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xmlns="http://www.w3.org/1999/xhtml"
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><head><title>glPixelStore</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="glPixelMap.3G.xml" title="glPixelMap"/><link rel="next" href="glPixelTransfer.3G.xml" title="glPixelTransfer"/></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">glPixelStore</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="glPixelMap.3G.xml">Prev</a></td><th width="60%" align="center">GL</th><td width="20%" align="right"><a accesskey="n" href="glPixelTransfer.3G.xml">Next</a></td></tr></table><hr/></div><div class="refentry" lang="en"><a name="glPixelStore.3G"/><div class="titlepage"/><div class="refnamediv"><a name="glPixelStore.3G-name"/><h2>Name</h2><p>glPixelStoref, glPixelStorei — set pixel storage modes</p></div><div class="refsynopsisdiv"><a name="glPixelStore.3G-c_spec"/><h2>C Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code>void<tt>glPixelStoref</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code>GLenum<i><tt>pname</tt></i>, GLfloat<i><tt>param</tt></i>);</code></td></tr><tr><td valign="top"><code>void<tt>glPixelStorei</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code>GLenum<i><tt>pname</tt></i>, GLint<i><tt>param</tt></i>);</code></td></tr></table></div><div class="refsynopsisdiv"><a name="glPixelStore.3G-python_spec"/><h2>Python Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code><tt>glPixelStoref</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>pname</tt></i>, <i><tt>param</tt></i>) →<tt>None</tt></code></td></tr><tr><td valign="top"><code><tt>glPixelStorei</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>pname</tt></i>, <i><tt>param</tt></i>) →<tt>None</tt></code></td></tr></table></div><div class="refsect1" lang="en"><a name="glPixelStore.3G-parameters"/><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><i><tt>pname</tt></i></span></dt><dd>
Specifies the symbolic name of the parameter to be set. Six values affect the packing of pixel data into
memory: <tt>GL_PACK_SWAP_BYTES</tt>, <tt>GL_PACK_LSB_FIRST</tt>,
<tt>GL_PACK_ROW_LENGTH</tt>, <tt>GL_PACK_IMAGE_HEIGHT</tt>,
<tt>GL_PACK_SKIP_PIXELS</tt>, <tt>GL_PACK_SKIP_ROWS</tt>,
<tt>GL_PACK_SKIP_IMAGES</tt>, and <tt>GL_PACK_ALIGNMENT</tt>. Six more affect the
unpacking of pixel data <i><tt>from</tt></i> memory: <tt>GL_UNPACK_SWAP_BYTES</tt>,
<tt>GL_UNPACK_LSB_FIRST</tt>, <tt>GL_UNPACK_ROW_LENGTH</tt>,
<tt>GL_UNPACK_IMAGE_HEIGHT</tt>, <tt>GL_UNPACK_SKIP_PIXELS</tt>,
<tt>GL_UNPACK_SKIP_ROWS</tt>, <tt>GL_UNPACK_SKIP_IMAGES</tt>, and
<tt>GL_UNPACK_ALIGNMENT</tt>.
</dd><dt><span class="term"><i><tt>param</tt></i></span></dt><dd>
Specifies the value that <i><tt>pname</tt></i> is set to.
</dd></dl></div></div><div class="refsect1" lang="en"><a name="glPixelStore.3G-description"/><h2>Description</h2><p>
<tt>glPixelStore</tt> sets pixel storage modes that affect the operation of subsequent
<a href="glDrawPixels.3G.xml"><tt>glDrawPixels</tt></a> and <a href="glReadPixels.3G.xml"><tt>glReadPixels</tt></a> as well
as the unpacking of polygon stipple patterns (see <a href="glPolygonStipple.3G.xml">glPolygonStipple</a>), bitmaps (see <a href="glBitmap.3G.xml">glBitmap</a>), texture patterns (see <a href="glTexImage1D.3G.xml">glTexImage1D</a>, <a href="glTexImage2D.3G.xml"><tt>glTexImage2D</tt></a>, <a href="glTexImage3D.3G.xml"><tt>glTexImage3D</tt></a>, <a href="glTexSubImage1D.3G.xml"><tt>glTexSubImage1D</tt></a>, <a href="glTexSubImage2D.3G.xml"><tt>glTexSubImage2D</tt></a>, <a href="glTexSubImage3D.3G.xml"><tt>glTexSubImage3D</tt></a>).
Additionally, if the <tt>GL_ARB_imaging</tt> extension is supported, pixle storage modes affect convlution
filters (see <a href="glConvolutionFilter1D.3G.xml">glConvolutionFilter1D</a>, <a href="glConvolutionFilter2D.3G.xml"><tt>glConvolutionFilter2D</tt></a>, and <a href="glSeparableFilter2D.3G.xml"><tt>glSeparableFilter2D</tt></a>, color table (see <a href="glColorTable.3G.xml">glColorTable</a>, and <a href="glColorSubTable.3G.xml"><tt>glColorSubTable</tt></a>, and unpacking histogram (See
<a href="glHistogram.3G.xml">glHistogram</a>), and minmax (See <a href="glMinmax.3G.xml"><tt>glMinmax</tt></a>) data.
