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<?xml version="1.0" encoding="ISO-8859-1"?>
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<html
xmlns="http://www.w3.org/1999/xhtml"
xmlns:mml="http://www.w3.org/1998/Math/MathML"
><head><title>glCopyPixels</title><link rel="stylesheet" href="style.css" type="text/css"/><meta name="generator" content="DocBook XSL Stylesheets V1.59.1"/><link rel="home" href="index.xml" title="PyOpenGL 2.0.1.07 Man Pages"/><link rel="up" href="reference-GL.xml" title="GL"/><link rel="previous" href="glCopyConvolutionFilter2D.3G.xml" title="glCopyConvolutionFilter2D"/><link rel="next" href="glCopyTexImage1D.3G.xml" title="glCopyTexImage1D"/></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">glCopyPixels</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="glCopyConvolutionFilter2D.3G.xml">Prev</a></td><th width="60%" align="center">GL</th><td width="20%" align="right"><a accesskey="n" href="glCopyTexImage1D.3G.xml">Next</a></td></tr></table><hr/></div><div class="refentry" lang="en"><a name="glCopyPixels.3G"/><div class="titlepage"/><div class="refnamediv"><a name="glCopyPixels.3G-name"/><h2>Name</h2><p>glCopyPixels — copy pixels in the frame buffer</p></div><div class="refsynopsisdiv"><a name="glCopyPixels.3G-c_spec"/><h2>C Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code>void<tt>glCopyPixels</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code>GLint<i><tt>x</tt></i>, GLint<i><tt>y</tt></i>, GLsizei<i><tt>width</tt></i>, GLsizei<i><tt>height</tt></i>, GLenum<i><tt>type</tt></i>);</code></td></tr></table></div><div class="refsynopsisdiv"><a name="glCopyPixels.3G-python_spec"/><h2>Python Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code><tt>glCopyPixels</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>x</tt></i>, <i><tt>y</tt></i>, <i><tt>width</tt></i>, <i><tt>height</tt></i>, <i><tt>type</tt></i>) →<tt>None</tt></code></td></tr></table></div><div class="refsect1" lang="en"><a name="glCopyPixels.3G-parameters"/><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><i><tt>x</tt></i>, <i><tt>y</tt></i></span></dt><dd>
Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied.
</dd><dt><span class="term"><i><tt>width</tt></i>, <i><tt>height</tt></i></span></dt><dd>
Specify the dimensions of the rectangular region of pixels to be copied. Both must be nonnegative.
</dd><dt><span class="term"><i><tt>type</tt></i></span></dt><dd>
Specifies whether color values, depth values, or stencil values are to be copied. Symbolic constants
<tt>GL_COLOR</tt>, <tt>GL_DEPTH</tt>, and <tt>GL_STENCIL</tt> are
accepted.
</dd></dl></div></div><div class="refsect1" lang="en"><a name="glCopyPixels.3G-description"/><h2>Description</h2><p>
<tt>glCopyPixels</tt> 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.
</p><p>
<i><tt>x</tt></i> and <i><tt>y</tt></i> specify the window coordinates of the lower left corner of the
rectangular region to be copied. <i><tt>width</tt></i> and <i><tt>height</tt></i> specify the dimensions
of the rectangular region to be copied. Both <i><tt>width</tt></i> and <i><tt>height</tt></i> must not be
negative.
</p><p>
Several parameters control the processing of the pixel data while it is being copied. These parameters are set with
three commands: <tt>glPixelTransfer</tt>, <tt>glPixelMap</tt>, and <a href="glPixelZoom.3G.xml"><tt>glPixelZoom</tt></a>. This reference
page describes the effects on <tt>glCopyPixels</tt> of most, but not all, of the parameters specified by
these three commands.
</p><p>
<tt>glCopyPixels</tt> copies values from each pixel with the lower left-hand corner at <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mfenced separator=",">
<mml:mrow>
<mml:mi>x</mml:mi>
<mml:mo>+</mml:mo>
<mml:mi>i</mml:mi>
</mml:mrow>
<mml:mrow>
<mml:mi>y</mml:mi>
<mml:mo>+</mml:mo>
<mml:mi>j</mml:mi>
</mml:mrow>
</mml:mfenced>
</mml:math> for <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mn>0</mml:mn>
<mml:mo>≤</mml:mo>
<mml:mi>i</mml:mi>
<mml:mo><</mml:mo>
<mml:mi>width</mml:mi>
</mml:math> and <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mn>0</mml:mn>
<mml:mo>≤</mml:mo>
<mml:mi>j</mml:mi>
<mml:mo><</mml:mo>
<mml:mi>height</mml:mi>
</mml:math>. This pixel is said to be the <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>i</mml:mi>
</mml:math>th pixel in the <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>j</mml:mi>
<mml:mtext>th</mml:mtext>
</mml:math> row. Pixels are copied in row order from the lowest to the highest row, left to right in each row.
