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GLPIXELSTORE(3G)                                                                            GLPIXELSTORE(3G)



NAME
       glPixelStoref, glPixelStorei - set pixel storage modes


C SPECIFICATION
       void glPixelStoref( GLenum pname,
                           GLfloat param )
       void glPixelStorei( GLenum pname,
                           GLint param )


PARAMETERS
       pname  Specifies  the  symbolic  name  of  the parameter to be set.  Six values affect the packing of
              pixel   data   into   memory:   GL_PACK_SWAP_BYTES,   GL_PACK_LSB_FIRST,   GL_PACK_ROW_LENGTH,
              GL_PACK_IMAGE_HEIGHT,   GL_PACK_SKIP_PIXELS,   GL_PACK_SKIP_ROWS,   GL_PACK_SKIP_IMAGES,   and
              GL_PACK_ALIGNMENT.   Six  more   affect   the   unpacking   of   pixel   data   from   memory:
              GL_UNPACK_SWAP_BYTES,   GL_UNPACK_LSB_FIRST,   GL_UNPACK_ROW_LENGTH,   GL_UNPACK_IMAGE_HEIGHT,
              GL_UNPACK_SKIP_PIXELS, GL_UNPACK_SKIP_ROWS, GL_UNPACK_SKIP_IMAGES, and GL_UNPACK_ALIGNMENT.

       param  Specifies the value that pname is set to.

DESCRIPTION
       glPixelStore sets pixel storage modes that  affect  the  operation  of  subsequent  glDrawPixels  and
       glReadPixels  as  well  as  the unpacking of polygon stipple patterns (see glPolygonStipple), bitmaps
       (see glBitmap), texture patterns  (see  glTexImage1D,  glTexImage2D,  glTexImage3D,  glTexSubImage1D,
       glTexSubImage2D, glTexSubImage3D).  Additionally, if the GL_ARB_imaging extension is supported, pixel
       storage modes affect  convolution  filters  (see  glConvolutionFilter1D,  glConvolutionFilter2D,  and
       glSeparableFilter2D, color table (see glColorTable, and glColorSubTable, and unpacking histogram (See
       glHistogram), and minmax (See glMinmax) data.

       pname is a symbolic constant indicating the parameter to be set, and param is the new value.  Six  of
       the  twelve  storage parameters affect how pixel data is returned to client memory.  They are as fol-lows: follows:
       lows:

       GL_PACK_SWAP_BYTES
                 If true, byte ordering for multibyte color components, depth components, color indices,  or
                 stencil  indices  is reversed.  That is, if a four-byte component consists of bytes b0, b1,
                 b2, b2 it  is  stored  in  memory  as  b3,  b2,  b1,  b0  if  GL_PACK_SWAP_BYTES  is  true.
                 GL_PACK_SWAP_BYTES  has no effect on the memory order of components within a pixel, only on
                 the order of bytes within components or indices.  For example, the three  components  of  a
                 GL_RGB  pixel are always stored with red first, green second, and blue third, regardless of
                 the value of GL_PACK_SWAP_BYTES.

       GL_PACK_LSB_FIRST
                 If true, bits are ordered within a byte from least significant to most significant;  other-wise, otherwise,
                 wise,  the  first bit in each byte is the most significant one.  This parameter is signifi-cant significant
                 cant for bitmap data only.

       GL_PACK_ROW_LENGTH
                 If greater than 0, GL_PACK_ROW_LENGTH defines the number of pixels in a row.  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


                                            k = nl for s>=a, (a/s)(snl/a) for s<a

                 components or indices, where n is the number of components or indices in a pixel, l is  the
                 number  of  pixels in a row (GL_PACK_ROW_LENGTH if it is greater than 0, the width argument
                 to the pixel routine otherwise), a is the value of GL_PACK_ALIGNMENT, and s is the size, in
                 bytes, of a single component (if a < s, then it is as if a = s).  In the case of 1-bit val-
                 ues, the location of the next row is obtained by skipping


                                                       k = 8a (nl/8a)


                 components or indices.

