From b16b9e4656e7199c2aec74a4c8ebc7a875d3ba73 Mon Sep 17 00:00:00 2001 From: Mike Gabriel Date: Mon, 2 Feb 2015 15:02:49 +0100 Subject: massive reduction of unneeded files --- nx-X11/extras/Mesa/docs/subset-A.html | 3579 --------------------------------- 1 file changed, 3579 deletions(-) delete mode 100644 nx-X11/extras/Mesa/docs/subset-A.html (limited to 'nx-X11/extras/Mesa/docs/subset-A.html') diff --git a/nx-X11/extras/Mesa/docs/subset-A.html b/nx-X11/extras/Mesa/docs/subset-A.html deleted file mode 100644 index dac66a61b..000000000 --- a/nx-X11/extras/Mesa/docs/subset-A.html +++ /dev/null @@ -1,3579 +0,0 @@ - - - - Mini GLX Specification - - - -

-
Mesa Subset Specification
-

-

-
-

Tungsten Graphics, Inc.

-

February 26, 2003
-

-
-

-

Copyright © 2002-2003 by Tungsten Graphics, Inc., -Cedar Park, Texas. All Rights Reserved.
-
-Permission is granted to make and distribute verbatim copies of this -document provided the copyright notice and this permission notice are -preserved on all copies.
-

-

OpenGL is a trademark of Silicon -Graphics, Inc..

-

1. Introduction

-This document describes a subset of the Mesa implemented by Tungsten -Graphics, Inc. for embedded devices.  Prior to reading this -document the reader should be familiar with the OpenGL 1.2.1 -specification dated April 1, 1999 (available from http://www.opengl.org/developers/documentation/specs.html.) - Experience with OpenGL programming is highly advisable.
-

-Tungsten Graphics, Inc. is working with industry standards -organizations +in an attempt to standardize this Mesa subset and any -other possible subsets +as a result of this work.
-
-Appendix A contains a list of issues of which some may not be resolved.
-
-To summarize, the following major features of Mesa are omitted from the -subset:
- -

Further reductions are made at a lower level of detail.
-

-

Mesa function names are printed in bold -face.  Function parameters are printed in italics.
-

-

The Tungsten Graphics, Inc. Mesa subset library is hereafter -referred to as the subset.
-
-

-

2. Primitive Specification

-

2.1 glBegin, glEnd and glVertex Commands

-The basic rendering primitives are points, lines and triangles. - Quadrilaterals and polygons are composed of triangles. - Primitives are drawn with the glBegin -and glEnd commands and a subset -of the glVertex commands:
-
-
void glBegin(GLenummode)
-void glEnd(void)
-
-void glVertex2f(GLfloat x, GLfloat y)
-void glVertex2fv(const GLfloat -*v)
-void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
-void glVertex3fv(const GLfloat -*v)
-
-
-The mode parameter to glBegin may be one of the following
-
-
GL_POINTS - a series of individual -points
-GL_LINES - a series of disjoint line segments
-GL_LINE_STRIP - series of connected line segments
-GL_LINE_LOOP - a closed loop of line segments
-GL_TRIANGLES - a series of individual triangles
-GL_TRIANGLE_STRIP - a connected strip of triangles
-GL_TRIANGLE_FAN - a sequence of triangles all sharing a common vertex
-GL_QUADS - a sequence of individual quadrilaterals
-GL_QUAD_STRIP - a connected strip of quadrilaterals
-GL_POLYGON - a closed, convex polygon
-
-
-
-The glVertex commands take two -or three floating point coordinates, or a pointer to an array of two or -three floating point coordinates.  Vertices are actually 4-element -homogeneous coordinates.  The fourth component, unspecified by the -subset's glVertex commands, is -one.
-
- -

