fglDrawPixels(3G)

fglDrawPixels - write a block of pixels to the frame buffer

As shipped in IRIX 6.5.19. Last changed in IRIX 6.5.15.

NAME
     fglDrawPixels - write a block of pixels to the frame buffer


FORTRAN SPECIFICATION
     SUBROUTINE fglDrawPixels( INTEGER*4 width,
                               INTEGER*4 height,
                               INTEGER*4 format,
                               INTEGER*4 type,
                               CHARACTER*8 pixels )


PARAMETERS
     width, height Specify the dimensions of the pixel rectangle to be written
                   into the frame buffer.

     format        Specifies the format of the pixel data.  Symbolic constants
                   GL_COLOR_INDEX, GL_STENCIL_INDEX, GL_DEPTH_COMPONENT,
                   GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_ABGR_EXT, GL_RED,
                   GL_GREEN, GL_BLUE, GL_ALPHA, GL_LUMINANCE, and
                   GL_LUMINANCE_ALPHA are accepted.

     type          Specifies the data type for pixels.  Symbolic constants
                   GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, GL_UNSIGNED_SHORT,
                   GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT,
                   GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
                   GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV,
                   GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
                   GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
                   GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV,
                   GL_UNSIGNED_INT_10_10_10_2, and
                   GL_UNSIGNED_INT_2_10_10_10_REV are accepted.

     pixels        Specifies a pointer to the pixel data.

DESCRIPTION
     fglDrawPixels reads pixel data from memory and writes it into the frame
     buffer relative to the current raster position, provided that the raster
     position is valid.  Use fglRasterPos to set the current raster position;
     use fglGet with argument GL_CURRENT_RASTER_POSITION_VALID to determine if
     the specified raster position is valid, and fglGet with argument
     GL_CURRENT_RASTER_POSITION to query the raster position.

     Several parameters define the encoding of pixel data in memory and
     control the processing of the pixel data before it is placed in the frame
     buffer.  These parameters are set with four commands:  fglPixelStore,
     fglPixelTransfer, fglPixelMap, and fglPixelZoom.  This reference page
     describes the effects on fglDrawPixels of many, but not all, of the
     parameters specified by these four commands.

     Data is read from pixels as a sequence of signed or unsigned bytes,
     signed or unsigned shorts, signed or unsigned integers, or single-
     precision floating-point values, depending on type. When type is one of
     GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT,
     GL_INT, or GL_FLOAT each of these bytes, shorts, integers, or floating-
     point values is interpreted as one color or depth component, or one
     index, depending on format.  When type is one of GL_UNSIGNED_BYTE_3_3_2,
     GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_4_4_4_4,
     GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_INT_8_8_8_8,
     GL_UNSIGNED_INT_10_10_10_2, each unsigned value is interpreted as
     containing all the components for a single pixel, with the color
     components arranged according to format.  When type is one of
     GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5_REV,
     GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_1_5_5_5_REV,
     GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_2_10_10_10_REV, each
     unsigned value is interpreted as containing all color components,
     specified by format, for a single pixel in a reversed order. Indices are
     always treated individually.  Color components are treated as groups of
     one, two, three, or four values, again based on format. Both individual
     indices and groups of components are referred to as pixels.  If type is
     GL_BITMAP, the data must be unsigned bytes, and format must be either
     GL_COLOR_INDEX or GL_STENCIL_INDEX.  Each unsigned byte is treated as
     eight 1-bit pixels, with bit ordering determined by GL_UNPACK_LSB_FIRST
     (see fglPixelStore).

     width x height pixels are read from memory, starting at location pixels.
     By default, these pixels are taken from adjacent memory locations, except
     that after all width pixels are read, the read pointer is advanced to the
     next four-byte boundary.  The four-byte row alignment is specified by
     fglPixelStore with argument GL_UNPACK_ALIGNMENT, and it can be set to
     one, two, four, or eight bytes.  Other pixel store parameters specify
     different read pointer advancements, both before the first pixel is read
     and after all width pixels are read.  See the fglPixelStore reference
     page for details on these options.