</p><p>
<i><tt>type</tt></i> specifies whether color, depth, or stencil data is to be copied. The details of the
transfer for each data type are as follows:
</p><div class="variablelist"><dl><dt><span class="term"><tt>GL_COLOR</tt></span></dt><dd><p>
Indices or RGBA colors are read from the buffer currently specified as the read source buffer (see
<a href="glReadBuffer.3G.xml">glReadBuffer</a>). If the GL is in color index mode, each index that is read from this buffer is converted
to a fixed-point with an unspecified number of bits to the right of the binary point. Each index is then
shifted left by <tt>GL_INDEX_SHIFT</tt> bits, and added to
<tt>GL_INDEX_OFFSET</tt>. If <tt>GL_INDEX_SHIFT</tt> is negative, the shift is to
the right. In either case, zero bits fill otherwise unspecified bit locations in the result. If
<tt>GL_MAP_COLOR</tt> is true, the index is replaced with the value that it references in
lookup table <tt>GL_PIXEL_MAP_I_TO_I</tt>. Whether the lookup replacement of the index is done
or not, the integer part of the index is then ANDed with <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:msup>
<mml:mn>2</mml:mn>
<mml:mi>b</mml:mi>
</mml:msup>
<mml:mo>-</mml:mo>
<mml:mn>1</mml:mn>
</mml:math>, where <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>b</mml:mi>
</mml:math> is the number of bits in a color index buffer.
</p><p>
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 with unspecified precision. The conversion maps the largest
representable component value to 1.0, and component value 0 to 0.0. The resulting floating-point color
values are then multiplied by <tt>GL_c_SCALE</tt> and added to <tt>GL_c_BIAS</tt>,
where <i><tt>c</tt></i> is RED, GREEN, BLUE, and ALPHA for the respective color components. The
results are clamped to the range [0,1]. If <tt>GL_MAP_COLOR</tt> is true, each color component
is scaled by the size of lookup table <tt>GL_PIXEL_MAP_c_TO_c</tt>, then replaced by the value
that it references in that table. <i><tt>c</tt></i> is R, G, B, or A.
</p><p>
If the <tt>GL_ARB_imaging</tt> extension is supported, the color values may be additionally
processed by color-table lookups, color-matrix transformations, and convolution filters.
</p><p>
The GL then converts the resulting indices or RGBA colors to fragments by attaching the current raster
position <i><tt>z</tt></i> coordinate and texture coordinates to each pixel, then assigning window
coordinates <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mfenced separator=",">
<mml:mrow>
<mml:msub>
<mml:mi>x</mml:mi>
<mml:mi>r</mml:mi>
</mml:msub>
<mml:mo>+</mml:mo>
<mml:mi>i</mml:mi>
</mml:mrow>
<mml:mrow>
<mml:msub>
<mml:mi>y</mml:mi>
<mml:mi>r</mml:mi>
</mml:msub>
<mml:mo>+</mml:mo>
<mml:mi>j</mml:mi>
</mml:mrow>
</mml:mfenced>
</mml:math>, where <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mfenced separator=",">
<mml:msub>
<mml:mi>x</mml:mi>
<mml:mi>r</mml:mi>
</mml:msub>
<mml:msub>
<mml:mi>y</mml:mi>
<mml:mi>r</mml:mi>
</mml:msub>
</mml:mfenced>
</mml:math> is the current raster position, and the pixel was the <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>i</mml:mi>
</mml:math>th pixel in the <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>j</mml:mi>
</mml:math>th 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.
</p></dd><dt><span class="term"><tt>GL_DEPTH</tt></span></dt><dd><p>
Depth values are read from the depth buffer and converted directly to an internal floating-point with
unspecified precision. The resulting floating-point depth value is then multiplied by
<tt>GL_DEPTH_SCALE</tt> and added to <tt>GL_DEPTH_BIAS</tt>. The result is clamped
to the range [0,1].
</p><p>
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 window coordinates
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mfenced separator=",">
<mml:mrow>
<mml:msub>
<mml:mi>x</mml:mi>
<mml:mi>r</mml:mi>
</mml:msub>
<mml:mo>+</mml:mo>
<mml:mi>i</mml:mi>
</mml:mrow>
<mml:mrow>
<mml:msub>
<mml:mi>y</mml:mi>
<mml:mi>r</mml:mi>
</mml:msub>
<mml:mo>+</mml:mo>
<mml:mi>j</mml:mi>
</mml:mrow>
</mml:mfenced>
</mml:math>, where <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mfenced separator=",">
<mml:msub>
<mml:mi>x</mml:mi>
<mml:mi>r</mml:mi>
</mml:msub>
<mml:msub>
<mml:mi>y</mml:mi>
<mml:mi>r</mml:mi>
</mml:msub>
</mml:mfenced>
</mml:math> is the current raster position, and the pixel was the <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>i</mml:mi>
</mml:math>th pixel in the <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>j</mml:mi>
</mml:math>th 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.