2.2 Other Per-vertex Commands
-

-The glColor and glTexCoord commands may be used to -specify colors and texture coordinates for each vertex:
-
-
void glColor3f(GLfloatred, GLfloat green, GLfloat blue)
-void glColor3fv(const GLfloat *rgb)
-void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
-void glColor4fv(const GLfloat *rgba)
-void glTexCoord2f(GLfloat s, GLfloat t)
-void glTexCoord2fv(const -GLfloat *c)
-
-
-The glColor commands specify -the color and optionally, the alpha value, for subsequent vertices. - For the glColor3 commands, -alpha is set to one.
-
-The glTexCoord2 commands -specify the texture coordinate for subsequent vertices.  Texture -coordinates are actually four-component coordinates: (s, t, r, q). - The glTexCoord2 commands -set s and t explicitly.  The r and q components are zero and one, -respectively.
-
-Only glVertex, glColor and glTexCoord commands are allowed -between glBegin and glEnd.  Calling any other -command between glBegin and glEnd will result in the error -GL_INVALID_OPERATION.
-
-

2.3 Unsupported Commands

-None of the following commands related to primitive specification are -supported by the subset:
-
-
Per-Vertex commands:
-
-
-
glVertex2d, -glVertex2i, glVertex2s, glVertex3d, glVertex3i, glVertex3s, glVertex4d, -glVertex4i, glVertex4s, glVertex2dv, glVertex2iv, glVertex2sv, -glVertex3dv, glVertex3iv, glVertex3sv, glVertex4dv, glVertex4iv, -glVertex4sv,
-glNormal3b, glNormal3d, glNormal3f, glNormal3i, glNormal3s,
glNormal3bv, glNormal3dv, glNormal3fv, -glNormal3iv, glNormal3sv,
-glIndexd, glIndexf, glIndexi, glIndexs, glIndexub, glIndexdv, -glIndexfv, glIndexiv, glIndexsv, glIndexubv,
-glColor3b, glColor3d, glColor3i, glColor3s, glColor3ub, glColor3ui, -glColor3us,
glColor3bv, -glColor3dv, glColor3iv, glColor3sv, glColor3ubv, glColor3uiv, -glColor3usv, lColor4b, -glColor4d, glColor4i, glColor4s, glColor4ub, glColor4ui, glColor4us, glColor4bv, glColor4dv, glColor4iv, -glColor4sv, glColor4ubv, glColor4uiv, glColor4usv,
-
glTexCoord1d, glTexCoord1f, -glTexCoord1i, glTexCoord1s, glTexCoord2d, glTexCoord2i, glTexCoord2s, -glTexCoord3d, glTexCoord3f, glTexCoord3i, glTexCoord3s, glTexCoord4d, -glTexCoord4f, glTexCoord4i, glTexCoord4s, glTexCoord1dv, glTexCoord1fv, -glTexCoord1iv, glTexCoord1sv, glTexCoord2dv, glTexCoord2iv, -glTexCoord2sv, glTexCoord3dv, glTexCoord3fv, glTexCoord3iv, -glTexCoord3sv, glTexCoord4dv, glTexCoord4fv, glTexCoord4iv, -glTexCoord4sv,
-glEdgeFlag, glEdgeFlagv

-
-
-Vertex array commands:
-
glVertexPointer, -glColorPointer, glIndexPointer, glTexCoordPointer, glEdgeFlagPointer, -glNormalPointer, glInterleavedArrays, glArrayElement, glDrawArrays, -glDrawElements, glDrawRangeElements, glEnableClientState, -glDisableClientState
-
-
-

-Rectangle commands:
-
glRects, -glRecti, glRectf, glRectd, glRectsv, glRectiv, glRectfv, glRectdv,
-
-
-
-
Lighting commands:
-
-
glMaterialf, -glMateriali, glMaterialfv, glMaterialiv
-

-
-
Evaluator commands:
-
glEvalCoord1d, -glEvalCoord1f, glEvalCoord1dv, glEvalCoord1fv, glEvalCoord2d, glEvalCoord2f, -glEvalCoord2dv, glEvalCoord2fv,
-
glEvalPoint1, glEvalPoint2
-
-
-
-

3. Coordinate Transformation

-

3.1 Vertex Transformation

-Vertex coordinates are transformed by the current modelview and -projection matrices then mapped to window coordinates as specified by -the viewport.  The following coordinate transformation commands are -supported by the subset
-
-
glMatrixMode(GLenum mode)
-glLoadIdentity(void)
-glPushMatrix(void)
-glPopMatrix(void)
-glLoadMatrixf(const GLfloat *m)
-glMultMatrixf(const GLfloat *m)
-glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
-glTranslatef(GLfloat x, GLfloat y, GLfloat z)
-glScalef(GLfloat x, GLfloat y, GLfloat z)
-glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near, GLdouble far)

-glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near, GLdouble far)
-glViewport(GLint x, GLint y, GLsize width, GLsizei height)
-
-
-The glMatrixMode command -specifies the current matrix. - The mode parameter may be GL_MODELVIEW or GL_PROJECTION to specify -the modelview matrix or projection matrix.  Subsequent matrix -commands will effect the current matrix.  Also associated with the -modelview and projection matrices are a modelview matrix stack and -projection matrix stack.
-
-The glLoadIdentity command -replaces the current matrix with the identity matrix.  The matrix -elements are specified in column-major order.
-
-The glPushMatrix command pushes -a copy of the current matrix onto either the modelview matrix stack or -the projection matrix stack.  The glPopMatrix -command replaces the current matrix with a copy of the top matrix off -the modelview matrix stack or projection matrix stack, the pops the -stack.  Matrix stacks are useful for traversing and rendering -hierarchical models.
-
-The glMultMatrixf command -post-multiplies the current matrix by the specified matrix.  The -matrix elements are specified in column-major order.
-
-The glRotatef command -post-multiplies the current matrix by a rotation matrix defined by the -angle and rotation axis defined by x, y and z.
-
-The glTranslatef command -post-multiplies the current matrix by a translation matrix defined by -the x, y and z translation parameters.
-
-The glScalef command -post-multiplies the current matrix by a scaling matrix defined by the x, y and z scale factors.
-
-The glFrustum command -post-multiplies the current matrix by a perspective projection matrix. - The near and far values specify the position of -the hither and yon Z-axis clipping planes.  The left, right, bottom and top parameters are the X and Y -extents at the near clipping plane.  glFrustum is normally used to modify -the projection matrix.
-
-The glOrtho command -post-multiplies the current matrix by an orthographic projection matrix. - The near and far values specify the position of -the hither and yon Z-axis clipping planes.  The left, right, bottom and top parameters specify the X and -Y-axis clipping planes.  glOrtho -is normally used to modify the projection matrix.
-
-The glViewport command -specifies the mapping of coordinates from normalized device coordinates -to window coordinates.  The x -and y parameters specify the -viewport's lower-left corner in the window and the width and height parameters specify the size -of the viewport.  glViewport -does not effect the current matrix.
-
-A coordinate transformed to window coordinates is hereafter known as (xw, -yw, zw).
-
-

3.2 Clipping

-View-volume clipping automatically discards or trims primitives which -lie completely or partially outside of the view volume specified by glFrustum and glOrtho.  Note that the glViewport command does not define a -clipping region.
-
-Clipping occurs in clip coordinate -space - the coordinates produced after applying the projection -matrix.
-
-

3.3 Current Raster Position

-The current raster position specifies the location for drawing images -with glBitmap.  The current -raster position is set with the commands:
-
-
void glRasterPos2f(GLfloatx, GLfloat y)
-void glRasterPos2fv(const -GLfloat *v)
-void glRasterPos2i(GLint x, GLint y)
-void glRasterPos2iv(const -GLint *v)
-
-
-glRasterPos specifies a -4-component coordinate (x, y, 0, 1).  The coordinate is processed -like a vertex; it is transformed by the modelview matrix, the projection -matrix and mapped to the viewport.  The resulting window coordinate -is stored as the current raster position.  The coordinate is -clipped-tested against the frustum like a vertex.  If the -coordinate is clipped, then the current raster position becomes invalid -and subsequent glBitmap commands -have no effect.
-
-glRasterPos also updates the -current raster color and current raster texture coordinates.  The -current raster color is updated (copied) from the current color (as -specified by glColor). - The current raster texture coordinate is updated (copied) from the -current texture coordinate (as specified by glTexCoord).
-
-