</p><p>
<i><tt>pname</tt></i> is a symbolic constant indicating the parameter to be set, and
<i><tt>param</tt></i> is the new value. Six of the twelve storage parameters affect how pixel data is returned
to client memory. They are as follows:
</p><div class="variablelist"><dl><dt><span class="term"><tt>GL_PACK_SWAP_BYTES</tt></span></dt><dd>
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 <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:msub>
<mml:mi>b</mml:mi>
<mml:mn>0</mml:mn>
</mml:msub>
</mml:math>, <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:msub>
<mml:mi>b</mml:mi>
<mml:mn>1</mml:mn>
</mml:msub>
</mml:math>, <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:msub>
<mml:mi>b</mml:mi>
<mml:mn>2</mml:mn>
</mml:msub>
</mml:math>, <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:msub>
<mml:mi>b</mml:mi>
<mml:mn>3</mml:mn>
</mml:msub>
</mml:math>, it is stored in memory as <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:msub>
<mml:mi>b</mml:mi>
<mml:mn>3</mml:mn>
</mml:msub>
</mml:math>, <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:msub>
<mml:mi>b</mml:mi>
<mml:mn>2</mml:mn>
</mml:msub>
</mml:math>, <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:msub>
<mml:mi>b</mml:mi>
<mml:mn>1</mml:mn>
</mml:msub>
</mml:math>, <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:msub>
<mml:mi>b</mml:mi>
<mml:mn>0</mml:mn>
</mml:msub>
</mml:math> if <tt>GL_PACK_SWAP_BYTES</tt> is true.
<tt>GL_PACK_SWAP_BYTES</tt> 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
<tt>GL_RGB</tt> pixel are always stored with red first, green second, and blue third,
regardless of the value of <tt>GL_PACK_SWAP_BYTES</tt>.
</dd><dt><span class="term"><tt>GL_PACK_LSB_FIRST</tt></span></dt><dd>
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 parameter is significant for bitmap data only.
</dd><dt><span class="term"><tt>GL_PACK_ROW_LENGTH</tt></span></dt><dd><p>
If greater than 0, <tt>GL_PACK_ROW_LENGTH</tt> defines the number of pixels in a row. If the
first pixel of a row is placed at location <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>p</mml:mi>
</mml:math> in memory, then the location of the first pixel of the next row is obtained by skipping
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi>k</mml:mi>
<mml:mo>=</mml:mo>
<mml:mrow>
<mml:mo>{</mml:mo>
<mml:mtable>
<mml:mtr>
<mml:mtd>
<mml:mi>n</mml:mi>
<mml:mi>l</mml:mi>
</mml:mtd>
</mml:mtr>
<mml:mtr>
<mml:mtd>
<mml:mrow>
<mml:mfrac>
<mml:mi>a</mml:mi>
<mml:mi>s</mml:mi>
</mml:mfrac>
<mml:mrow>
<mml:mo>⌈</mml:mo>
<mml:mfrac>
<mml:mrow>
<mml:mi>s</mml:mi>
<mml:mi>n</mml:mi>
<mml:mi>l</mml:mi>
</mml:mrow>
<mml:mi>a</mml:mi>
</mml:mfrac>
<mml:mo>⌉</mml:mo>
</mml:mrow>
</mml:mrow>
</mml:mtd>
</mml:mtr>
</mml:mtable>
<mml:mtable>
<mml:mtr>
<mml:mtd>
<mml:mi>s</mml:mi>
<mml:mo>≥</mml:mo>
<mml:mi>a</mml:mi>
</mml:mtd>
</mml:mtr>
<mml:mtr>
<mml:mtd>
<mml:mi>s</mml:mi>
<mml:mo><</mml:mo>
<mml:mi>a</mml:mi>
</mml:mtd>
</mml:mtr>
</mml:mtable>
</mml:mrow>
</mml:mrow>
</mml:math> components or indices, where <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>n</mml:mi>
</mml:math> is the number of components or indices in a pixel, <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>l</mml:mi>
</mml:math> is the number of pixels in a row (<tt>GL_PACK_ROW_LENGTH</tt> if it is
greater than 0, the <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>width</mml:mi>
</mml:math> argument to the pixel routine otherwise), <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>a</mml:mi>
</mml:math> is the value of <tt>GL_PACK_ALIGNMENT</tt>, and <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>s</mml:mi>
</mml:math> is the size, in bytes, of a single component (if <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi>a</mml:mi>
<mml:mo><</mml:mo>
<mml:mi>s</mml:mi>
</mml:mrow>
</mml:math>, then it is as if <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi>a</mml:mi>
<mml:mo>=</mml:mo>
<mml:mi>s</mml:mi>
</mml:mrow>
</mml:math>). In the case of 1-bit values, the location of the next row is obtained by skipping
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi>k</mml:mi>
<mml:mo>=</mml:mo>
<mml:mn>8</mml:mn>
<mml:mi>a</mml:mi>
<mml:mrow>
<mml:mo>⌈</mml:mo>
<mml:mfrac>
<mml:mrow>
<mml:mi>n</mml:mi>
<mml:mi>l</mml:mi>
</mml:mrow>
<mml:mrow>
<mml:mn>8</mml:mn>
<mml:mi>a</mml:mi>
</mml:mrow>
</mml:mfrac>
<mml:mo>⌉</mml:mo>
</mml:mrow>
</mml:mrow>
</mml:math> components or indices.
