507 lines
16 KiB
Plaintext
507 lines
16 KiB
Plaintext
.\" $XFree86$
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'\" te
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'\"! tbl|eqn | mmdoc
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'\"macro stdmacro
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.ds Vn Version 1.2
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.ds Dt 24 September 1999
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.ds Re Release 1.2.1
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.ds Dp Jan 14 18:30
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.ds Dm 01 pixelstor
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.ds Xs 12758 17 pixelstore.gl
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.TH GLPIXELSTORE 3G
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.SH NAME
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.B "glPixelStoref, glPixelStorei
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\- set pixel storage modes
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.SH C SPECIFICATION
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void \f3glPixelStoref\fP(
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GLenum \fIpname\fP,
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.nf
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.ta \w'\f3void \fPglPixelStoref( 'u
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GLfloat \fIparam\fP )
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.fi
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void \f3glPixelStorei\fP(
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GLenum \fIpname\fP,
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.nf
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.ta \w'\f3void \fPglPixelStorei( 'u
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GLint \fIparam\fP )
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.fi
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.EQ
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delim $$
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.EN
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.SH PARAMETERS
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.TP \w'\f2pname\fP\ \ 'u
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\f2pname\fP
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Specifies the symbolic name of the parameter to be set.
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Six values affect the packing of pixel data into memory:
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\%\f3GL_PACK_SWAP_BYTES\fP,
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\%\f3GL_PACK_LSB_FIRST\fP,
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\%\f3GL_PACK_ROW_LENGTH\fP,
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\%\f3GL_PACK_IMAGE_HEIGHT\fP,
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\%\f3GL_PACK_SKIP_PIXELS\fP,
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\%\f3GL_PACK_SKIP_ROWS\fP,
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\%\f3GL_PACK_SKIP_IMAGES\fP, and
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\%\f3GL_PACK_ALIGNMENT\fP.
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Six more affect the unpacking of pixel data \f2from\fP memory:
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\%\f3GL_UNPACK_SWAP_BYTES\fP,
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\%\f3GL_UNPACK_LSB_FIRST\fP,
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\%\f3GL_UNPACK_ROW_LENGTH\fP,
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\%\f3GL_UNPACK_IMAGE_HEIGHT\fP,
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\%\f3GL_UNPACK_SKIP_PIXELS\fP,
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\%\f3GL_UNPACK_SKIP_ROWS\fP,
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\%\f3GL_UNPACK_SKIP_IMAGES\fP, and
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\%\f3GL_UNPACK_ALIGNMENT\fP.
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.TP
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\f2param\fP
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Specifies the value that \f2pname\fP is set to.
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.SH DESCRIPTION
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\%\f3glPixelStore\fP sets pixel storage modes that affect the operation of subsequent
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\%\f3glDrawPixels\fP and \%\f3glReadPixels\fP as well as the unpacking of
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polygon stipple patterns (see \%\f3glPolygonStipple\fP), bitmaps (see
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\%\f3glBitmap\fP), texture patterns (see \%\f3glTexImage1D\fP,
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\%\f3glTexImage2D\fP, \%\f3glTexImage3D\fP, \%\f3glTexSubImage1D\fP,
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\%\f3glTexSubImage2D\fP, \%\f3glTexSubImage3D\fP).
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Additionally, if the \%\f3GL_ARB_imaging\fP extension is supported, pixle
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storage modes affect convlution filters
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(see \%\f3glConvolutionFilter1D\fP, \%\f3glConvolutionFilter2D\fP, and
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\%\f3glSeparableFilter2D\fP, color table (see \%\f3glColorTable\fP, and
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\%\f3glColorSubTable\fP, and unpacking histogram (See \%\f3glHistogram\fP),
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and minmax (See \%\f3glMinmax\fP) data.
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.P
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\f2pname\fP is a symbolic constant indicating the parameter to be set, and
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\f2param\fP is the new value. Six of the twelve storage parameters affect
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how pixel data is returned to client memory.
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They are as follows:
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.TP 10
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\%\f3GL_PACK_SWAP_BYTES\fP
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If true,
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byte ordering for multibyte color components,
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depth components,
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color indices,
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or stencil indices
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is reversed.