3.4 Unsupported Commands

-The following commands related to vertex transformation are not -supported by the subset:
-
-
User-defined clip plane commands:
-
glClipPlane
-
-
-
-
Lighting and material commands:
-
glLightModeli, -glLightModelf, glLightModeliv, -glLightModelfv, glLightf, -glLighti, glLightfv, glLightiv, glColorMaterial
-
-
-
Automatic texture coordinate generation -commands:
-
-
-
glTexGend, -glTexGenf, glTexGeni, glTexGendv, -glTexGenfv, glTexGeniv,
-
-
-Double-valued commands:
-
glLoadMatrixd, -glMultMatrixd, glRotated, glTranslated, glScaled
-
-
-Depth Range command:
-
glDepthRange -(the near value is always 0.0 and the far value is always 1.0)
-
-
-Extra RasterPos commands:
-
glRasterPos2d, -glRasterPos2s, glRasterPos3d, glRasterPos3f, glRasterPos3i, -glRasterPos3s, glRasterPos4d, glRasterPos4f, glRasterPos4i, -glRasterPos4s, glRasterPos2dv, glRasterPos2sv, glRasterPos3dv, -glRasterPos3fv, glRasterPos3iv, glRasterPos3sv, glRasterPos4dv, -glRasterPos4fv, glRasterPos4iv, glRasterPos4sv
-
-
-
-
-

4. Rasterization

-This section describes the commands and options for drawing points, -lines, triangles and bitmaps.  Rasterization -is the term for the process which produces fragments from the geometric -description of a primitive (a point, line, polygon or bitmap).  For -example, given the two coordinates for the end-points of a line segment, -rasterization determines which pixels in the frame buffer are modified -to draw the line.  A -fragment is a tuple which consists of a window coordinate, colors and -texture coordinates.  The fragments produced by rasterization are -subsequently processed by the per-fragment operations described later.
-
-

4.1 Point Rasterization

-Points are rendered with the command sequence glBegin(GL_POINTS), glVertex, ... glEnd.  The window coordinate (xw, -yw, zw) is truncated to rasterize the point. - The truncated coordinate with its associated color and texture -coordinate is sent as a single fragment to the per-fragment processing -stages.
-
-The glPointSize command is not -supported; only 1-pixel points are supported.
-
-Point smoothing (antialiasing) is also not supported.
-
-

4.2 Line Rasterization

-Lines are rendered with the command sequence glBegin(mode), glVertex, glVertex, ... glEnd where mode is one of GL_LINES, -GL_LINE_STRIP or GL_LINE_LOOP.  Lines are rasterized as described -in the OpenGL specification.  Note that OpenGL specifies the half-open convention for drawing -lines: the last fragment in a line segment is omitted so that endpoint -pixels shared by two line segments will only be drawn once instead of -twice.
-
-

4.2.1 Line Width

-The width of lines can be controlled by
-
-
void glLineWidth(GLfloatwidth)
-
-
-where width is the line width -in pixels.  The width defaults to 1.0.  Attempting to set the -width to a value less than or equal to zero will raise the error -GL_INVALID_VALUE.
-
-

4.2.2 Line Stipple
-

-Lines may be stippled (i.e. dashed) with the command
-
-
glLineStipple(GLintfactor, GLushort pattern)
-
-
-pattern describes an on/off -pattern for the fragments produced by rasterization and factor specifies how many subsequent -fragments are kept or culled for each pattern bit.  Line stippling -can be enabled or disabled by the commands glEnable(GL_LINE_STIPPLE) and glDisable(GL_LINE_STIPPLE).
-
-

4.2.3 Line Antialiasing

-Lines may be antialiased.  For antialiased lines, each fragment -produced by rasterization is assigned a coverage value which describes how -much of the fragment's area is considered to be inside the line.  Later, the -alpha value of each fragment is multiplied by the coverage value. - By blending the fragments into the frame buffer, the edges of -lines appear smoothed.
-
-Line antialiasing can be enabled or disabled with the commands glEnable(GL_LINE_SMOOTH) and glDisable(GL_LINE_SMOOTH).
-
-