</p></dd><dt><span class="term"><tt>GL_STENCIL</tt></span></dt><dd>
Stencil indices are read from the stencil buffer and converted to an internal fixed-point with an
unspecified number of bits to the right of the binary point. Each fixed-point index is then shifted left by
<tt>GL_INDEX_SHIFT</tt> bits, and added to <tt>GL_INDEX_OFFSET</tt>. If
<tt>GL_INDEX_SHIFT</tt> is negative, the shift is to the right. In either case, zero bits fill
otherwise unspecified bit locations in the result. If <tt>GL_MAP_STENCIL</tt> is true, the
index is replaced with the value that it references in lookup table
<tt>GL_PIXEL_MAP_S_TO_S</tt>. Whether the lookup replacement of the index is done or not, the
integer part of the index is then ANDed with <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:msup>
<mml:mn>2</mml:mn>
<mml:mi>b</mml:mi>
</mml:msup>
<mml:mo>-</mml:mo>
<mml:mn>1</mml:mn>
</mml:math>, where <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>b</mml:mi>
</mml:math> 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 <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>i</mml:mi>
</mml:math>th location of the <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>j</mml:mi>
</mml:math>th row is written to location <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mfenced separator=",">
<mml:mrow>
<mml:msub>
<mml:mi>x</mml:mi>
<mml:mi>r</mml:mi>
</mml:msub>
<mml:mo>+</mml:mo>
<mml:mi>i</mml:mi>
</mml:mrow>
<mml:mrow>
<mml:msub>
<mml:mi>y</mml:mi>
<mml:mi>r</mml:mi>
</mml:msub>
<mml:mo>+</mml:mo>
<mml:mi>j</mml:mi>
</mml:mrow>
</mml:mfenced>
</mml:math>, where <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mfenced separator=",">
<mml:msub>
<mml:mi>x</mml:mi>
<mml:mi>r</mml:mi>
</mml:msub>
<mml:msub>
<mml:mi>y</mml:mi>
<mml:mi>r</mml:mi>
</mml:msub>
</mml:mfenced>
</mml:math> is the current raster position. Only the pixel ownership test, the scissor test, and the
stencil writemask affect these write operations.
</dd></dl></div><p>
The rasterization described thus far assumes pixel zoom factors of 1.0. If
</p><p>
<a href="glPixelZoom.3G.xml"><tt>glPixelZoom</tt></a> is used to change the <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>x</mml:mi>
</mml:math> and <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>y</mml:mi>
</mml:math> pixel zoom factors, pixels are converted to fragments as follows. If <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mfenced separator=",">
<mml:msub>
<mml:mi>x</mml:mi>
<mml:mi>r</mml:mi>
</mml:msub>
<mml:msub>
<mml:mi>y</mml:mi>
<mml:mi>r</mml:mi>
</mml:msub>
</mml:mfenced>
</mml:math>) is the current raster position, and a given pixel is in the <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>i</mml:mi>
</mml:math>th location in the <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>j</mml:mi>
</mml:math>th row of the source pixel rectangle, then fragments are generated for pixels whose centers are in the
rectangle with corners at
</p><div class="informalequation"><mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" mode="display" overflow="scroll">
<mml:mtable>
<mml:mtr>
<mml:mtd>
<mml:mfenced separator=",">
<mml:mrow>
<mml:msub>
<mml:mi>x</mml:mi>
<mml:mi>r</mml:mi>
</mml:msub>
<mml:mo>+</mml:mo>
<mml:msub>
<mml:mi>zoom</mml:mi>
<mml:mi>x</mml:mi>
</mml:msub>
<mml:mi>i</mml:mi>
</mml:mrow>
<mml:mrow>
<mml:msub>
<mml:mi>y</mml:mi>
<mml:mi>r</mml:mi>
</mml:msub>
<mml:mo>+</mml:mo>
<mml:msub>
<mml:mi>zoom</mml:mi>
<mml:mi>y</mml:mi>
</mml:msub>
<mml:mi>j</mml:mi>
</mml:mrow>
</mml:mfenced>
</mml:mtd>
</mml:mtr>
<mml:mtr>