                 The word component in this description refers to the  nonindex  values  red,  green,  blue,
                 alpha, and depth.  Storage  GL_RGB, for example, has three components per pixel: first red,
                 then green, and finally blue.

       GL_PACK_IMAGE_HEIGHT
                 If greater than 0, GL_PACK_IMAGE_HEIGHT defines the number of pixels  in  an  image  three-dimensional threedimensional
                 dimensional  texture  volume.   Where  ``image''  is defined by all pixels 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


                                           k = nlh for s>=a, (a/s)(snlh/a) for s<a


                 components  or indices, where n is the number of components or indices in a pixel, l is the
                 number of pixels in a row (GL_PACK_ROW_LENGTH if it is greater than 0,  the width  argument
                 to  glTexImage3d otherwise), h is the number of rows in a pixel image (GL_PACK_IMAGE_HEIGHT
                 if it is greater than 0, the height arguemnt to the glTexImage3D routine otherwise),  a  is
                 the value of GL_PACK_ALIGNMENT, and s is the size, in bytes, of a single component (if  a <
                 s, then it is as if a = s).

                 The word component in this description refers to the  nonindex  values  red,  green,  blue,
                 alpha, and depth.  Storage  GL_RGB, for example, has three components per pixel: first red,
                 then green, and finally blue.

       GL_PACK_SKIP_PIXELS, GL_PACK_SKIP_ROWS, and GL_PACK_SKIP_IMAGES
                 These values are provided as a convenience to the programmer; they provide no functionality
                 that  cannot be duplicated simply by incrementing the pointer passed to glReadPixels.  Set-
                 ting GL_PACK_SKIP_PIXELS to i is equivalent to incrementing the pointer by i  n  components
                 or  indices,  where  n  is  the  number  of  components  or indices in each pixel.  Setting
                 GL_PACK_SKIP_ROWS to j is equivalent to incrementing the  pointer  by  j  m  components  or
                 indices,  where  m  is the number of components or indices per row, as just computed in the
                 GL_PACK_ROW_LENGTH section.  Setting GL_PACK_SKIP_IMAGES to k is equivalent to incrementing
                 the  pointer  by k p, where p is the number of components or indices per image, as computed
                 in the GL_PACK_IMAGE_HEIGHT section.

       GL_PACK_ALIGNMENT
                 Specifies the alignment requirements for the start of each pixel row in memory.  The allow-able allowable
                 able values are 1 (byte-alignment), 2 (rows aligned to even-numbered bytes), 4 (word-align-ment), (word-alignment),
                 ment), and 8 (rows start on double-word boundaries).

       The other six of the twelve storage parameters affect how pixel data  is  read  from  client  memory.
       These   values   are   significant   for   glDrawPixels,  glTexImage1D,  glTexImage2D,  glTexImage3D,
       glTexSubImage1D, glTexSubImage2D, glTexSubImage3D, glBitmap, and glPolygonStipple.

       Additionally,  if  the  GL_ARB_imaging  extension  is   supported,   glColorTable,   glColorSubTable,
       glConvolutionFilter1D, glConvolutionFilter2D, and glSeparableFilter2D.  They are as follows:

       GL_UNPACK_SWAP_BYTES
              If  true,  byte  ordering  for multibyte color components, depth components, color indices, or
              stencil indices is reversed.  That is, if a four-byte component consists of bytes b0, b1,  b2,
              b3,   it   is  taken  from  memory  as  b3,  b2,  b1,  b0  if  GL_UNPACK_SWAP_BYTES  is  true.
              GL_UNPACK_SWAP_BYTES has no effect on the memory order of components within a pixel,  only  on
              the  order  of  bytes  within  components  or indices.  For example, the three components of a
              GL_RGB  pixel are always stored with red first, green second, and blue  third,  regardless  of
              the value of GL_UNPACK_SWAP_BYTES.