4.3 Polygon Rasterization

-Polygons, quadrilaterals and triangles share the same polygon -rasterization options.
-
-Triangles are rendered by the command sequence glBegin(mode),glVertex, glVertex, ... glEnd where mode may be one of GL_TRIANGLES, -GL_TRIANGLE_STRIP or GL_TRIANGLE_FAN. - For GL_TRIANGLES mode, the number of vertices should be a multiple -of three - extra vertices will be ignored.  For GL_TRIANGLE_STRIP -and GL_TRIANGLE_FAN, at least three vertices should be specified. - If less than three are specified, nothing is drawn.  
-
-Quadrilaterals are rendered by -the command sequence glBegin(mode),glVertex, glVertex, ... glEnd where mode may be one of GL_QUADS or -GL_QUAD_STRIP.   For -GL_QUADS, the number of vertices should be a multiple of four - extra -vertices will be ignored.  For GL_QUAD_STRIP, the number of -vertices should be even and at least four.  Extra vertices (one) -will be ignored.
-
-Convex polygons are rendered -by the command sequence glBegin(GL_POLYGON),glVertex, glVertex, ... glEnd. - If less than three vertices are specified, nothing is drawn.
-
-

4.3.1 Polygon Orientation

-The winding order of vertices -(clockwise or counter-clockwise) is significant.  It is used to -determine the front-facing or back-facing orientation of polygons. - By default, a front-facing polygon's vertices are in -counter-clockwise order (in window coordinates).  Figures 2.4 and -2.5 of the OpenGL 1.2.1 specification illustrate the winding order for -front-facing triangles and quadrilaterals, respectively.
-
-The command
-
-
void glFrontFace(GLenum mode)
-
-
-specifies whether clockwise or counter-clockwise winding indicates a -front-facing polygon.  If mode -is GL_CW then polygons with clockwise winding are front-facing.  If mode is GL_CCW then polygons with -counter-clockwise winding are front-facing.  The default value is -GL_CCW.  If mode is not -GL_CCW or GL_CW then the error GL_INVALID_ENUM will be raised.
-
-

4.3.2 Polygon Culling

-Polygons may be culled (discarded) depending on whether they are -front-facing or back-facing.  The command
-
-
void -glCullFace(GLenum mode)
-
-
-specifies whether front-facing, back-facing or all polygons should be -culled.  If mode is -GL_FRONT then front-facing polygons will be culled.  If mode is GL_BACK then back-facing -polygons will be culled. Otherwise, if mode -is GL_FRONT_AND_BACK then all polygons will be culled.  Any other -value for mode will raise the -error GL_INVALID_ENUM.
-
-Polygon culling is enabled and disabled with the commands glEnable(GL_CULL_FACE) and glDisable(GL_CULL_FACE), -respectively.
-
-

4.3.3 Polygon Antialiasing

-Polygons may be antialiased in order to smooth their edges. - Polygon antialiasing is enabled and disabled with the commands glEnable(GL_POLYGON_SMOOTH) and glDisable(GL_POLYGON_SMOOTH).
-
-When polygon antialiasing is enabled each fragment produced by polygon, -triangle and quadrilateral rasterization will be given a coverage value which indicates how -much of the fragment is covered by the polygon.  Fragments -completely inside the polygon have coverage 1.0.  Fragments -completely outside the polygon have zero coverage (in theory). - Fragments which intersect the polygon's edge have a coverage value -in the range (0, 1).
-
-The fragment's alpha value is multiplied by the coverage value. - By enabling the appropriate blending mode, polygon edges will -appear smoothed.
-
-

4.4 Shading

-The command
-
-
void glShadeModel(GLenummode)
-
-
-determines whether colors are interpolated between vertices during -rasterization.  If mode is -GL_FLAT then vertex colors are not interpolated.  The color used -for drawing lines, triangles and quadrilaterals is that of the last -vertex used to specify each primitive.  For polygons, the color of -the first vertex specifies the color for the entire polygon.  If mode is GL_SMOOTH then vertex colors -are linearly interpolated to produce the fragment colors.
-
-

4.5 Bitmap Rasterization

-A bitmap is a monochromatic, binary image in which each image element -(or pixel) is represented by one bit.  Fragments are only generated -for the bits (pixels) which are set.  Bitmaps are commonly used to -draw text (glyphs) and markers.
-
-A bitmap is drawn with the command
-
-
void glBitmap(GLsizeiwidth, GLsizei height, GLfloat xOrig, GLfloat yOrig, GLfloat xMove, GLfloat yMove, const  GLubyte *image)
-
-
-width and height specify the image size in -pixels.  xOrig and yOrig specify the bitmap origin. - xMove and yMove are added to the current -raster position after the bitmap is rasterized.  image is a pointer to the bitmap -data.
-
-If the current raster position is not valid, glBitmap has no effect.
-
-

