fglDrawPixels(3G)

fglDrawPixels - write a block of pixels to the frame buffer

As shipped in IRIX 6.5.7. Unchanged since IRIX 6.5.

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 that will 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_RGBA, GL_ABGR_EXT, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA,
                   GL_RGB, GL_LUMINANCE, GL_LUMINANCE_ALPHA and
                   GL_YCRCB_422_SGIX 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_EXT, GL_UNSIGNED_SHORT_4_4_4_4_EXT,
                   GL_UNSIGNED_SHORT_5_5_5_1_EXT, GL_UNSIGNED_INT_8_8_8_8_EXT,
                   and GL_UNSIGNED_INT_10_10_10_2_EXT 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.  Use fglRasterPos to set
     the current raster position, and use 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 the commands fglPixelStore,
     fglPixelTransfer, fglPixelMap, and fglPixelZoom.  The state of
     GL_INTERLACE_SGIX (controlled by fglEnable and fglDisable) and the state
     for the EXT_convolution, SGI_color_matrix, EXT_histogram, and
     SGI_color_table extensions (see the reference pages for fglPixelTransfer,
     fglConvolutionFilter2DEXT, fglColorTableSGI, fglHistogramEXT, and
     fglMinmaxEXT) also affect the results of fglDrawPixels.  This reference
     page describes the effects on fglDrawPixels of some, but not all, of
     these parameters.

     type specifies the data type for pixels.  The following table summarizes
     the meaning of the valid constants for type:

                   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_EXT             unsigned 8-bit integer
      GL_UNSIGNED_SHORT_4_4_4_4_EXT           unsigned 16-bit integer
      GL_UNSIGNED_SHORT_5_5_5_1_EXT           unsigned 16-bit integer
       GL_UNSIGNED_INT_8_8_8_8_EXT            unsigned 32-bit integer
      GL_UNSIGNED_INT_10_10_10_2_EXT          unsigned 32-bit integer

     If type is GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT,
     GL_UNSIGNED_INT, GL_INT, or GL_FLOAT, then data is read as a sequence of
     signed or unsigned bytes, shorts, or integers, or single-precision
     floating-point values.  Each of these bytes, shorts, integers, or
     floating-point values is interpreted as one color component, one depth
     component, or one index, depending on format.  Indices are always treated
     individually.  Colors are treated as groups of one, two, three, or four
     elements, again based on format.  Both individual indices and groups of
     components are referred to as pixels.

     If type is GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_SHORT_4_4_4_4,
     GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_INT_8_8_8_8, or
     GL_UNSIGNED_INT_10_10_10_2 then all the elements of each group are read
     from a single unsigned byte, unsigned short, or unsigned int.  The number
     of elements per packed pixel is fixed by type, and must match the number
     of elements per group indicated by format.

     The following table shows which values of format are valid for each of
     the packed pixel types:

                   type                number elements         format
      ______________________________________________________________________
        GL_UNSIGNED_BYTE_3_3_2_EXT            3                GL_RGB
      GL_UNSIGNED_SHORT_4_4_4_4_EXT           4          GL_RGBA,GL_ABGR_EXT
      GL_UNSIGNED_SHORT_5_5_5_1_EXT           4          GL_RGBA,GL_ABGR_EXT
       GL_UNSIGNED_INT_8_8_8_8_EXT            4          GL_RGBA,GL_ABGR_EXT
      GL_UNSIGNED_INT_10_10_10_2_EXT          4          GL_RGBA,GL_ABGR_EXT


     The elements in a packed pixel are ordered such that the first element is
     in the most significant bits, followed by the second element, etc. For
     example, if type is set to GL_UNSIGNED_SHORT_4_4_4_4_EXT then element 1
     is read from bits 15-12, element 2 is read from bits 11-8, element 3 is
     read from bits 7-4 and element 4 is read from bits 3-0.

     The assignment of elements to fields in the packed pixel is as described
     in the table below:

              format      element 1   element 2   element 3   element 4
            ___________________________________________________________
              GL_RGB         red        green       blue
              GL_RGBA        red        green       blue        alpha
            GL_ABGR_EXT     alpha       blue        green        red

     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. If GL_UNPACK_LSB_FIRST is enabled then the 8
     single-bit elements are ordered from most significant to least
     significant; otherwise the ordering is from least significant to most
     significant. (see fglPixelStore).