       GL_UNPACK_LSB_FIRST
              If true, bits are ordered within a byte from least significant to most significant; otherwise,
              the first bit in each byte is the most significant one.  This  is  relevant  only  for  bitmap
              data.

       GL_UNPACK_ROW_LENGTH
              If  greater  than 0, GL_UNPACK_ROW_LENGTH defines the number of pixels in a row.  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


                                          k = nl for s>=a, (a/s)(snl/a) for s<a


              components  or  indices,  where  n is the number of components or indices in a pixel, l is the
              number of pixels in a row (GL_UNPACK_ROW_LENGTH if it is greater than 0, the width argument to
              the  pixel  routine  otherwise),  a is the value of GL_UNPACK_ALIGNMENT, and s is the size, in
              bytes, of a single component (if  a < s, then it is as if a = s).  In the case of  1-bit  val-
              ues, the location of the next row is obtained by skipping


                                                      k = 8a (nl/8a)


              components or indices.

              The  word component in this description refers to the nonindex values red, green, blue, alpha,
              and depth.  Storage  GL_RGB, for example, has three components  per  pixel:  first  red,  then
              green, and finally blue.

       GL_UNPACK_IMAGE_HEIGHT
              If greater than 0, GL_UNPACK_IMAGE_HEIGHT defines the number of pixels in an image of a three-dimensional threedimensional
              dimensional texture volume.  Where ``image'' is defined by all 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


                                         k = nlh for s>=a, (a/s)(snlh/a) for s<a


              components or indices, where n is the number of components or indices in a  pixel,  l  is  the
              number of pixels in a row (GL_UNPACK_ROW_LENGTH if it is greater than 0, the width argument to
              glTexImage3D otherwise), h is the number of rows in an image (GL_UNPACK_IMAGE_HEIGHT if it  is
              greater  than  0,  the  height  argument  to  glTexImage3D  otherwise),  a  is  the  value  of
              GL_UNPACK_ALIGNMENT, and s is the size, in bytes, of a single component (if  a < s, then it is
              as if a = s).

              The  word component in this description refers to the nonindex values red, green, blue, alpha,
              and depth.  Storage  GL_RGB, for example, has three components  per  pixel:  first  red,  then
              green, and finally blue.

       GL_UNPACK_SKIP_PIXELS and GL_UNPACK_SKIP_ROWS
              These  values  are  provided as a convenience to the programmer; they provide no functionality
              that cannot be duplicated by incrementing the pointer passed  to  glDrawPixels,  glTexImage1D,
              glTexImage2D,   glTexSubImage1D,  glTexSubImage2D,  glBitmap,  or  glPolygonStipple.   Setting
              GL_UNPACK_SKIP_PIXELS to i is equivalent to incrementing the pointer  by  i  n  components  or
              indices,   where   n  is  the  number  of  components  or  indices  in  each  pixel.   Setting
              GL_UNPACK_SKIP_ROWS to j is equivalent to incrementing  the  pointer  by  j  k  components  or
              indices,  where  k  is  the  number  of components or indices per row, as just computed in the
              GL_UNPACK_ROW_LENGTH section.

       GL_UNPACK_ALIGNMENT
              Specifies the alignment requirements for the start of each pixel row in memory.  The allowable
              values  are  1  (byte-alignment), 2 (rows aligned to even-numbered bytes), 4 (word-alignment),
              and 8 (rows start on double-word boundaries).

       The following table gives the type, initial value, and range of valid values for each storage parame-
       ter that can be set with glPixelStore.


        pname                  Type    Initial Valid
                                        Value  Range
        GL_PACK_SWAP_BYTES     boolean false   true or false
        GL_PACK_LSB_FIRST      boolean false   true or false
        GL_PACK_ROW_LENGTH     integer 0       [0,inf]
        GL_PACK_IMAGE_HEIGHT   integer 0       [0,inf]
        GL_PACK_SKIP_ROWS      integer 0       [0,inf]
        GL_PACK_SKIP_PIXELS    integer 0       [0,inf]
        GL_PACK_SKIP_IMAGES    integer 0       [0,inf]
        GL_PACK_ALIGNMENT   integer 4       1, 2, 4, or 8