4.5.1 Bitmap Unpacking

-The first step in bitmap rendering is unpacking. - Unpacking is the process of extracting image data from -client memory subject to byte swapping, non-default row strides, etc. - The unpacking parameters are specified with the command
-
-
void -glPixelStorei(GLenum pname, GLint value)
-
-
-The following unpacking parameters may be set:
-
- - - - - - - - - - - - - - - - - - -
Parameter (pname)
-
Value (value)
-
Default
-
GL_UNPACK_ROW_LENGTH
-
Width of the image in memory, in -pixels.
-
0
-
GL_UNPACK_LSB_FIRST
-
GL_FALSE indicates that the most -significant bit is unpacked first from each byte.  GL_TRUE -indicates that the least significant bit is unpacked first from each -byte.
-
GL_FALSE
-
-
-
-The GL_UNPACK_ROW_LENGTH specifies the stride (in pixels) for advancing -from one row of the image to the next.  If it's zero, the width parameter to glBitmap specifies the width of the -image in memory.
-
-GL_UNPACK_LSB_FIRST determines whether the least significant or most -significant bit in each byte is unpacked first.  Unpacking occurs -in left to right order (in image space).
-
-The value of bit (i, j) of the image (where i is the image row and j is -the image column) is found as follows:
-
-
rowLength = (GL_UNPACK_ROW_LENGTH != 0) -? GL_UNPACK_ROW_LENGTH : width;
-
-byte = image[((rowLength + 7) -/ 8) * i + j / 8];
-
-if (GL_UNPACK_LSB_FIRST != 0)
-    bitMask = 1 << (j % 8);
-else
-    bitMask = 128 >> (j % 8);
-
-if (byte & bitMask)
-    bit = 1;
-else
-    bit = 0;
-
-
- -

4.5.2 Rasterization

-If the current raster position is (xrp, yrp, zrp, -wrp), then the bitmap is rasterized according to the -following algorithm:
-
-for (j = 0; j < height; -j++) {
-    for (i = 0; i < width; -i++) {
-        if (bit(i,j)) {
-            fragment.x = -floor(xrp - xOrig) -+ i;
-            fragment.y = -floor(yrp - yOrig) -+ j;
-            fragment.color -= GL_CURRENT_RASTER_COLOR;
-            -fragment.texture = GL_CURRENT_RASTER_TEXTURE_COORDS;
-            -ProcessFragment(fragment)
-         }
-    }
-}
-
-After the bitmap has been rendered the current raster position is -updated as follows:
-
-
xrp = xrp + xMove
-yrp = yrp + yMove
-
-
-

4.5.3 Per-fragment Operations

-XXX supported?  See issue in appendix A.
-
-

4.6 Unsupported Commands

-The following commands related to rasterization are not supported by -the subset.
-
-
Point commands:
-
glPointSize
-
-
-Polygon commands:
-
glPolygonStipple
-glPolygonOffset
-glPolygonMode
-
-
-
-
Pixel storage commands:
-
-
glPixelStoref
-
-
-
-

5. Texture Mapping
-

-There are four elements to texture mapping: texture coordinate -specification, texture image specification, texture sampling and texture -application.
-
-Texture mapping is enabled and disabled with the commands glEnable(GL_TEXTURE_2D) and glDisable(GL_TEXTURE_2D).
-
-

5.1 Texture Image Specification

-A texture image is specified with the command:
-
-
void glTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels )
-
-
-target must be GL_TEXTURE_2D. - level indicates the -mipmap level for mipmap textures.  internalFormat -is a hint to indicate the preferred internal storage format for the -texture.  width and height indicate the image size in -pixels (or texels).  border must -be zero.  format and type describe the pixel format and -data type for the incoming image.  pixels -points to the incoming texture image.  These parameters are -described in more detail below.
-
-