</p><p>
The word <i><tt>component</tt></i> in this description refers to the nonindex values red, green,
blue, alpha, and depth. Storage <tt>GL_RGB</tt>, for example, has three components per pixel:
first red, then green, and finally blue.
</p></dd><dt><span class="term"><tt>GL_PACK_IMAGE_HEIGHT</tt></span></dt><dd><p>
If greater than 0, <tt>GL_PACK_IMAGE_HEIGHT</tt> defines the number of pixels in an image
three-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 <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>p</mml:mi>
</mml:math> in memory, then the location of the first pixel of the next row is obtained by skipping
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi>k</mml:mi>
<mml:mo>=</mml:mo>
<mml:mrow>
<mml:mo>{</mml:mo>
<mml:mtable>
<mml:mtr>
<mml:mtd>
<mml:mi>n</mml:mi>
<mml:mi>l</mml:mi>
<mml:mi>h</mml:mi>
</mml:mtd>
</mml:mtr>
<mml:mtr>
<mml:mtd>
<mml:mrow>
<mml:mfrac>
<mml:mi>a</mml:mi>
<mml:mi>s</mml:mi>
</mml:mfrac>
<mml:mrow>
<mml:mo>⌈</mml:mo>
<mml:mfrac>
<mml:mrow>
<mml:mi>s</mml:mi>
<mml:mi>n</mml:mi>
<mml:mi>l</mml:mi>
<mml:mi>h</mml:mi>
</mml:mrow>
<mml:mi>a</mml:mi>
</mml:mfrac>
<mml:mo>⌉</mml:mo>
</mml:mrow>
</mml:mrow>
</mml:mtd>
</mml:mtr>
</mml:mtable>
<mml:mtable>
<mml:mtr>
<mml:mtd>
<mml:mi>s</mml:mi>
<mml:mo>≥</mml:mo>
<mml:mi>a</mml:mi>
</mml:mtd>
</mml:mtr>
<mml:mtr>
<mml:mtd>
<mml:mi>s</mml:mi>
<mml:mo><</mml:mo>
<mml:mi>a</mml:mi>
</mml:mtd>
</mml:mtr>
</mml:mtable>
</mml:mrow>
</mml:mrow>
</mml:math> components or indices, where <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>n</mml:mi>
</mml:math> is the number of components or indices in a pixel, <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>l</mml:mi>
</mml:math> is the number of pixels in a row (<tt>GL_PACK_ROW_LENGTH</tt> if it is
greater than 0, the <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>width</mml:mi>
</mml:math> argument to <tt>glTexImage3d</tt> otherwise),
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>h</mml:mi>
</mml:math> is the number of rows in a pixel image (<tt>GL_PACK_IMAGE_HEIGHT</tt> if it
is greater than 0, the <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>height</mml:mi>
</mml:math> arguemnt to the <a href="glTexImage3D.3G.xml"><tt>glTexImage3D</tt></a> routine otherwise),
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>a</mml:mi>
</mml:math> is the value of <tt>GL_PACK_ALIGNMENT</tt>, and <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>s</mml:mi>
</mml:math> is the size, in bytes, of a single component (if <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi>a</mml:mi>
<mml:mo><</mml:mo>
<mml:mi>s</mml:mi>
</mml:mrow>
</mml:math>, then it is as if <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi>a</mml:mi>
<mml:mo>=</mml:mo>
<mml:mi>s</mml:mi>
</mml:mrow>
</mml:math>).
</p><p>
The word <i><tt>component</tt></i> in this description refers to the nonindex values red, green,
blue, alpha, and depth. Storage <tt>GL_RGB</tt>, for example, has three components per pixel:
first red, then green, and finally blue.