     If GL_UNPACK_SWAP_BYTES is enabled (see fglPixelStore), byte swapping is
     performed as the data is read from memory. For pixels that aren't packed,
     the byte ordering for multibyte color components, depth components, color
     indices, or stencil indices is reversed.  That is, if a four-byte
     component is made up of bytes b0, b1, b2, b3, it is taken from memory as
     b3, b2, b1, b0.  In the case of the packed pixel types, byte swapping is
     performed before the elements are extracted from each pixel.

     width*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.  Refer to the fglPixelStore
     reference page for details on these options.

     The width*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.  These operations
     generate various fragment values as described below for each format.  The
     number of fragments generated for each source pixel and the assignment of
     x and y window coordinates to these fragments are common to all formats
     and are as follows.

     If the current raster position is invalid, no fragments are generated for
     any of the source pixels.  Else, let (x , y ) be the current raster
                                            r   r
     position, and let n and m be the column and row of the source pixel,
     respectively.  For each source pixel, fragments with values computed
     according to that pixel are generated for destination pixels whose
     centers are in the rectangle with corners at
     (x  + n * zoom , y  + m * interlace * zoom ) and
       r           x   r                       y
     (x  + (n + 1) * zoom , y  + (m * interlace + 1) * zoom ).  zoom  and
       r                 x   r                             y        x
     zoom  are the values of GL_ZOOM_X and GL_ZOOM_Y, respectively, and
         y
     interlace is 1 or 2 depending on whether GL_INTERLACE_SGIX is GL_FALSE or
     GL_TRUE, respectively.  GL_ZOOM_X and GL_ZOOM_Y, initially set to 1.0,
     are set using fglPixelZoom; GL_INTERLACE_SGIX, initially disabled, is
     controlled by fglEnable and fglDisable.  See the NOTES section for
     additional discussion of GL_INTERLACE_SGIX.

     Except for when format is GL_STENCIL_INDEX the generated fragments are
     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. For
     GL_STENCIL_INDEX only the pixel ownership test, the scissor test, and the
     stencil writemask affect the writes to the stencil buffer.

     format can assume the following 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
          zero.  Bitmap data convert to either 0.0 or 1.0.

          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 using 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
                                                                         b
          done or not, the integer part of the index is then ANDed with 2 -1,
          where b is the number of bits in a color index buffer.

          The resulting index or RGBA color components, and the current raster
          position z and texture coordinates are assigned to each of the
          fragments generated for the source pixel.

     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
          zero.  Bitmap data convert to either 0.0 or 1.0.
          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 the index is then ANDed
                b
          with 2 -1, where b is the number of bits in the stencil buffer.

          The resulting stencil value is assigned to each of the fragments
          generated for the source pixel.

     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 zero 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 resulting depth component, and the current raster position color
          or color index and texture coordinates are assigned to each of the
          fragments generated for the source pixel.

     GL_RGBA

     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_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.  Unsigned
          integer data is mapped similarly:  the largest integer value maps to
          1.0, and zero 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, or 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 RGBA color components, and the current raster position
          z and texture coordinates are assigned to each of the fragments
          generated for the source pixel.
          GL_RGBA may be faster or slower than GL_ABGR_EXT on a given platform
          depending on the internal representation of the colors.

     GL_RED
          Each pixel is a single red component.  This component is converted
          to the internal floating-point format in the same way as the red
          component of an RGBA pixel is, then it is converted to an RGBA pixel
          with green and blue set to 0.0, and alpha set to 1.0.  After this
          conversion, the pixel is treated just 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 as the green
          component of an RGBA pixel is, then it is converted to an RGBA pixel
          with red and blue set to 0.0, and alpha set to 1.0.  After this
          conversion, the pixel is treated just 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 as the blue
          component of an RGBA pixel is, then it is converted to an RGBA pixel
          with red and green set to 0.0, and alpha set to 1.0.  After this
          conversion, the pixel is treated just 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 as the alpha
          component of an RGBA pixel is, then it is converted to an RGBA pixel
          with red, green, and blue set to 0.0.  After this conversion, the
          pixel is treated just as if it had been read as an RGBA pixel.