5.1.1 Texture Image Size and Mipmaps

-

-Texture images must have dimensions (width and height) that are powers -of two. For example: 256 x 256, 32 x 1024, 1 x 8, etc.  That is, it -must be the case that width = -2n and height = 2m -for some positive integers n and m.
-
-Mipmapping is a method of antialiasing or filtering textures to improve -their appearance.  A mipmap is a set of images consisting of a base -image and a set of filtered, reduced-resolution images.  If the -base image (level=0) is of -width 2n and height 2m then the level 1 image must -be of width 2n-1 and height 2m-1.  Each mipmap -level is half the width and height of the previous level, or at least -one.  The last mipmap level has a width and height of one.
-
-The following is an example of a mipmap's image levels:
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
mipmap level
-
width
-
height
-
0
-
256
-
64
-
1
-
128
-
32
-
2
-
64
-
16
-
3
-
32
-
8
-
4
-
16
-
4
-
5
-
8
-
2
-
6
-
4
-
1
-
7
-
2
-
1
-
8
-
1
-
1
-
-
-If the width or height parameters are not powers of -two, the error GL_INVALID_VALUE is raised.  If the image levels in -a mipmap do not satisfy the restrictions listed above the texture is -considered to be inconsistent -and the system will behave as if the texturing is disabled.
-
-

5.1.2 Texture Image Formats and Unpacking

-The glTexImage2D command's format and type parameters describe the format -of the incoming texture image.  Accepted values for format are GL_INTENSITY, GL_RGB and -GL_RGBA.  The type -parameter must be GL_UNSIGNED_BYTE.  Pixel component values are -thus in the range 0 through 255.
-
-If format is GL_INTENSITY then -the image has one byte per pixel which specifies the pixel's red, green, -blue and alpha values.
-
-If format is GL_RGB then the -image has three bytes per pixel which specify the pixel's red, green and -blue values (in that order).  The alpha value defaults to 255.
-
-If format is GL_RGBA then the -image has four bytes per pixel which specify the pixel's red, green, -blue and alpha values (in that order).
-
-The command
-
-
void -glPixelStorei(GLenum pname, -GLint value)
-
-
-controls the unpacking of texture image data from client memory.  pname may be GL_UNPACK_ROW_LENGTH to -indicate the stride, in pixels, between subsequent rows of the image in -client memory.  If GL_UNPACK_ROW_LENGTH is zero (the default) then -the width parameter to glTexImage2D determines the stride.
-
-

5.1.3 Internal Texture Format

-glTexImage2D converts the incoming -texture image to one of the supported internal texture formats.
-
-The internalFormat parameter -indicates the desired internal format for the texture and may be either -GL_INTENSITY8, GL_RGB5 or GL_RGBA8.
-
-If internalFormat is -GL_INTENSITY8 then the texture has one byte per texel (texture element) -which indicates the texel's intensity (or brightness).  The -intensity is obtained from the incoming image's red channel.
-
-If internalFormat is GL_RGB5 -then the texture is stored with two bytes per texel:  5 bits per -red value, 5 bits per green value and 5 bits per blue value.
-
-If internalFormat is -GL_RGBA8 then the texture is stored with four bytes per texel:  8 -bits for each of the red, green,  blue and alpha values.
-
-The internal format is also significant to texture application (see -section 5.4).
-
-

5.2 Texture Coordinates

-Texture coordinates control the mapping from local polygon space to -texture image space.  Texture coordinates are set for each vertex -with the glTexCoord commands. - During line and polygon rasterization the vertex's texture -coordinates are interpolated across the primitive to produce a texture -coordinate for each fragment.  The fragment texture coordinates are -used to sample the current texture image.
-
-Texture coordinates are normally in the range [0, 1].  Values -outside that range are processed according to the texture wrap mode.  The -texture wrap mode is set with the command
-
-
void glTexParameteri(GLenum target, GLenum pname, GLint value)
-
-
-target must be GL_TEXTURE_2D. - If pname is -GL_TEXTURE_WRAP_S or GL_TEXTURE_WRAP_T then value must be either -GL_CLAMP_TO_EDGE or GL_REPEAT.
-
-For GL_CLAMP_TO_EDGE, texture coordinates are effectively clamped to -the interval [0, 1].
-
-For GL_REPEAT, the integer part of texture coordinates is ignored; only -the fractional part of the texture coordinates is used.  This -allows texture images to repeated or tiled across an object.
-
-