</p></dd><dt><span class="term"><tt>GL_PACK_SKIP_PIXELS</tt>, <tt>GL_PACK_SKIP_ROWS</tt>, and
<tt>GL_PACK_SKIP_IMAGES</tt></span></dt><dd>
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 <a href="glReadPixels.3G.xml"><tt>glReadPixels</tt></a>. Setting <tt>GL_PACK_SKIP_PIXELS</tt> to
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>i</mml:mi>
</mml:math> is equivalent to incrementing the pointer by <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi>i</mml:mi>
<mml:mi>n</mml:mi>
</mml:mrow>
</mml:math> components or indices, where <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>n</mml:mi>
</mml:math> is the number of components or indices in each pixel. Setting
<tt>GL_PACK_SKIP_ROWS</tt> to <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>j</mml:mi>
</mml:math> is equivalent to incrementing the pointer by <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi>j</mml:mi>
<mml:mi>m</mml:mi>
</mml:mrow>
</mml:math> components or indices, where <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>m</mml:mi>
</mml:math> is the number of components or indices per row, as just computed in the
<tt>GL_PACK_ROW_LENGTH</tt> section. Setting <tt>GL_PACK_SKIP_IMAGES</tt> to
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>k</mml:mi>
</mml:math> is equivalent to incrementing the pointer by <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi>k</mml:mi>
<mml:mi>p</mml:mi>
</mml:mrow>
</mml:math>, where <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>p</mml:mi>
</mml:math> is the number of components or indices per image, as computed in the
<tt>GL_PACK_IMAGE_HEIGHT</tt> section.
</dd><dt><span class="term"><tt>GL_PACK_ALIGNMENT</tt></span></dt><dd>
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).
</dd></dl></div><p>
The other six of the twelve storage parameters affect how pixel data is read from client memory. These values are
significant for <a href="glDrawPixels.3G.xml"><tt>glDrawPixels</tt></a>, <a href="glTexImage1D.3G.xml"><tt>glTexImage1D</tt></a>, <a href="glTexImage2D.3G.xml"><tt>glTexImage2D</tt></a>, <a href="glTexImage3D.3G.xml"><tt>glTexImage3D</tt></a>, <a href="glTexSubImage1D.3G.xml"><tt>glTexSubImage1D</tt></a>, <a href="glTexSubImage2D.3G.xml"><tt>glTexSubImage2D</tt></a>, <a href="glTexSubImage3D.3G.xml"><tt>glTexSubImage3D</tt></a>, <a href="glBitmap.3G.xml"><tt>glBitmap</tt></a>, and <a href="glPolygonStipple.3G.xml"><tt>glPolygonStipple</tt></a>.
</p><p>
Additionally, if the <tt>GL_ARB_imaging</tt> extension is supported, <a href="glColorTable.3G.xml"><tt>glColorTable</tt></a>, <a href="glColorSubTable.3G.xml"><tt>glColorSubTable</tt></a>, <a href="glConvolutionFilter1D.3G.xml"><tt>glConvolutionFilter1D</tt></a>, <a href="glConvolutionFilter2D.3G.xml"><tt>glConvolutionFilter2D</tt></a>,
and <a href="glSeparableFilter2D.3G.xml"><tt>glSeparableFilter2D</tt></a>. They are as follows:
</p><div class="variablelist"><dl><dt><span class="term"><tt>GL_UNPACK_SWAP_BYTES</tt></span></dt><dd>
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 <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:msub>
<mml:mi>b</mml:mi>
<mml:mn>0</mml:mn>
</mml:msub>
</mml:math>, <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:msub>
<mml:mi>b</mml:mi>
<mml:mn>1</mml:mn>
</mml:msub>
</mml:math>, <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:msub>
<mml:mi>b</mml:mi>
<mml:mn>2</mml:mn>
</mml:msub>
</mml:math>, <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:msub>
<mml:mi>b</mml:mi>
<mml:mn>3</mml:mn>
</mml:msub>
</mml:math>, it is taken from memory as <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:msub>
<mml:mi>b</mml:mi>
<mml:mn>3</mml:mn>
</mml:msub>
</mml:math>, <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:msub>
<mml:mi>b</mml:mi>
<mml:mn>2</mml:mn>
</mml:msub>
</mml:math>, <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:msub>
<mml:mi>b</mml:mi>
<mml:mn>1</mml:mn>
</mml:msub>
</mml:math>, <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:msub>
<mml:mi>b</mml:mi>
<mml:mn>0</mml:mn>
</mml:msub>
</mml:math> if <tt>GL_UNPACK_SWAP_BYTES</tt> is true.
<tt>GL_UNPACK_SWAP_BYTES</tt> 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
<tt>GL_RGB</tt> pixel are always stored with red first, green second, and blue third,
regardless of the value of <tt>GL_UNPACK_SWAP_BYTES</tt>.
</dd><dt><span class="term"><tt>GL_UNPACK_LSB_FIRST</tt></span></dt><dd>
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.