<mml:mtd>
<mml:mtext>and</mml:mtext>
</mml:mtd>
</mml:mtr>
<mml:mtr>
<mml:mtd>
<mml:mfenced separator=",">
<mml:mrow>
<mml:msub>
<mml:mi>x</mml:mi>
<mml:mi>r</mml:mi>
</mml:msub>
<mml:mo>+</mml:mo>
<mml:msub>
<mml:mi>zoom</mml:mi>
<mml:mi>x</mml:mi>
</mml:msub>
<mml:mfenced separator=",">
<mml:mrow>
<mml:mi>i</mml:mi>
<mml:mo>+</mml:mo>
<mml:mn>1</mml:mn>
</mml:mrow>
</mml:mfenced>
</mml:mrow>
<mml:mrow>
<mml:msub>
<mml:mi>y</mml:mi>
<mml:mi>r</mml:mi>
</mml:msub>
<mml:mo>+</mml:mo>
<mml:msub>
<mml:mi>zoom</mml:mi>
<mml:mi>y</mml:mi>
</mml:msub>
<mml:mfenced separator=",">
<mml:mrow>
<mml:mi>j</mml:mi>
<mml:mo>+</mml:mo>
<mml:mn>1</mml:mn>
</mml:mrow>
</mml:mfenced>
</mml:mrow>
</mml:mfenced>
</mml:mtd>
</mml:mtr>
</mml:mtable>
</mml:math></div><p>
where <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:msub>
<mml:mi>zoom</mml:mi>
<mml:mi>x</mml:mi>
</mml:msub>
</mml:math> is the value of <tt>GL_ZOOM_X</tt> and <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:msub>
<mml:mi>zoom</mml:mi>
<mml:mi>y</mml:mi>
</mml:msub>
</mml:math> is the value of <tt>GL_ZOOM_Y</tt>.
</p></div><div class="refsect1" lang="en"><a name="glCopyPixels.3G-examples"/><h2>Examples</h2><p>
To copy the color pixel in the lower left corner of the window to the current raster position, use
</p><pre class="programlisting">glCopyPixels(0, 0, 1, 1, GL_COLOR);</pre></div><div class="refsect1" lang="en"><a name="glCopyPixels.3G-notes"/><h2>Notes</h2><p>
Modes specified by <tt>glPixelStore</tt> have no effect on the operation of
<tt>glCopyPixels</tt>.
</p></div><div class="refsect1" lang="en"><a name="glCopyPixels.3G-errors"/><h2>Errors</h2><p>
<tt>GL_INVALID_ENUM</tt> is generated if <i><tt>type</tt></i> is not an accepted value.
</p><p>
<tt>GL_INVALID_VALUE</tt> is generated if either <i><tt>width</tt></i> or
<i><tt>height</tt></i> is negative.
</p><p>
<tt>GL_INVALID_OPERATION</tt> is generated if <i><tt>type</tt></i> is <tt>GL_DEPTH</tt>
and there is no depth buffer.
</p><p>
<tt>GL_INVALID_OPERATION</tt> is generated if <i><tt>type</tt></i> is
<tt>GL_STENCIL</tt> and there is no stencil buffer.
</p><p>
<tt>GL_INVALID_OPERATION</tt> is generated if <tt>glCopyPixels</tt> is executed between the
execution of <a href="glBegin.3G.xml"><tt>glBegin</tt></a> and the corresponding execution of <a href="glBegin.3G.xml"><tt>glEnd</tt></a>.
</p></div><div class="refsect1" lang="en"><a name="glCopyPixels.3G-associated_gets"/><h2>Associated Gets</h2><p>
<tt>glGet</tt> with argument <tt>GL_CURRENT_RASTER_POSITION</tt>
</p><p>
<tt>glGet</tt> with argument <tt>GL_CURRENT_RASTER_POSITION_VALID</tt>
</p></div><div class="refsect1" lang="en"><a name="glCopyPixels.3G-see_also"/><h2>See Also</h2><p>
<span class="simplelist"><a href="glColorTable.3G.xml">glColorTable</a>, <a href="glConvolutionFilter1D.3G.xml">glConvolutionFilter1D</a>, <a href="glConvolutionFilter2D.3G.xml">glConvolutionFilter2D</a>, <a href="glDepthFunc.3G.xml">glDepthFunc</a>, <a href="glDrawBuffer.3G.xml">glDrawBuffer</a>, <a href="glDrawPixels.3G.xml">glDrawPixels</a>, <a href="glMatrixMode.3G.xml">glMatrixMode</a>, <a href="glPixelMap.3G.xml">glPixelMap</a>, <a href="glPixelTransfer.3G.xml">glPixelTransfer</a>, <a href="glPixelZoom.3G.xml">glPixelZoom</a>, <a href="glRasterPos.3G.xml">glRasterPos</a>, <a href="glReadBuffer.3G.xml">glReadBuffer</a>, <a href="glReadPixels.3G.xml">glReadPixels</a>, <a href="glSeparableFilter2D.3G.xml">glSeparableFilter2D</a>, <a href="glStencilFunc.3G.xml">glStencilFunc</a></span>
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