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That is,
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if a four-byte component consists of bytes
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$b sub 0$,
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$b sub 1$,
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$b sub 2$,
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$b sub 3$,
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it is stored in memory as
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$b sub 3$,
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$b sub 2$,
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$b sub 1$,
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$b sub 0$
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if \%\f3GL_PACK_SWAP_BYTES\fP is true.
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\%\f3GL_PACK_SWAP_BYTES\fP has no effect on the memory order of components
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within a pixel,
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only on the order of bytes within components or indices.
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For example,
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the three components of a \%\f3GL_RGB\fP pixel are always stored with
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red first,
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green second,
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and blue third,
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regardless of the value of \%\f3GL_PACK_SWAP_BYTES\fP.
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.TP
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\%\f3GL_PACK_LSB_FIRST\fP
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If true,
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bits are ordered within a byte from least significant to most significant;
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otherwise,
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the first bit in each byte is the most significant one.
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This parameter is significant for bitmap data only.
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.TP
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\%\f3GL_PACK_ROW_LENGTH\fP
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If greater than 0,
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\%\f3GL_PACK_ROW_LENGTH\fP defines the number of pixels in a row.
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If the first pixel of a row is placed at location $p$ in memory,
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then the location of the first pixel of the next row is obtained by skipping
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.sp
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.ce
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$k ~=~~ left { ^ lpile { n l above {a over s left ceiling { s n l } over a right ceiling}} ~~ lpile {s ~>=~ a above s ~<~ a }$
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.sp
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components or indices,
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where $n$ is the number of components or indices in a pixel,
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$l$ is the number of pixels in a row
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(\%\f3GL_PACK_ROW_LENGTH\fP if it is greater than 0,
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the $width$ argument to the pixel routine otherwise),
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$a$ is the value of \%\f3GL_PACK_ALIGNMENT\fP, and
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$s$ is the size, in bytes, of a single component
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(if $ a < s$, then it is as if $a ~=~ s$).
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In the case of 1-bit values,
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the location of the next row is obtained by skipping
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.sp
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.ce
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$k ~=~ 8 a left ceiling { n l } over { 8 a } ^ right ceiling$
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.sp
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components or indices.
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.IP
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The word \f2component\fP in this description refers to the nonindex values
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red,
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green,
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blue,
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alpha,
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and depth.
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Storage \%\f3GL_RGB\fP,
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for example,
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has three components per pixel:
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first red,
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then green,
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and finally blue.
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.TP
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\%\f3GL_PACK_IMAGE_HEIGHT\fP
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If greater than 0,
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\%\f3GL_PACK_IMAGE_HEIGHT\fP defines the number of pixels in an image
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three-dimensional texture volume.
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Where ``image'' is defined by all pixels sharing the same third
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dimension index.
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If the first pixel of a row is placed at location $p$ in memory,
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then the location of the first pixel of the next row is obtained by skipping
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.sp
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.ce
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$k ~=~~ left { ~ lpile { n l h above {a over s left ceiling { s n l h }
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over a ^ right ceiling}} ~~ lpile {s ~>=~ a above s ~<~ a }$
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.sp
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components or indices, where $n$ is the number of components or indices
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in a pixel, $l$ is the number of pixels in a row
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(\%\f3GL_PACK_ROW_LENGTH\fP if it is greater than 0, the
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$width$ argument to \%\f3glTexImage3d\fP otherwise), $h$ is the number of
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rows in a pixel image (\%\f3GL_PACK_IMAGE_HEIGHT\fP if it is greater than
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0, the $height$ argument to the \%\f3glTexImage3D\fP routine otherwise),
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$a$ is the value of
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\%\f3GL_PACK_ALIGNMENT\fP, and $s$ is the size, in bytes, of a single
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component (if $ a < s$, then it is as if $a = s$).
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.IP
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The word \f2component\fP in this description refers to the nonindex values
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red,
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green,
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blue,
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alpha,
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and depth.
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Storage \%\f3GL_RGB\fP,
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for example,
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has three components per pixel:
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first red,
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then green,
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and finally blue.