</dd><dt><span class="term"><tt>GL_UNPACK_ROW_LENGTH</tt></span></dt><dd><p>
If greater than 0, <tt>GL_UNPACK_ROW_LENGTH</tt> defines the number of pixels in a row. If the
first pixel of a row is placed at location <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>p</mml:mi>
</mml:math> in memory, then the location of the first pixel of the next row is obtained by skipping
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi>k</mml:mi>
<mml:mo>=</mml:mo>
<mml:mrow>
<mml:mo>{</mml:mo>
<mml:mtable>
<mml:mtr>
<mml:mtd>
<mml:mi>n</mml:mi>
<mml:mi>l</mml:mi>
</mml:mtd>
</mml:mtr>
<mml:mtr>
<mml:mtd>
<mml:mrow>
<mml:mfrac>
<mml:mi>a</mml:mi>
<mml:mi>s</mml:mi>
</mml:mfrac>
<mml:mrow>
<mml:mo>⌈</mml:mo>
<mml:mfrac>
<mml:mrow>
<mml:mi>s</mml:mi>
<mml:mi>n</mml:mi>
<mml:mi>l</mml:mi>
</mml:mrow>
<mml:mi>a</mml:mi>
</mml:mfrac>
<mml:mo>⌉</mml:mo>
</mml:mrow>
</mml:mrow>
</mml:mtd>
</mml:mtr>
</mml:mtable>
<mml:mtable>
<mml:mtr>
<mml:mtd>
<mml:mi>s</mml:mi>
<mml:mo>≥</mml:mo>
<mml:mi>a</mml:mi>
</mml:mtd>
</mml:mtr>
<mml:mtr>
<mml:mtd>
<mml:mi>s</mml:mi>
<mml:mo><</mml:mo>
<mml:mi>a</mml:mi>
</mml:mtd>
</mml:mtr>
</mml:mtable>
</mml:mrow>
</mml:mrow>
</mml:math> components or indices, where <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>n</mml:mi>
</mml:math> is the number of components or indices in a pixel, <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>l</mml:mi>
</mml:math> is the number of pixels in a row (<tt>GL_UNPACK_ROW_LENGTH</tt> if it is
greater than 0, the <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>width</mml:mi>
</mml:math> argument to the pixel routine otherwise), <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>a</mml:mi>
</mml:math> is the value of <tt>GL_UNPACK_ALIGNMENT</tt>, and <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>s</mml:mi>
</mml:math> is the size, in bytes, of a single component (if <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi>a</mml:mi>
<mml:mo><</mml:mo>
<mml:mi>s</mml:mi>
</mml:mrow>
</mml:math>, then it is as if <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi>a</mml:mi>
<mml:mo>=</mml:mo>
<mml:mi>s</mml:mi>
</mml:mrow>
</mml:math>). In the case of 1-bit values, the location of the next row is obtained by skipping
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi>k</mml:mi>
<mml:mo>=</mml:mo>
<mml:mn>8</mml:mn>
<mml:mi>a</mml:mi>
<mml:mrow>
<mml:mo>⌈</mml:mo>
<mml:mfrac>
<mml:mrow>
<mml:mi>n</mml:mi>
<mml:mi>l</mml:mi>
</mml:mrow>
<mml:mrow>
<mml:mn>8</mml:mn>
<mml:mi>a</mml:mi>
</mml:mrow>
</mml:mfrac>
<mml:mo>⌉</mml:mo>
</mml:mrow>
</mml:mrow>
</mml:math> components or indices.
</p><p>
The word <i><tt>component</tt></i> in this description refers to the nonindex values red, green,
blue, alpha, and depth. Storage <tt>GL_RGB</tt>, for example, has three components per pixel:
first red, then green, and finally blue.