     The width x height pixels that are read from memory are each operated on
     in the same way, based on the values of several parameters specified by
     fglPixelTransfer and fglPixelMap.  The details of these operations, as
     well as the target buffer into which the pixels are drawn, are specific
     to the format of the pixels, as specified by format.  format can assume
     one of 13 symbolic values:

     GL_COLOR_INDEX
               Each pixel is a single value, a color index.  It is converted
               to fixed-point format, with an unspecified number of bits to
               the right of the binary point, regardless of the memory data
               type.  Floating-point values convert to true fixed-point
               values.  Signed and unsigned integer data is converted with all
               fraction bits set to 0.  Bitmap data convert to either 0 or 1.

               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 the GL is in RGBA mode, the resulting index is converted to
               an RGBA pixel with the help of the GL_PIXEL_MAP_I_TO_R,
               GL_PIXEL_MAP_I_TO_G, GL_PIXEL_MAP_I_TO_B, and
               GL_PIXEL_MAP_I_TO_A tables.  If the GL is in color index mode,
               and 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, the
                                                             b
               integer part of the index is then ANDed with 2 -1, where b is
               the number of bits in a color index buffer.

               The GL then converts the resulting indices or RGBA colors to
               fragments by attaching the current raster position z coordinate
               and texture coordinates to each pixel, then assigning x and y
               window coordinates to the nth fragment such that

                                   x  = x  + n mod width
                                    n    r

                                    y  = y  + |n/width |
                                     n    r


               where (x ,y ) is the current raster position.  These pixel
                       r  r
               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_INDEX
               Each pixel is a single value, a stencil index.  It is converted
               to fixed-point format, with an unspecified number of bits to
               the right of the binary point, regardless of the memory data
               type.  Floating-point values convert to true fixed-point
               values.  Signed and unsigned integer data is converted with all
               fraction bits set to 0.  Bitmap data convert to either 0 or 1.

               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
                                                             b
               integer part of 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 nth index is written to location

                                 x  = x  + n mod width
                                  n    r

                                 y  = y  + | n/width |
                                  n    r


          where (x ,y ) is the current raster position.  Only the pixel
                  r  r
          ownership test, the scissor test, and the stencil writemask affect
          these write operations.

     GL_DEPTH_COMPONENT
          Each pixel is a single-depth component.  Floating-point data is
          converted directly to an internal floating-point format with
          unspecified precision.  Signed integer data is mapped linearly to
          the internal floating-point format such that the most positive
          representable integer value maps to 1.0, and the most negative
          representable value maps to -1.0.  Unsigned integer data is mapped
          similarly:  the largest integer value maps to 1.0, and 0 maps to
          0.0.  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 GL then converts the resulting depth components to fragments by
          attaching the current raster position color or color index and
          texture coordinates to each pixel, then assigning x and y window
          coordinates to the nth fragment such that

                                 x  = x  + n mod width
                                  n    r

                                 y  = y  + | n/width |
                                  n    r


          where (x ,y ) is the current raster position.  These pixel fragments
                  r  r
          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_RGBA

     GL_BGRA

     GL_ABGR_EXT
          Each pixel is a four-component group: for GL_RGBA, the red component
          is first, followed by green, followed by blue, followed by alpha;
          for GL_BGRA the order is blue, green, red and then alpha; for
          GL_ABGR_EXT the order is alpha, blue, green, and then red.
          Floating-point values are converted directly to an internal
          floating-point format with unspecified precision.  Signed integer
          values are mapped linearly to the internal floating-point format
          such that the most positive representable integer value maps to 1.0,
          and the most negative representable value maps to -1.0. (Note that
          this mapping does not convert 0 precisely to 0.0.)  Unsigned integer
          data is mapped similarly:  the largest integer value maps to 1.0,
          and 0 maps 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 GL then converts the resulting RGBA colors to fragments by
          attaching the current raster position z coordinate and texture
          coordinates to each pixel, then assigning x and y window coordinates
          to the nth fragment such that

                                 x  = x  + n mod width
                                  n    r

                                 y  = y  + | n/width |
                                  n    r


          where (x ,y ) is the current raster position.  These pixel fragments
                  r  r
          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_RED
          Each pixel is a single red component.  This component is converted
          to the internal floating-point format in the same way the red
          component of an RGBA pixel is. It is then converted to an RGBA pixel
          with green and blue set to 0, and alpha set to 1.  After this
          conversion, the pixel is treated as if it had been read as an RGBA
          pixel.

