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