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.TP
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\%\f3GL_PACK_SKIP_PIXELS\fP, \%\f3GL_PACK_SKIP_ROWS\fP, and \%\f3GL_PACK_SKIP_IMAGES\fP
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These values are provided as a convenience to the programmer;
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they provide no functionality that cannot be duplicated simply by
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incrementing the pointer passed to \%\f3glReadPixels\fP.
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Setting \%\f3GL_PACK_SKIP_PIXELS\fP to $i$ is equivalent to incrementing
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the pointer by $i n$ components or indices,
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where $n$ is the number of components or indices in each pixel.
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Setting \%\f3GL_PACK_SKIP_ROWS\fP to $j$ is equivalent to incrementing
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the pointer by $j m$ components or indices,
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where $m$ is the number of components or indices per row,
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as just computed in the \%\f3GL_PACK_ROW_LENGTH\fP section.
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Setting \%\f3GL_PACK_SKIP_IMAGES\fP to $k$ is equivalent to incrementing
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the pointer by $k p$, where $p$ is the number of components or indices
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per image, as computed in the \%\f3GL_PACK_IMAGE_HEIGHT\fP section.
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.TP
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\%\f3GL_PACK_ALIGNMENT\fP
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Specifies the alignment requirements for the start of each pixel row in memory.
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The allowable values are
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1 (byte-alignment),
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2 (rows aligned to even-numbered bytes),
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4 (word-alignment), and
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8 (rows start on double-word boundaries).
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.P
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The other six of the twelve storage parameters affect how pixel data is
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read from client memory.
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These values are significant for \%\f3glDrawPixels\fP,
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\%\f3glTexImage1D\fP,
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\%\f3glTexImage2D\fP,
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\%\f3glTexImage3D\fP,
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\%\f3glTexSubImage1D\fP,
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\%\f3glTexSubImage2D\fP,
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\%\f3glTexSubImage3D\fP,
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\%\f3glBitmap\fP, and
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\%\f3glPolygonStipple\fP.
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.P
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Additionally, if the \%\f3GL_ARB_imaging\fP extension is supported,
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\%\f3glColorTable\fP,
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\%\f3glColorSubTable\fP,
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\%\f3glConvolutionFilter1D\fP,
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\%\f3glConvolutionFilter2D\fP, and
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\%\f3glSeparableFilter2D\fP.
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They are as follows:
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.TP
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\%\f3GL_UNPACK_SWAP_BYTES\fP
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If true,
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byte ordering for multibyte color components,
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depth components,
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color indices,
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or stencil indices
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is reversed.
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That is,
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if a four-byte component consists of bytes
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$b sub 0$,
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$b sub 1$,
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$b sub 2$,
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$b sub 3$,
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it is taken from memory as
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$b sub 3$,
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$b sub 2$,
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$b sub 1$,
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$b sub 0$
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if \%\f3GL_UNPACK_SWAP_BYTES\fP is true.
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\%\f3GL_UNPACK_SWAP_BYTES\fP has no effect on the memory order of components
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within a pixel,
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only on the order of bytes within components or indices.
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|
For example,
|
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the three components of a \%\f3GL_RGB\fP pixel are always stored with
|
|
red first,
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green second,
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and blue third,
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regardless of the value of \%\f3GL_UNPACK_SWAP_BYTES\fP.
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.TP
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\%\f3GL_UNPACK_LSB_FIRST\fP
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If true,
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bits are ordered within a byte from least significant to most significant;
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otherwise,
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the first bit in each byte is the most significant one.
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This is relevant only for bitmap data.
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.TP
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\%\f3GL_UNPACK_ROW_LENGTH\fP
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If greater than 0,
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\%\f3GL_UNPACK_ROW_LENGTH\fP defines the number of pixels in a row.