     GL_GREEN
          Each pixel is a single green component.  This component is converted
          to the internal floating-point format in the same way the green
          component of an RGBA pixel is.  It is then converted to an RGBA
          pixel with red and blue set to 0, and alpha set to 1.  After this
          conversion, the pixel is treated as if it had been read as an RGBA
          pixel.

     GL_BLUE
          Each pixel is a single blue component.  This component is converted
          to the internal floating-point format in the same way the blue
          component of an RGBA pixel is.  It is then converted to an RGBA
          pixel with red and green set to 0, and alpha set to 1.  After this
          conversion, the pixel is treated as if it had been read as an RGBA
          pixel.

     GL_ALPHA
          Each pixel is a single alpha component.  This component is converted
          to the internal floating-point format in the same way the alpha
          component of an RGBA pixel is.  It is then converted to an RGBA
          pixel with red, green, and blue set to 0.  After this conversion,
          the pixel is treated as if it had been read as an RGBA pixel.

     GL_RGB

     GL_BGR
          Each pixel is a three-component group:  red first, followed by
          green, followed by blue; for GL_BGR, the first component is blue,
          followed by green and then red.  Each component is converted to the
          internal floating-point format in the same way the red, green, and
          blue components of an RGBA pixel are.  The color triple is converted
          to an RGBA pixel with alpha set to 1.  After this conversion, the
          pixel is treated as if it had been read as an RGBA pixel.

     GL_LUMINANCE
          Each pixel is a single luminance component.  This component is
          converted to the internal floating-point format in the same way the
          red component of an RGBA pixel is.  It is then converted to an RGBA
          pixel with red, green, and blue set to the converted luminance
          value, and alpha set to 1.  After this conversion, the pixel is
          treated as if it had been read as an RGBA pixel.

     GL_LUMINANCE_ALPHA
          Each pixel is a two-component group:  luminance first, followed by
          alpha.  The two components are converted to the internal floating-
          point format in the same way the red component of an RGBA pixel is.
          They are then converted to an RGBA pixel with red, green, and blue
          set to the converted luminance value, and alpha set to the converted
          alpha value.  After this conversion, the pixel is treated as if it
          had been read as an RGBA pixel.

     The following table summarizes the meaning of the valid constants for the
     type parameter:


_________________________________________________________________________________________
Type                             Corresponding Type
_________________________________________________________________________________________
GL_UNSIGNED_BYTE                 unsigned 8-bit integer
GL_BYTE                          signed 8-bit integer
GL_BITMAP                        single bits in unsigned 8-bit integers
GL_UNSIGNED_SHORT                unsigned 16-bit integer
GL_SHORT                         signed 16-bit integer
GL_UNSIGNED_INT                  unsigned 32-bit integer
GL_INT                           32-bit integer
GL_FLOAT                         single-precision floating-point

GL_UNSIGNED_BYTE_3_3_2           unsigned 8-bit integer
GL_UNSIGNED_BYTE_2_3_3_REV       unsigned 8-bit integer with reversed component ordering
GL_UNSIGNED_SHORT_5_6_5          unsigned 16-bit integer
GL_UNSIGNED_SHORT_5_6_5_REV      unsigned 16-bit integer with reversed component ordering
GL_UNSIGNED_SHORT_4_4_4_4        unsigned 16-bit integer
GL_UNSIGNED_SHORT_4_4_4_4_REV    unsigned 16-bit integer with reversed component ordering
GL_UNSIGNED_SHORT_5_5_5_1        unsigned 16-bit integer
GL_UNSIGNED_SHORT_1_5_5_5_REV    unsigned 16-bit integer with reversed component ordering
GL_UNSIGNED_INT_8_8_8_8          unsigned 32-bit integer
GL_UNSIGNED_INT_8_8_8_8_REV      unsigned 32-bit integer with reversed component ordering
GL_UNSIGNED_INT_10_10_10_2       unsigned 32-bit integer
GL_UNSIGNED_INT_2_10_10_10_REV   unsigned 32-bit integer with reversed component ordering
_________________________________________________________________________________________


     The rasterization described so far assumes pixel zoom factors of 1.  If
     fglPixelZoom 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 nth column and mth row of the pixel
     rectangle, then fragments are generated for pixels whose centers are in
     the rectangle with corners at

                              (x  + zoom n, y  + zoom m)
                                r       x    r       y

                         (x  + zoom (n + 1), y  + zoom (m + 1))
                           r       x          r       y


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

     When GL_INTERLACE_SGIX is enabled, every other row of the destination
     pixel rectangle is modified.  The height of the pixel rectangle is
     equivalent to 2xGL_ZOOM_Yxheight.  Only rows (y +0,y +2,...) are affected
                                                    r    r
     by the draw operation.

