Name
gl.PixelTransfer -- set pixel transfer modes
Synopsis
gl.PixelTransfer(pname, param)
Function
gl.PixelTransfer() sets pixel transfer modes that affect the operation of subsequent gl.CopyPixels(), gl.CopyTexImage(), gl.CopyTexSubImage(), gl.DrawPixels(), gl.ReadPixels(), or also GL's gl.TexImage(), gl.TexImage1D(), gl.TexImage2D(), gl.TexSubImage(), gl.TexSubImage1D(), and gl.TexSubImage2D() commands. The algorithms that are specified by pixel transfer modes operate on pixels after they are read from the frame buffer (gl.CopyPixels(), gl.CopyTexImage(), gl.CopyTexSubImage(), gl.ReadPixels()) or in case they are unpacked from client memory (gl.DrawPixels(), gl.TexImage(), gl.TexImage1D(), gl.TexImage2D(), gl.TexSubImage(), gl.TexSubImage1D(), and gl.TexSubImage2D()). Pixel transfer operations happen in the same order, and in the same manner, regardless of the command that resulted in the pixel operation. Pixel storage modes (See gl.PixelStore for details.) control the unpacking of pixels being read from client memory, and the packing of pixels being written back into client memory.

Pixel transfer operations handle four fundamental pixel types: color, color index, depth, and stencil. Color pixels consist of four floating-point values with unspecified mantissa and exponent sizes, scaled such that 0 represents zero intensity and 1 represents full intensity. Color indices comprise a single fixed-point value, with unspecified precision to the right of the binary point. Depth pixels comprise a single floating-point value, with unspecified mantissa and exponent sizes, scaled such that 0.0 represents the minimum depth buffer value, and 1.0 represents the maximum depth buffer value. Finally, stencil pixels comprise a single fixed-point value, with unspecified precision to the right of the binary point.

The pixel transfer operations performed on the four basic pixel types are as follows:

Color
Each of the four color components is multiplied by a scale factor, then added to a bias factor. That is, the red component is multiplied by #GL_RED_SCALE, then added to #GL_RED_BIAS; the green component is multiplied by #GL_GREEN_SCALE, then added to #GL_GREEN_BIAS; the blue component is multiplied by #GL_BLUE_SCALE, then added to #GL_BLUE_BIAS; and the alpha component is multiplied by #GL_ALPHA_SCALE, then added to #GL_ALPHA_BIAS. After all four color components are scaled and biased, each is clamped to the range [0, 1]. All color, scale, and bias values are specified with gl.PixelTransfer(). If #GL_MAP_COLOR is true, each color component is scaled by the size of the corresponding color-to-color map, then replaced by the contents of that map indexed by the scaled component. That is, the red component is scaled by #GL_PIXEL_MAP_R_TO_R_SIZE, then replaced by the contents of #GL_PIXEL_MAP_R_TO_R indexed by itself. The green component is scaled by #GL_PIXEL_MAP_G_TO_G_SIZE, then replaced by the contents of #GL_PIXEL_MAP_G_TO_G indexed by itself. The blue component is scaled by #GL_PIXEL_MAP_B_TO_B_SIZE, then replaced by the contents of #GL_PIXEL_MAP_B_TO_B indexed by itself. And the alpha component is scaled by #GL_PIXEL_MAP_A_TO_A_SIZE, then replaced by the contents of #GL_PIXEL_MAP_A_TO_A indexed by itself. All components taken from the maps are then clamped to the range [0, 1]. #GL_MAP_COLOR is specified with gl.PixelTransfer(). The contents of the various maps are specified with gl.PixelMap().

Color index
Each color index is shifted left by #GL_INDEX_SHIFT bits; any bits beyond the number of fraction bits carried by the fixed-point index are filled with zeros. If #GL_INDEX_SHIFT is negative, the shift is to the right, again zero filled. Then #GL_INDEX_OFFSET is added to the index. #GL_INDEX_SHIFT and #GL_INDEX_OFFSET are specified with gl.PixelTransfer().

From this point, operation diverges depending on the required format of the resulting pixels. If the resulting pixels are to be written to a color index buffer, or if they are being read back to client memory in #GL_COLOR_INDEX format, the pixels continue to be treated as indices. If #GL_MAP_COLOR is true, each index is masked by 2^n - 1, where n is #GL_PIXEL_MAP_I_TO_I_SIZE, then replaced by the contents of #GL_PIXEL_MAP_I_TO_I indexed by the masked value. #GL_MAP_COLOR is specified with gl.PixelTransfer(). The contents of the index map is specified with glPixelMap.

If the resulting pixels are to be written to an RGBA color buffer, or if they are read back to client memory in a format other than #GL_COLOR_INDEX, the pixels are converted from indices to colors by referencing the four maps #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. Before being dereferenced, the index is masked by 2^n - 1, where n is #GL_PIXEL_MAP_I_TO_R_SIZE for the red map, #GL_PIXEL_MAP_I_TO_G_SIZE for the green map, #GL_PIXEL_MAP_I_TO_B_SIZE for the blue map, and #GL_PIXEL_MAP_I_TO_A_SIZE for the alpha map. All components taken from the maps are then clamped to the range [0, 1]. The contents of the four maps is specified with gl.PixelMap().

Depth
Each depth value is multiplied by #GL_DEPTH_SCALE, added to #GL_DEPTH_BIAS, then clamped to the range [0, 1].

Stencil
Each index is shifted #GL_INDEX_SHIFT bits just as a color index is, then added to #GL_INDEX_OFFSET. If #GL_MAP_STENCIL is true, each index is masked by 2^n - 1, where n is #GL_PIXEL_MAP_S_TO_S_SIZE, then replaced by the contents of #GL_PIXEL_MAP_S_TO_S indexed by the masked value.

Please consult an OpenGL reference manual for more information.

Inputs
pname
specifies the symbolic name of the pixel transfer parameter to be set (see above)
param
specifies the value that pname is set to
Errors
#GL_INVALID_ENUM is generated if pname is not an accepted value.

#GL_INVALID_OPERATION is generated if gl.PixelTransfer() is executed between the execution of gl.Begin() and the corresponding execution of gl.End().

Associated gets
gl.Get() with argument #GL_MAP_COLOR

gl.Get() with argument #GL_MAP_STENCIL

gl.Get() with argument #GL_INDEX_SHIFT

gl.Get() with argument #GL_INDEX_OFFSET

gl.Get() with argument #GL_RED_SCALE

gl.Get() with argument #GL_RED_BIAS

gl.Get() with argument #GL_GREEN_SCALE

gl.Get() with argument #GL_GREEN_BIAS

gl.Get() with argument #GL_BLUE_SCALE

gl.Get() with argument #GL_BLUE_BIAS

gl.Get() with argument #GL_ALPHA_SCALE

gl.Get() with argument #GL_ALPHA_BIAS

gl.Get() with argument #GL_DEPTH_SCALE

gl.Get() with argument #GL_DEPTH_BIAS


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