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If the first pixel of a row is placed at location $p$ in memory,
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then the location of the first pixel of the next row is obtained by skipping
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.sp
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.ce
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$k ~=~~ left { ~ lpile { n l above {a over s left ceiling { s n l }
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over a ^ right ceiling}} ~~ lpile {s ~>=~ a above s ~<~ a }$
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.sp
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components or indices,
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where $n$ is the number of components or indices in a pixel,
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$l$ is the number of pixels in a row
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(\%\f3GL_UNPACK_ROW_LENGTH\fP if it is greater than 0,
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the $width$ argument to the pixel routine otherwise),
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$a$ is the value of \%\f3GL_UNPACK_ALIGNMENT\fP, and
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$s$ is the size, in bytes, of a single component
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(if $ a < s$, then it is as if $a = s$).
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|
In the case of 1-bit values,
|
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the location of the next row is obtained by skipping
|
|
.sp
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|
.ce
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$k ~=~ 8 a left ceiling { n l } over { 8 a } right ceiling$
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.sp
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components or indices.
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.IP
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|
The word \f2component\fP in this description refers to the nonindex values
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|
red,
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|
green,
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|
blue,
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alpha,
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and depth.
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|
Storage \%\f3GL_RGB\fP,
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|
for example,
|
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has three components per pixel:
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first red,
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then green,
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and finally blue.
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.TP
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\%\f3GL_UNPACK_IMAGE_HEIGHT\fP
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If greater than 0,
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\%\f3GL_UNPACK_IMAGE_HEIGHT\fP defines the number of pixels in an image of
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|
a three-dimensional texture volume. Where ``image'' is defined by all
|
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pixel sharing the same third dimension index.
|
|
If the first pixel of a row is placed at location $p$ in memory,
|
|
then the location of the first pixel of the next row is obtained by skipping
|
|
.sp
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|
.ce
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$k ~=~~ left {~ lpile { n l h above {a over s left ceiling { s n l h }
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over a ^ right ceiling}} ~~ lpile {s ~ >=~ a above s ~<~ a }$
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.sp
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components or indices,
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|
where $n$ is the number of components or indices in a pixel,
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$l$ is the number of pixels in a row
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(\%\f3GL_UNPACK_ROW_LENGTH\fP if it is greater than 0,
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the $width$ argument to \%\f3glTexImage3D\fP otherwise),
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$h$ is the number of rows in an image (\%\f3GL_UNPACK_IMAGE_HEIGHT\fP if
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it is greater than 0, the $height$ argument to \%\f3glTexImage3D\fP otherwise),
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$a$ is the value of \%\f3GL_UNPACK_ALIGNMENT\fP, and
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$s$ is the size, in bytes, of a single component
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(if $ a < s$, then it is as if $a ~=~ s$).
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.IP
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The word \f2component\fP in this description refers to the nonindex values
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|
red,
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|
green,
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|
blue,
|
|
alpha,
|
|
and depth.
|
|
Storage \%\f3GL_RGB\fP,
|
|
for example,
|
|
has three components per pixel:
|
|
first red,
|
|
then green,
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and finally blue.
|
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.TP
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\%\f3GL_UNPACK_SKIP_PIXELS\fP and \%\f3GL_UNPACK_SKIP_ROWS\fP
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|
These values are provided as a convenience to the programmer;
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|
they provide no functionality that cannot be duplicated by
|
|
incrementing the pointer passed to
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\%\f3glDrawPixels\fP,
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\%\f3glTexImage1D\fP,
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\%\f3glTexImage2D\fP,
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\%\f3glTexSubImage1D\fP,
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\%\f3glTexSubImage2D\fP,
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\%\f3glBitmap\fP, or
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\%\f3glPolygonStipple\fP.
|
|
Setting \%\f3GL_UNPACK_SKIP_PIXELS\fP to $i$ is equivalent to incrementing
|
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the pointer by $i n$ components or indices,
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|
where $n$ is the number of components or indices in each pixel.
|
|
Setting \%\f3GL_UNPACK_SKIP_ROWS\fP to $j$ is equivalent to incrementing
|
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the pointer by $j k$ components or indices,
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|
where $k$ is the number of components or indices per row,
|
|
as just computed in the \%\f3GL_UNPACK_ROW_LENGTH\fP section.