        GL_UNPACK_SWAP_BYTES   boolean false   true or false
        GL_UNPACK_LSB_FIRST    boolean false   true or false
        GL_UNPACK_ROW_LENGTH   integer 0       [0,inf]
        GL_UNPACK_IMAGE_HEIGHT integer 0       [0,inf]
        GL_UNPACK_SKIP_ROWS    integer 0       [0,inf]
        GL_UNPACK_SKIP_PIXELS  integer 0       [0,inf]
        GL_UNPACK_SKIP_IMAGES  integer 0       [0,inf]
        GL_UNPACK_ALIGNMENT    integer 4       1, 2, 4, or 8


       glPixelStoref  can  be used to set any pixel store parameter.  If the parameter type is boolean, then
       if param is 0, the parameter is false; otherwise it is set to true.   If  pname  is  a  integer  type
       parameter, param is rounded to the nearest integer.

       Likewise,  glPixelStorei  can also be used to set any of the pixel store parameters.  Boolean parame-ters parameters
       ters are set to false if param is 0 and true otherwise.

NOTES
       The pixel storage modes  in  effect  when  glDrawPixels,  glReadPixels,  glTexImage1D,  glTexImage2D,
       glTexImage3D,  glTexSubImage1D,  glTexSubImage2D,  glTexSubImage3D,  glBitmap, or glPolygonStipple is
       placed in a display list control the interpretation of memory data.  Likewise, if the  GL_ARB_imaging
       extension  is  supported,  the  pixel  storage  modes  in  effect when glColorTable, glColorSubTable,
       glConvolutionFilter1D, glConvolutionFilter2D, of glSeparableFilter2D is placed in a display list con-trol control
       trol  the  intrepretation  of  memory data.  The pixel storage modes in effect when a display list is
       executed are not significant.

       Pixel storage modes are client state and must be pushed and restored using
       glPushClientAttrib and glPopClientAttrib.

ERRORS
       GL_INVALID_ENUM is generated if pname is not an accepted value.

       GL_INVALID_VALUE 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.

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

ASSOCIATED GETS
       glGet with argument GL_PACK_SWAP_BYTES
       glGet with argument GL_PACK_LSB_FIRST
       glGet with argument GL_PACK_ROW_LENGTH
       glGet with argument GL_PACK_IMAGE_HEIGHT
       glGet with argument GL_PACK_SKIP_ROWS
       glGet with argument GL_PACK_SKIP_PIXELS
       glGet with argument GL_PACK_SKIP_IMAGES
       glGet with argument GL_PACK_ALIGNMENT
       glGet with argument GL_UNPACK_SWAP_BYTES
       glGet with argument GL_UNPACK_LSB_FIRST
       glGet with argument GL_UNPACK_ROW_LENGTH
       glGet with argument GL_UNPACK_IMAGE_HEIGHT
       glGet with argument GL_UNPACK_SKIP_ROWS
       glGet with argument GL_UNPACK_SKIP_PIXELS
       glGet with argument GL_UNPACK_SKIP_IMAGES
       glGet with argument GL_UNPACK_ALIGNMENT

SEE ALSO
       glBitmap(3G),    glColorTable(3G),     glColorSubTable(3G),     glConvolutionFilter1D(3G),     glConvolutionFilter2D(3G),
       glSeparableFilter2D(3G),  glDrawPixels(3G),  glHistogram(3G), glMinmax(3G), glPixelMap(3G), glPixelTransfer(3G), glPixelZoom(3G),
       glPolygonStipple(3G),  glPushClientAttrib(3G),  glReadPixels(3G),   glTexImage1D(3G),   glTexImage2D(3G),   glTexImage3D(3G),
       glTexSubImage1D(3G), glTexSubImage2D(3G), glTexSubImage3D(3G)




                                                                                            GLPIXELSTORE(3G)

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