>
3506 <br>
3507 RESOLUTION: open<br>
3508 <br>
3509 <h2>A.10 Pixel Pack/Unpack Skip Rows/Pixels Control</h2>
3510 Should we support the GL_UNPACK_SKIP_PIXELS, GL_UNPACK_SKIP_ROWS,
3511 GL_PACK_SKIP_PIXELS and GL_PACK_SKIP_ROWS options for pixel
3512 unpacking/packing?<br>
3513 <br>
3514 These options aren't really needed since the user can adjust the start
3515 address and GL_PACK/UNPACK_ROW_LENGTH parameters to achieve the same
3516 effect.<br>
3517 <br>
3518 RECOMMENDATION: &nbsp;omit these parameters.<br>
3519 <br>
3520 RESOLUTION: open<br>
3521 <br>
3522 <h2>A.11 Texture State Queries</h2>
3523 Should we support the command <span style="font-weight: bold;">glGetTexEnvi/fv,
3524 glGetTexParameteri/fv</span> and <span style="font-weight: bold;">glGetTexLevelParameteri/fv</span>?<br>
3525 <br>
3526 RECOMMENDATION: &nbsp;No.&nbsp;They're seldom needed and their
3527 implementation is several hundred lines of code in length.<br>
3528 <br>
3529 RESOLUTION: &nbsp;open<br>
3530 <br>
3531 <h2>A.12 glGetIntegerv, glGetBooleanv and glGetDoublev</h2>
3532 Should we support the commands <span style="font-weight: bold;">glGetIntegerv,
3533 glGetBooleanv </span>and <span style="font-weight: bold;">glGetDoublev</span>
3534 in addition to <span style="font-weight: bold;">glGetFloatv</span>?<br>
3535 <br>
3536 RECOMMENDATION: &nbsp;Omit the boolean, integer and double-valued
3537 functions. All state values which can be queried by these commands can
3538 be expressed as floating point values and queried with <span
3539 style="font-weight: bold;">glGetFloatv</span>. &nbsp;The
3540 implementation of the other three commands involves many lines of code.<br>
3541 <br>
3542 RESOLUTION: &nbsp;open<br>
3543 <br>
3544 <h2>A.13 glBitmap and Per-Fragment Operations</h2>
3545 Should bitmaps rendered with <span style="font-weight: bold;">glBitmap</span>
3546 be subjected to the per-fragment operations?<br>
3547 <br>
3548 If bitmaps are implemented with points it will be easy to implement the
3549 per-fragment operations. &nbsp;Otherwise, it could be difficult.<br>
3550 <br>
3551 RECOMMENDATION: &nbsp;Implement glBitmap by drawing points/pixels with
3552 the hardware. &nbsp;This will make supporting the per-fragments
3553 trivially easy. &nbsp;Also, it makes portrait-mode display relatively
3554 easy.<br>
3555 <br>
3556 RESOLUTION: &nbsp;open<br>
3557 <br>
3558 <h2>A.14 Reduced gl.h Header File</h2>
3559 Should we produce a reduced gl.h header file which only defines the
3560 tokens and functions which are implemented by the subset?<br>
3561 <br>
3562 RECOMMENDATION: yes. &nbsp;It would be a useful reference to
3563 programmers to quickly determine which functions and tokens are
3564 supported.<br>
3565 <br>
3566 RESOLUTION: open<br>
3567 <br>
3568 <h2>A.15 glPolygonMode</h2>
3569 Is <span style="font-weight: bold;">glPolygonMode</span> needed?<br>
3570 <br>
3571 RECOMMENDATION: No. &nbsp;Omit it.<br>
3572 <br>
3573 RESOLUTION: closed, as of 26 Feb 2003<br>
3574 <br>
3575 <br>
3576 <p> </p>
3577 </body>
3578 </html>