glCopyPixels.3gl




Name

  glCopyPixels - copy pixels in	the frame buffer


C Specification

  void glCopyPixels( GLint x,
		     GLint y,
		     GLsizei width,
		     GLsizei height,
		     GLenum type )


Parameters


  x, y Specify the window coordinates of the lower left	corner of the
       rectangular region of pixels to be copied.

  width, height
       Specify the dimensions of the rectangular region	of pixels to be
       copied.	Both must be nonnegative.

  type Specifies whether color values, depth values, or	stencil	values are to
       be copied.  Symbolic constants GL_COLOR,	GL_DEPTH, and GL_STENCIL are
       accepted.


Description

  glCopyPixels copies a	screen-aligned rectangle of pixels from	the specified
  frame	buffer location	to a region relative to	the current raster position.
  Its operation	is well	defined	only if	the entire pixel source	region is
  within the exposed portion of	the window.  Results of	copies from outside
  the window, or from regions of the window that are not exposed, are
  hardware dependent and undefined.

  x and	y specify the window coordinates of the	lower left corner of the
  rectangular region to	be copied.  width and height specify the dimensions
  of the rectangular region to be copied.  Both	width and height must not be
  negative.

  Several parameters control the processing of the pixel data while it is
  being	copied.	 These parameters are set with three commands:
  glPixelTransfer, glPixelMap, and glPixelZoom.	 This reference	page
  describes the	effects	on glCopyPixels	of most, but not all, of the
  parameters specified by these	three commands.

  glCopyPixels copies values from each pixel with the lower left-hand corner
  at (x	+ i, y + j) for	0<=i<width  and 0<=j<height.  This pixel is said to be
  the ith pixel	in the jth row.	Pixels are copied in row order from the
  lowest to the	highest	row, left to right in each row.

  type specifies whether color,	depth, or stencil data is to be	copied.	 The
  details of the transfer for each data	type are as follows:

  GL_COLOR	 Indices or RGBA colors	are read from the buffer currently
		 specified as the read source buffer (see glReadBuffer).  If
		 the GL	is in color index mode,	each index that	is read	from
		 this buffer is	converted to a fixed-point format with an
		 unspecified number of bits to the right of the	binary point.
		 Each index is then shifted left by GL_INDEX_SHIFT bits, and
		 added to GL_INDEX_OFFSET.  If GL_INDEX_SHIFT is negative,
		 the shift is to the right.  In	either case, zero bits fill
		 otherwise unspecified bit locations in	the result.  If
		 GL_MAP_COLOR is true, the index is replaced with the value
		 that it references in lookup table GL_PIXEL_MAP_I_TO_I.
		 Whether the lookup replacement	of the index is	done or	not,
								   b
		 the integer part of the index is then ANDed with 2 -1,	where
		 b is the number of bits in a color index buffer.

		 If the	GL is in RGBA mode, the	red, green, blue, and alpha
		 components of each pixel that is read are converted to	an
		 internal floating-point format	with unspecified precision.
		 The conversion	maps the largest representable component
		 value to 1.0, and component value zero	to 0.0.	 The
		 resulting floating-point color	values are then	multiplied by
		 GL_c_SCALE and	added to GL_c_BIAS, where c is RED, GREEN,
		 BLUE, and ALPHA for the respective color components.  The
		 results are clamped to	the range [0,1].  If GL_MAP_COLOR is
		 true, each color component is scaled by the size of lookup
		 table GL_PIXEL_MAP_c_TO_c, then replaced by the value that
		 it references in that table.  c is R, G, B, or	A,
		 respectively.

		 The resulting indices or RGBA colors are then converted to
		 fragments by attaching	the current raster position z
		 coordinate and	texture	coordinates to each pixel, then
		 assigning window coordinates (x +i,y +j), where (x ,y ) is
                                                r    r             r  r
		 the current raster position, and the pixel was	the ith	pixel
		 in the	jth row.  These	pixel fragments	are then treated just
		 like the fragments generated by rasterizing points, lines,
		 or polygons.  Texture mapping,	fog, and all the fragment
		 operations are	applied	before the fragments are written to
		 the frame buffer.