</p></dd><dt><span class="term"><tt>GL_UNPACK_IMAGE_HEIGHT</tt></span></dt><dd><p>
If greater than 0, <tt>GL_UNPACK_IMAGE_HEIGHT</tt> defines the number of pixels in an image of
a three-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 <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>p</mml:mi>
</mml:math> in memory, then the location of the first pixel of the next row is obtained by skipping
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi>k</mml:mi>
<mml:mo>=</mml:mo>
<mml:mrow>
<mml:mo>{</mml:mo>
<mml:mtable>
<mml:mtr>
<mml:mtd>
<mml:mi>n</mml:mi>
<mml:mi>l</mml:mi>
<mml:mi>h</mml:mi>
</mml:mtd>
</mml:mtr>
<mml:mtr>
<mml:mtd>
<mml:mrow>
<mml:mfrac>
<mml:mi>a</mml:mi>
<mml:mi>s</mml:mi>
</mml:mfrac>
<mml:mrow>
<mml:mo>⌈</mml:mo>
<mml:mfrac>
<mml:mrow>
<mml:mi>s</mml:mi>
<mml:mi>n</mml:mi>
<mml:mi>l</mml:mi>
<mml:mi>h</mml:mi>
</mml:mrow>
<mml:mi>a</mml:mi>
</mml:mfrac>
<mml:mo>⌉</mml:mo>
</mml:mrow>
</mml:mrow>
</mml:mtd>
</mml:mtr>
</mml:mtable>
<mml:mtable>
<mml:mtr>
<mml:mtd>
<mml:mi>s</mml:mi>
<mml:mo>≥</mml:mo>
<mml:mi>a</mml:mi>
</mml:mtd>
</mml:mtr>
<mml:mtr>
<mml:mtd>
<mml:mi>s</mml:mi>
<mml:mo><</mml:mo>
<mml:mi>a</mml:mi>
</mml:mtd>
</mml:mtr>
</mml:mtable>
</mml:mrow>
</mml:mrow>
</mml:math> components or indices, where <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>n</mml:mi>
</mml:math> is the number of components or indices in a pixel, <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>l</mml:mi>
</mml:math> is the number of pixels in a row (<tt>GL_UNPACK_ROW_LENGTH</tt> if it is
greater than 0, the <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>width</mml:mi>
</mml:math> argument to <a href="glTexImage3D.3G.xml"><tt>glTexImage3D</tt></a> otherwise),
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>h</mml:mi>
</mml:math> is the number of rows in an image (<tt>GL_UNPACK_IMAGE_HEIGHT</tt> if it is
greater than 0, the <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>height</mml:mi>
</mml:math> argument to <a href="glTexImage3D.3G.xml"><tt>glTexImage3D</tt></a> otherwise),
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>a</mml:mi>
</mml:math> is the value of <tt>GL_UNPACK_ALIGNMENT</tt>, and <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>s</mml:mi>
</mml:math> is the size, in bytes, of a single component (if <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi>a</mml:mi>
<mml:mo><</mml:mo>
<mml:mi>s</mml:mi>
</mml:mrow>
</mml:math>, then it is as if <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi>a</mml:mi>
<mml:mo>=</mml:mo>
<mml:mi>s</mml:mi>
</mml:mrow>
</mml:math>).
</p><p>
The word <i><tt>component</tt></i> in this description refers to the nonindex values red, green,
blue, alpha, and depth. Storage <tt>GL_RGB</tt>, for example, has three components per pixel:
first red, then green, and finally blue.
</p></dd><dt><span class="term"><tt>GL_UNPACK_SKIP_PIXELS</tt> and <tt>GL_UNPACK_SKIP_ROWS</tt></span></dt><dd>
These values are provided as a convenience to the programmer; they provide no functionality that cannot be
duplicated by incrementing the pointer passed to <a href="glDrawPixels.3G.xml"><tt>glDrawPixels</tt></a>,
<a href="glTexImage1D.3G.xml"><tt>glTexImage1D</tt></a>, <a href="glTexImage2D.3G.xml"><tt>glTexImage2D</tt></a>, <a href="glTexSubImage1D.3G.xml"><tt>glTexSubImage1D</tt></a>,
<a href="glTexSubImage2D.3G.xml"><tt>glTexSubImage2D</tt></a>, <a href="glBitmap.3G.xml"><tt>glBitmap</tt></a>, or <a href="glPolygonStipple.3G.xml"><tt>glPolygonStipple</tt></a>.
Setting <tt>GL_UNPACK_SKIP_PIXELS</tt> to <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>i</mml:mi>
</mml:math> is equivalent to incrementing the pointer by <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi>i</mml:mi>
<mml:mi>n</mml:mi>
</mml:mrow>
</mml:math> components or indices, where <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>n</mml:mi>
</mml:math> is the number of components or indices in each pixel. Setting
<tt>GL_UNPACK_SKIP_ROWS</tt> to <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>j</mml:mi>
</mml:math> is equivalent to incrementing the pointer by <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi>j</mml:mi>
<mml:mi>k</mml:mi>
</mml:mrow>
</mml:math> components or indices, where <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mi>k</mml:mi>
</mml:math> is the number of components or indices per row, as just computed in the
<tt>GL_UNPACK_ROW_LENGTH</tt> section.
</dd><dt><span class="term"><tt>GL_UNPACK_ALIGNMENT</tt></span></dt><dd>
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).
</dd></dl></div><p>
The following table gives the type, initial value, and range of valid values for each storage parameter that can be set
with <tt>glPixelStore</tt>.