     Normally fglDrawPixels is synchronous: OpenGL executes a fglDrawPixels
     command in the order it is issued in the OpenGL command stream.  Calling
     fglEnable with parameter GL_ASYNC_DRAW_PIXELS_SGIX causes subsequent
     fglDrawPixels commands to be asynchronous as defined by the SGIX_async
     extension.  An asynchronous fglDrawPixels command samples the OpenGL
     state vector at the point in the OpenGL command stream where the command
     is issued, but the results of the command (e.g. updates to the frame
     buffer) do not happen until some unspecified time in the future.  In
     particular, the order of the asynchronous command relative to other
     OpenGL commands issued later in the command stream is undefined.  An
     implementation may choose to execute asynchronous commands in parallel
     with the normal command stream or at some convenient time in the future.

     Calling fglDisable with parameter GL_ASYNC_DRAW_PIXELS_SGIX restores the
     default synchronous behavior for subsequent fglDrawPixels commands.  It
     does not affect any pending asynchronous fglDrawPixels commands, or wait
     for their completion.
     When an asynchronous fglDrawPixels command is issued, it is associated
     with the current value of GL_ASYNC_MARKER_SGIX as defined by the
     SGIX_async extension.  A program can determine if an asynchronous
     fglDrawPixels command has completed by using the fglFinishAsyncSGIX or
     fglPollAsyncSGIX commands.

     There is a maximum number of asynchronous fglDrawPixels commands that can
     be outstanding at any one time, defined by the implementation.  This
     value can be queried with fglGetIntegerv with argument
     GL_MAX_ASYNC_DRAW_PIXELS_SGIX.

NOTES
     GL_BGR and GL_BGRA are only valid for format if the GL version is 1.2 or
     greater.

     GL_ABGR_EXT is valid only if the EXT_abgr extension is supported.

     GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
     GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV,
     GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
     GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
     GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV,
     GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV are only
     valid for type if the GL version is 1.2 or greater.

ERRORS
     GL_INVALID_VALUE is generated if either width or height is negative.

     GL_INVALID_ENUM is generated if format or type is not one of the accepted
     values.

     GL_INVALID_OPERATION is generated if format is GL_RED, GL_GREEN, GL_BLUE,
     GL_ALPHA, GL_RGB, GL_RGBA, GL_BGR, GL_BGRA, GL_ABGR_EXT, GL_LUMINANCE, or
     GL_LUMINANCE_ALPHA, and the GL is in color index mode.

     GL_INVALID_ENUM is generated if type is GL_BITMAP and format is not
     either GL_COLOR_INDEX or GL_STENCIL_INDEX.

     GL_INVALID_OPERATION is generated if format is GL_STENCIL_INDEX and there
     is no stencil buffer.

     GL_INVALID_OPERATION is generated if fglDrawPixels is executed between
     the execution of fglBegin and the corresponding execution of fglEnd.

     GL_INVALID_OPERATION is generated if format is one
     GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
     GL_UNSIGNED_SHORT_5_6_5, of GL_UNSIGNED_SHORT_5_6_5_REV and format is not
     GL_RGB.

     GL_INVALID_OPERATION is generated if format is one of
     GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
     GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
     GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV,
     GL_UNSIGNED_INT_10_10_10_2, or GL_UNSIGNED_INT_2_10_10_10_REV and format
     is not GL_RGBA, GL_BGRA or GL_ABGR_EXT.

     GL_INVALID_OPERATION is generated when the SGIX_subsample extension is
     supported, and the pixel storage mode GL_UNPACK_SUBSAMPLE_RATE_SGIX is
     not GL_PIXEL_SUBSAMPLE_4444_SGIX, and width is not a multiple of 2, or
     format is not a 3 or 4 component format, or type is a packed pixels type.