  GL_DEPTH	 Depth values are read from the	depth buffer and converted
		 directly to an	internal floating-point	format with
		 unspecified precision.	 The resulting floating-point depth
		 value is then multiplied by GL_DEPTH_SCALE and	added to
		 GL_DEPTH_BIAS.	 The result is clamped to the range [0,1].

		 The resulting depth components	are then converted to
		 fragments by attaching	the current raster position color or
		 color index and texture coordinates to	each pixel, then
		 assigning window coordinates (x +i,y +j), where (x ,y ) is
                                                r    r             r  r
		 the current raster position, and the pixel was	the ith	pixel
		 in the	jth row.  These	pixel fragments	are then treated just
		 like the fragments generated by rasterizing points, lines,
		 or polygons.  Texture mapping,	fog, and all the fragment
		 operations are	applied	before the fragments are written to
		 the frame buffer.

  GL_STENCIL	 Stencil indices are read from the stencil buffer and
		 converted to an internal fixed-point format with an
		 unspecified number of bits to the right of the	binary point.
		 Each fixed-point index	is then	shifted	left by
		 GL_INDEX_SHIFT	bits, and added	to GL_INDEX_OFFSET.  If
		 GL_INDEX_SHIFT	is negative, the shift is to the right.	 In
		 either	case, zero bits	fill otherwise unspecified bit
		 locations in the result.  If GL_MAP_STENCIL is	true, the
		 index is replaced with	the value that it references in
		 lookup	table GL_PIXEL_MAP_S_TO_S.  Whether the	lookup
		 replacement of	the index is done or not, the integer part of
                                               b
		 the index is then ANDed with 2 -1, where b is the number of
		 bits in the stencil buffer.  The resulting stencil indices
		 are then written to the stencil buffer	such that the index
		 read from the ith location of the jth row is written to
		 location (x +i,y +j), where (x	,y ) is	the current raster
                            r    r             r  r
		 position.  Only the pixel ownership test, the scissor test,
		 and the stencil writemask affect these	writes.

  The rasterization described thus far assumes pixel zoom factors of 1.0.  If
  glPixelZoom is used to change	the x and y pixel zoom factors,	pixels are
  converted to fragments as follows.  If (x , y	) is the current raster
                                           r   r
  position, and	a given	pixel is in the	ith location in	the jth	row of the
  source pixel rectangle, then fragments are generated for pixels whose
  centers are in the rectangle with corners at

			    (x +zoom i,	y +zoom	j)
			      r	    x	 r     y

				      and

			(x +zoom (i+1),	y +zoom	(j+1))
			  r	x	 r     y

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

Examples

  To copy the color pixel in the lower left corner of the window to the
  current raster position, use glCopyPixels(0, 0, 1, 1,	GL_COLOR);

Notes

  Modes	specified by glPixelStore have no effect on the	operation of
  glCopyPixels.

Errors

  GL_INVALID_ENUM is generated if type is not an accepted value.

  GL_INVALID_VALUE is generated	if either width	or height is negative.

  GL_INVALID_OPERATION is generated if type is GL_DEPTH	and there is no	depth
  buffer.

  GL_INVALID_OPERATION is generated if type is GL_STENCIL and there is no
  stencil buffer.

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

Associated Gets

  glGet	with argument GL_CURRENT_RASTER_POSITION
  glGet	with argument GL_CURRENT_RASTER_POSITION_VALID

See Also

  glDepthFunc, glDrawBuffer, glDrawPixels, glPixelMap, glPixelTransfer,
  glPixelZoom, glRasterPos, glReadBuffer, glReadPixels,	glStencilFunc

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Last Edited: Mon, May 22, 1995

AFV