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.TP
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\%\f3GL_UNPACK_ALIGNMENT\fP
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Specifies the alignment requirements for the start of each pixel row in memory.
|
|
The allowable values are
|
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1 (byte-alignment),
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2 (rows aligned to even-numbered bytes),
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4 (word-alignment), and
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8 (rows start on double-word boundaries).
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.P
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The following table gives the type,
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initial value,
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and range of valid values for each storage parameter
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that can be set with \%\f3glPixelStore\fP.
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.sp
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.TS
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center tab(:) delim($$) ;
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lb cb cb cb
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l c c c.
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_
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\f2pname\fP:Type:Initial Value:Valid Range
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_
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\%\f3GL_PACK_SWAP_BYTES\fP:boolean:false:true or false
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\%\f3GL_PACK_LSB_FIRST\fP:boolean:false:true or false
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\%\f3GL_PACK_ROW_LENGTH\fP:integer:0:[0,\(if)
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\%\f3GL_PACK_IMAGE_HEIGHT\fP:integer:0:[0, \(if)
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\%\f3GL_PACK_SKIP_ROWS\fP:integer:0:[0,\(if)
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\%\f3GL_PACK_SKIP_PIXELS\fP:integer:0:[0,\(if)
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\%\f3GL_PACK_SKIP_IMAGES\fP:integer:0:[0,\(if)
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\%\f3GL_PACK_ALIGNMENT\fP:integer:4:1, 2, 4, or 8
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_
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\%\f3GL_UNPACK_SWAP_BYTES\fP:boolean:false:true or false
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\%\f3GL_UNPACK_LSB_FIRST\fP:boolean:false:true or false
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\%\f3GL_UNPACK_ROW_LENGTH\fP:integer:0:[0,\(if)
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\%\f3GL_UNPACK_IMAGE_HEIGHT\fP:integer:0:[0,\(if)
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\%\f3GL_UNPACK_SKIP_ROWS\fP:integer:0:[0,\(if)
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\%\f3GL_UNPACK_SKIP_PIXELS\fP:integer:0:[0,\(if)
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\%\f3GL_UNPACK_SKIP_IMAGES\fP:integer:0:[0,\(if)
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\%\f3GL_UNPACK_ALIGNMENT\fP:integer:4:1, 2, 4, or 8
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_
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.TE
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.sp
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\%\f3glPixelStoref\fP can be used to set any pixel store parameter.
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If the parameter type is boolean,
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then if \f2param\fP is 0,
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the parameter is false;
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otherwise it is set to true.
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If \f2pname\fP is a integer type parameter,
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\f2param\fP is rounded to the nearest integer.
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.P
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Likewise, \%\f3glPixelStorei\fP can also be used to set any of the
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pixel store parameters.
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Boolean parameters are set to false if \f2param\fP is 0 and true otherwise.
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.SH NOTES
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The pixel storage modes in effect when
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\%\f3glDrawPixels\fP,
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\%\f3glReadPixels\fP,
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\%\f3glTexImage1D\fP,
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\%\f3glTexImage2D\fP,
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\%\f3glTexImage3D\fP,
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\%\f3glTexSubImage1D\fP,
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\%\f3glTexSubImage2D\fP,
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\%\f3glTexSubImage3D\fP,
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\%\f3glBitmap\fP,
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or \%\f3glPolygonStipple\fP is placed in a display list control the interpretation
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of memory data.
|
|
Likewise, if the \%\f3GL_ARB_imaging\fP extension is supported, the pixel
|
|
storage modes in effect when
|
|
\%\f3glColorTable\fP,
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|
\%\f3glColorSubTable\fP,
|
|
\%\f3glConvolutionFilter1D\fP,
|
|
\%\f3glConvolutionFilter2D\fP, of
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|
\%\f3glSeparableFilter2D\fP is placed in a display list control the
|
|
interpretation of memory data.
|
|
The pixel storage modes in effect when a display list is executed are
|
|
not significant.
|
|
.P
|
|
Pixel storage modes are client state and must be pushed and restored
|
|
using
|
|
.br
|
|
\%\f3glPushClientAttrib\fP and \%\f3glPopClientAttrib\fP.