     GL_INVALID_OPERATION is generated if GL_ASYNC_DRAW_PIXELS_SGIX is enabled
     and the number of asynchronous fglDrawPixels commands that have been
     issued but not queried (using fglFinishAsyncSGIX or fglPollAsyncSGIX)
     exceeds GL_MAX_ASYNC_DRAW_PIXELS_SGIX.

ASSOCIATED GETS
     fglGet with argument GL_CURRENT_RASTER_POSITION
     fglGet with argument GL_CURRENT_RASTER_POSITION_VALID
     fglGet with argument GL_INTERLACE_SGIX


MACHINE DEPENDENCIES
     The SGIX_async and SGIX_async_pixel extensions are implemented only on
     Octane2 VPro systems.

     On RealityEngine, RealityEngine2, and VTX systems convolution may not be
     used in the following circumstances:

          1.  When rendering to pixmaps.

          2.  When fragment processing (texturing, depth buffering, alpha
              testing, multisampling, fog) is enabled.

          3.  When histogramming or minmax is enabled.

          4.  When either of the pixel zoom factors has a value other than 1.0
              or -1.0.

     In these cases, fglDrawPixels and fglCopyPixels report a
     GL_INVALID_OPERATION error and do not transfer any pixels.

     Performance note for RealityEngine, RealityEngine2, and VTX systems:
     Unsigned color types use the fastest pixel-drawing path.  Smaller types
     (e.g., GL_UNSIGNED_BYTE) require less host-to-graphics bandwidth, and are
     therefore faster than larger types (e.g., GL_UNSIGNED_INT).  Signed and
     float types use the significantly slower floating-point pixel-drawing
     path.  The slower pixel-drawing path is also used when the format is
     GL_DEPTH_COMPONENT and when fragment operations (i.e., depth or alpha
     testing, texturing, fog, etc.) are enabled.

     For best performance on XS, XZ, Elan, and Extreme systems set type to
     GL_UNSIGNED_BYTE and, when drawing to the color buffer, set format to
     GL_ABGR_EXT.
     On InfiniteReality systems, signed color-index pixels written to
     drawables with dual-personality (luminance + color-index) visuals will be
     sign-extended into the high-order bits of the framebuffer.  For example,
     writing a signed byte value of 0x88 would yield 0xF88 in a 12-bit
     drawable.

     The SGIX_ycrcb extension is supported only on O2 systems.  When using
     GL_YCRCB_422_SGIX with fglDrawPixels on O2 systems, an odd integer value
     for GL_UNPACK_SKIP_PIXELS will be set to the next highest even integer
     value to preserve color alignment.

     On CRIME systems with a Crime Revision of 1.0-1.3, the SGIX_ycrcb
     extension will generate incorrect RGB colors from video with highly
     saturated blue or red values. Commonly, the blue of a very saturated sky
     will be converted to a pale yellow.  This problem is fixed with the CRIME
     1.4 graphics.

     On Octane2 VPro systems the format GL_DEPTH_COMPONENT24_SGIX can be used
     to transfer depth pixel values to and from the depth buffer in their
     internal eye-space range.  There are performance advantages over
     transfers that convert to screen-space values, particularly for
     GL_UNSIGNED_INT type pixels.

     The SGIX_interlace extension is supported only on InfiniteReality
     systems, on RealityEngine, RealityEngine2, and VTX systems, on Octane2
     VPro systems, and on O2 systems.

     The EXT_packed_pixels extension is not supported on RealityEngine,
     RealityEngine2, and VTX systems.

     The SGIX_subsample and SGIX_resample extensions are supported only on
     Octane2 VPro systems.  Applying the GL_PIXEL_SUBSAMPLE_2424_SGIX
     subsample rate is accelerated for direct immmediate mode transfers when
     the format is GL_RGB or GL_RGBA, and the type is GL_UNSIGNED_BYTE or
     GL_UNSIGNED_SHORT.


SEE ALSO
     fglAlphaFunc, fglBlendFunc, fglCopyPixels, fglDepthFunc, fglLogicOp,
     fglPixelMap, fglPixelStore, fglPixelTransfer, fglPixelZoom, fglRasterPos,
     fglReadPixels, fglScissor, fglStencilFunc, fglAsyncMarkerSGIX,
     fglDeleteAsyncMarkersSGIX, fglFinishAsyncSGIX, fglGenAsyncMarkersSGIX,
     fglIsAsyncMarkerSGIX, fglPollAsyncSGIX