</p><div class="informaltable"><table border="1"><colgroup><col/><col/><col/><col/></colgroup><tbody><tr><td><i><tt>pname</tt></i></td><td align="center"><span class="bold"><b>Type</b></span></td><td align="center"><span class="bold"><b>Initial Value</b></span></td><td align="center"><span class="bold"><b>Valid Range</b></span></td></tr><tr><td><tt>GL_PACK_SWAP_BYTES</tt></td><td align="center">boolean</td><td align="center">false</td><td align="center">true or false</td></tr><tr><td><tt>GL_PACK_LSB_FIRST</tt></td><td align="center">boolean</td><td align="center">false</td><td align="center">true or false</td></tr><tr><td><tt>GL_PACK_ROW_LENGTH</tt></td><td align="center">integer</td><td align="center">0</td><td align="center">[0,∞)</td></tr><tr><td><tt>GL_PACK_IMAGE_HEIGHT</tt></td><td align="center">integer</td><td align="center">0</td><td align="center">[0, ∞)</td></tr><tr><td><tt>GL_PACK_SKIP_ROWS</tt></td><td align="center">integer</td><td align="center">0</td><td align="center">[0,∞)</td></tr><tr><td><tt>GL_PACK_SKIP_PIXELS</tt></td><td align="center">integer</td><td align="center">0</td><td align="center">[0,∞)</td></tr><tr><td><tt>GL_PACK_SKIP_IMAGES</tt></td><td align="center">integer</td><td align="center">0</td><td align="center">[0,∞)</td></tr><tr><td><tt>GL_PACK_ALIGNMENT</tt></td><td align="center">integer</td><td align="center">4</td><td align="center">1, 2, 4, or 8</td></tr><tr><td><tt>GL_UNPACK_SWAP_BYTES</tt></td><td align="center">boolean</td><td align="center">false</td><td align="center">true or false</td></tr><tr><td><tt>GL_UNPACK_LSB_FIRST</tt></td><td align="center">boolean</td><td align="center">false</td><td align="center">true or false</td></tr><tr><td><tt>GL_UNPACK_ROW_LENGTH</tt></td><td align="center">integer</td><td align="center">0</td><td align="center">[0,∞)</td></tr><tr><td><tt>GL_UNPACK_IMAGE_HEIGHT</tt></td><td align="center">integer</td><td align="center">0</td><td align="center">[0,∞)</td></tr><tr><td><tt>GL_UNPACK_SKIP_ROWS</tt></td><td align="center">integer</td><td align="center">0</td><td align="center">[0,∞)</td></tr><tr><td><tt>GL_UNPACK_SKIP_PIXELS</tt></td><td align="center">integer</td><td align="center">0</td><td align="center">[0,∞)</td></tr><tr><td><tt>GL_UNPACK_SKIP_IMAGES</tt></td><td align="center">integer</td><td align="center">0</td><td align="center">[0,∞)</td></tr><tr><td><tt>GL_UNPACK_ALIGNMENT</tt></td><td align="center">integer</td><td align="center">4</td><td align="center">1, 2, 4, or 8</td></tr></tbody></table></div><p>
<tt>glPixelStoref</tt> can be used to set any pixel store parameter. If the parameter type is boolean, then
if <i><tt>param</tt></i> is 0, the parameter is false; otherwise it is set to true. If
<i><tt>pname</tt></i> is a integer type parameter, <i><tt>param</tt></i> is rounded to the nearest
integer.
</p><p>
Likewise, <tt>glPixelStorei</tt> can also be used to set any of the pixel store parameters. Boolean
parameters are set to false if <i><tt>param</tt></i> is 0 and true otherwise.
</p></div><div class="refsect1" lang="en"><a name="glPixelStore.3G-notes"/><h2>Notes</h2><p>
The pixel storage modes in effect when <a href="glDrawPixels.3G.xml"><tt>glDrawPixels</tt></a>, <a href="glReadPixels.3G.xml"><tt>glReadPixels</tt></a>, <a href="glTexImage1D.3G.xml"><tt>glTexImage1D</tt></a>, <a href="glTexImage2D.3G.xml"><tt>glTexImage2D</tt></a>, <a href="glTexImage3D.3G.xml"><tt>glTexImage3D</tt></a>, <a href="glTexSubImage1D.3G.xml"><tt>glTexSubImage1D</tt></a>, <a href="glTexSubImage2D.3G.xml"><tt>glTexSubImage2D</tt></a>, <a href="glTexSubImage3D.3G.xml"><tt>glTexSubImage3D</tt></a>, <a href="glBitmap.3G.xml"><tt>glBitmap</tt></a>, or <a href="glPolygonStipple.3G.xml"><tt>glPolygonStipple</tt></a> is placed in a display list control the interpretation of memory data.