|
|
.SH ERRORS
|
|
\%\f3GL_INVALID_ENUM\fP is generated if \f2pname\fP is not an accepted value.
|
|
.P
|
|
\%\f3GL_INVALID_VALUE\fP is generated if a negative row length,
|
|
pixel skip,
|
|
or row skip value is specified,
|
|
or if alignment is specified as other than 1, 2, 4, or 8.
|
|
.P
|
|
\%\f3GL_INVALID_OPERATION\fP is generated if \%\f3glPixelStore\fP
|
|
is executed between the execution of \%\f3glBegin\fP
|
|
and the corresponding execution of \%\f3glEnd\fP.
|
|
.SH ASSOCIATED GETS
|
|
\%\f3glGet\fP with argument \%\f3GL_PACK_SWAP_BYTES\fP
|
|
.br
|
|
\%\f3glGet\fP with argument \%\f3GL_PACK_LSB_FIRST\fP
|
|
.br
|
|
\%\f3glGet\fP with argument \%\f3GL_PACK_ROW_LENGTH\fP
|
|
.br
|
|
\%\f3glGet\fP with argument \%\f3GL_PACK_IMAGE_HEIGHT\fP
|
|
.br
|
|
\%\f3glGet\fP with argument \%\f3GL_PACK_SKIP_ROWS\fP
|
|
.br
|
|
\%\f3glGet\fP with argument \%\f3GL_PACK_SKIP_PIXELS\fP
|
|
.br
|
|
\%\f3glGet\fP with argument \%\f3GL_PACK_SKIP_IMAGES\fP
|
|
.br
|
|
\%\f3glGet\fP with argument \%\f3GL_PACK_ALIGNMENT\fP
|
|
.br
|
|
\%\f3glGet\fP with argument \%\f3GL_UNPACK_SWAP_BYTES\fP
|
|
.br
|
|
\%\f3glGet\fP with argument \%\f3GL_UNPACK_LSB_FIRST\fP
|
|
.br
|
|
\%\f3glGet\fP with argument \%\f3GL_UNPACK_ROW_LENGTH\fP
|
|
.br
|
|
\%\f3glGet\fP with argument \%\f3GL_UNPACK_IMAGE_HEIGHT\fP
|
|
.br
|
|
\%\f3glGet\fP with argument \%\f3GL_UNPACK_SKIP_ROWS\fP
|
|
.br
|
|
\%\f3glGet\fP with argument \%\f3GL_UNPACK_SKIP_PIXELS\fP
|
|
.br
|
|
\%\f3glGet\fP with argument \%\f3GL_UNPACK_SKIP_IMAGES\fP
|
|
.br
|
|
\%\f3glGet\fP with argument \%\f3GL_UNPACK_ALIGNMENT\fP
|
|
.SH SEE ALSO
|
|
\%\f3glBitmap(3G)\fP,
|
|
\%\f3glColorTable(3G)\fP,
|
|
\%\f3glColorSubTable(3G)\fP,
|
|
\%\f3glConvolutionFilter1D(3G)\fP,
|
|
\%\f3glConvolutionFilter2D(3G)\fP,
|
|
\%\f3glSeparableFilter2D(3G)\fP,
|
|
\%\f3glDrawPixels(3G)\fP,
|
|
\%\f3glHistogram(3G)\fP,
|
|
\%\f3glMinmax(3G)\fP,
|
|
\%\f3glPixelMap(3G)\fP,
|
|
\%\f3glPixelTransfer(3G)\fP,
|
|
\%\f3glPixelZoom(3G)\fP,
|
|
\%\f3glPolygonStipple(3G)\fP,
|
|
\%\f3glPushClientAttrib(3G)\fP,
|
|
\%\f3glReadPixels(3G)\fP,
|
|
\%\f3glTexImage1D(3G)\fP,
|
|
\%\f3glTexImage2D(3G)\fP,
|
|
\%\f3glTexImage3D(3G)\fP,
|
|
\%\f3glTexSubImage1D(3G)\fP,
|
|
\%\f3glTexSubImage2D(3G)\fP,
|
|
\%\f3glTexSubImage3D(3G)\fP
|