     GL_RGB
          Each pixel is a three-component group:  red first, followed by
          green, followed by blue.  Each component is converted to the
          internal floating-point format in the same way as the red, green,
          and blue components of an RGBA pixel are.  The color triple is
          converted to an RGBA pixel with alpha set to 1.0.  After this
          conversion, the pixel is treated just 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 as
          the red component of an RGBA pixel is, then it is converted to an
          RGBA pixel with red, green, and blue set to the converted luminance
          value, and alpha set to 1.0.  After this conversion, the pixel is
          treated just 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 as the red component of an RGBA pixel
          is, then they are 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
          just as if it had been read as an RGBA pixel.

     GL_YCRCB_422_SGIX
          Each pixel is a two-component group:  chroma first, followed by
          luminance.  The two components are converted to the internal
          floating-point format of the red, green, and blue components of an
          RGBA pixel using an unspecified conversion algorithm, and the alpha
          component of the pixel is set to 1.0.  The chroma component of each
          even-count group in a row represents the Cb chroma value for a pixel
          pair.  The chroma component of each odd-count group in a row
          represents the Cr chroma value for a pixel pair.  Rows of odd length
          will produce undefined red, green, and blue values for the final
          pixel in a row.  After this conversion, the pixel is treated just as
          if it had been read as an RGBA pixel.

NOTES
     Enabling GL_INTERLACE_SGIX is equivalent to having a source rectangle
     with image height equal to 2 * height where every other row contains
     "transparent" pixels that do not affect the corresponding destination
     pixels in the frame buffer.  For example:

          fglEnable(GL_INTERLACE_SGIX);
          set current raster position to (x  y )
                                           r, r
          fglDrawPixels(width, height, GL_RGBA, GL_UNSIGNED_BYTE, I );
                                                                   0
          set raster position to (x  y +zoom )
                                   r, r     y
          fglDrawPixels(width, height, GL_RGBA, GL_UNSIGNED_BYTE, I );
                                                                   1


     is equivalent to

          fglDisable( GL_INTERLACE_SGIX);
          set current raster position to (x  y )
                                           r, r
          fglDrawPixels(width, 2 * height, GL_RGBA, GL_UNSIGNED_BYTE, I );
                                                                       2

     where pixel rows (0,2,4,...) of I  are from image I , and rows
                                      2                 0
     (1,3,5,...) are from image I .
                                 1

     If type is set to GL_UNSIGNED_BYTE_3_3_2_EXT,
     GL_UNSIGNED_SHORT_4_4_4_4_EXT, GL_UNSIGNED_SHORT_5_5_5_1_EXT,
     GL_UNSIGNED_INT_8_8_8_8_EXT, or GL_UNSIGNED_INT_10_10_10_2_EXT and the
     EXT_packed_pixels extension is not supported then a GL_INVALID_ENUM error
     is generated.

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 type is set to
     GL_UNSIGNED_BYTE_3_3_2_EXT, GL_UNSIGNED_SHORT_4_4_4_4_EXT,
     GL_UNSIGNED_SHORT_5_5_5_1_EXT, GL_UNSIGNED_INT_8_8_8_8_EXT, or
     GL_UNSIGNED_INT_10_10_10_2_EXT and the number of elements indicated by
     type does not match the number indicated by format.

     GL_INVALID_OPERATION is generated if format is GL_RED, GL_GREEN, GL_BLUE,
     GL_ALPHA, GL_RGB, GL_RGBA, GL_ABGR_EXT, GL_LUMINANCE, GL_LUMINANCE_ALPHA,
     or GL_YCRCB_422_SGIX, 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 format is GL_DEPTH_COMPONENT and
     there is no depth buffer.

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

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
     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.

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

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


SEE ALSO
     fglAlphaFunc, fglBlendFunc, fglColorTableSGI, fglCopyPixels,
     fglConvolutionFilter2DEXT, fglDepthFunc, fglEnable, fglHistogramEXT,
     fglLogicOp, fglMinmaxEXT, fglPixelMap, fglPixelStore, fglPixelTransfer,
     fglPixelZoom, fglRasterPos, fglReadPixels, fglScissor,
     fglSeparableFilter2DEXT, fglStencilFunc.