Likewise, if the <tt>GL_ARB_imaging</tt> extension is supported, the pixel storage modes in effect when
<a href="glColorTable.3G.xml"><tt>glColorTable</tt></a>, <a href="glColorSubTable.3G.xml"><tt>glColorSubTable</tt></a>,
<a href="glConvolutionFilter1D.3G.xml"><tt>glConvolutionFilter1D</tt></a>, <a href="glConvolutionFilter2D.3G.xml"><tt>glConvolutionFilter2D</tt></a>, of <a href="glSeparableFilter2D.3G.xml"><tt>glSeparableFilter2D</tt></a>
is placed in a display list control the intrepretation of memory data. The pixel storage modes in effect when a display
list is executed are not significant.
</p><p>
Pixel storage modes are client state and must be pushed and restored using
</p><p>
<a href="glPushClientAttrib.3G.xml"><tt>glPushClientAttrib</tt></a> and <a href="glPushClientAttrib.3G.xml"><tt>glPopClientAttrib</tt></a>.
</p></div><div class="refsect1" lang="en"><a name="glPixelStore.3G-errors"/><h2>Errors</h2><p>
<tt>GL_INVALID_ENUM</tt> is generated if <i><tt>pname</tt></i> is not an accepted value.
</p><p>
<tt>GL_INVALID_VALUE</tt> 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.
</p><p>
<tt>GL_INVALID_OPERATION</tt> is generated if <tt>glPixelStore</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="glPixelStore.3G-associated_gets"/><h2>Associated Gets</h2><p>
<tt>glGet</tt> with argument <tt>GL_PACK_SWAP_BYTES</tt>
</p><p>
<tt>glGet</tt> with argument <tt>GL_PACK_LSB_FIRST</tt>
</p><p>
<tt>glGet</tt> with argument <tt>GL_PACK_ROW_LENGTH</tt>
</p><p>
<tt>glGet</tt> with argument <tt>GL_PACK_IMAGE_HEIGHT</tt>
</p><p>
<tt>glGet</tt> with argument <tt>GL_PACK_SKIP_ROWS</tt>
</p><p>
<tt>glGet</tt> with argument <tt>GL_PACK_SKIP_PIXELS</tt>
</p><p>
<tt>glGet</tt> with argument <tt>GL_PACK_SKIP_IMAGES</tt>
</p><p>
<tt>glGet</tt> with argument <tt>GL_PACK_ALIGNMENT</tt>
</p><p>
<tt>glGet</tt> with argument <tt>GL_UNPACK_SWAP_BYTES</tt>
</p><p>
<tt>glGet</tt> with argument <tt>GL_UNPACK_LSB_FIRST</tt>
</p><p>
<tt>glGet</tt> with argument <tt>GL_UNPACK_ROW_LENGTH</tt>
</p><p>
<tt>glGet</tt> with argument <tt>GL_UNPACK_IMAGE_HEIGHT</tt>
</p><p>
<tt>glGet</tt> with argument <tt>GL_UNPACK_SKIP_ROWS</tt>
</p><p>
<tt>glGet</tt> with argument <tt>GL_UNPACK_SKIP_PIXELS</tt>
</p><p>
<tt>glGet</tt> with argument <tt>GL_UNPACK_SKIP_IMAGES</tt>
</p><p>
<tt>glGet</tt> with argument <tt>GL_UNPACK_ALIGNMENT</tt>
</p></div><div class="refsect1" lang="en"><a name="glPixelStore.3G-see_also"/><h2>See Also</h2><p>
<span class="simplelist"><a href="glBitmap.3G.xml">glBitmap</a>, <a href="glColorTable.3G.xml">glColorTable</a>, <a href="glColorSubTable.3G.xml">glColorSubTable</a>, <a href="glConvolutionFilter1D.3G.xml">glConvolutionFilter1D</a>, <a href="glConvolutionFilter2D.3G.xml">glConvolutionFilter2D</a>, <a href="glSeparableFilter2D.3G.xml">glSeparableFilter2D</a>, <a href="glDrawPixels.3G.xml">glDrawPixels</a>, <a href="glHistogram.3G.xml">glHistogram</a>, <a href="glMinmax.3G.xml">glMinmax</a>, <a href="glPixelMap.3G.xml">glPixelMap</a>, <a href="glPixelTransfer.3G.xml">glPixelTransfer</a>, <a href="glPixelZoom.3G.xml">glPixelZoom</a>, <a href="glPolygonStipple.3G.xml">glPolygonStipple</a>, <a href="glPushClientAttrib.3G.xml">glPushClientAttrib</a>, <a href="glReadPixels.3G.xml">glReadPixels</a>, <a href="glTexImage1D.3G.xml">glTexImage1D</a>, <a href="glTexImage2D.3G.xml">glTexImage2D</a>, <a href="glTexImage3D.3G.xml">glTexImage3D</a>, <a href="glTexSubImage1D.3G.xml">glTexSubImage1D</a>, <a href="glTexSubImage2D.3G.xml">glTexSubImage2D</a>, <a href="glTexSubImage3D.3G.xml">glTexSubImage3D</a></span>
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