5.3 Texture Sampling

-Texture sampling is the process of using texture coordinates to extract -a color from the texture image.  Multiple, weighted samples may be -taken from the texture and combined during the filtering step.
-
-During texture coordinate interpolation a level of detail value (lambda) is -computed for each fragment.  For a mipmapped texture, lambda -determines which level (or levels) of the mipmap will be sampled to -obtain the texture color.
-
-If lambda indicates that multiple texels map to a single screen pixel, -then the texture minification -filter will be used.  Otherwise, if lambda indicates that a single -texel maps to multiple screen pixels, then the texture magnification filter will be used.
-
-

5.3.1 Texture Minification

-The texture minification filter is set with the glTexParameteri command by setting target to GL_TEXTURE_2D, setting pname to GL_TEXTURE_MIN_FILTER and -setting value to GL_NEAREST, -GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST,  -GL_NEAREST_MIPMAP_LINEAR,   GL_LINEAR_MIPMAP_NEAREST or -GL_LINEAR_MIPMAP_LINEAR.
-
-GL_NEAREST samples the texel nearest the texture coordinate in the -level 0 texture image.
-
-GL_LINEAR samples the four texels around the texture coordinate in the -level 0 texture image.  The four texels are linearly weighted to -compute the final texel value.
-
-GL_NEAREST_MIPMAP_NEAREST samples the texel nearest the texture -coordinate in the level N texture image.  N is the level of detail -and is computed by the partial derivatives of the texture coordinates -with respect to the window coordinates.
-
-GL_NEAREST_MIPMAP_LINEAR samples two texels nearest the texture -coordinates in the level N and N+1 texture images.  The two texels -are linearly weighted to compute the final texel value.  N is the -level of detail and is computed by the partial derivatives of the -texture coordinates with respect to the window coordinates.
-
-GL_LINEAR_MIPMAP_NEAREST samples four texels around the texture -coordinate in the level N texture image.  The four texels are -linearly weighted to compute the final texel value.  N is the level -of detail and is computed by the partial derivatives of the texture -coordinates with respect to the window coordinates.
-
-GL_LINEAR_MIPMAP_LINEAR samples four texels around the texture -coordinate in the level N texture image and four texels around the -texture coordinate in the level N+1 texture image.  The eight -texels are linearly weighted to compute the final texel value.  N -is the level of detail and is computed by the partial derivatives of the -texture coordinates with respect to the window coordinates.
-
-Filter modes other than GL_LINEAR and GL_NEAREST requires that the -texture have a complete set of mipmaps.  If the mipmap is -incomplete, it is as if texturing is disabled.

-

5.3.2 Texture Magnification

-The texture magnification filter is set with the glTexParameteri command -by setting target to -GL_TEXTURE_2D, setting pname to -GL_TEXTURE_MAG_FILTER and setting value -to GL_NEAREST or GL_LINEAR.
-
-GL_NEAREST samples the texel nearest the texture coordinate in the -level 0 texture image.
-
-GL_LINEAR samples the four texels around the texture coordinate in the -level 0 texture image.  The four texels are linearly weighted to -compute the final texel value.
-
-

5.4 Texture Application

-The sampled texture value is combined with the incoming fragment color -to produce a new fragment color.  The fragment and texture colors -are combined according to the texture environment mode and the current -texture's base internal format.  The texture environment mode is -set with the command
-
-
void -glTexEnvi(GLenum target, -GLenum pname, GLint value)
-
-
-target must be GL_TEXTURE_ENV. - If pname is -GL_TEXTURE_ENV_MODE then value -must be one of GL_REPLACE, GL_MODULATE, GL_DECAL, or GL_BLEND.
-
-There is also a texture environment -color that can factor into texture application.  The texture -environment color can be set with the command
-
-
void -glTexEnvfv(GLenum target, -GLenum pname, const GLfloat *value)
-
-
-target must be GL_TEXTURE_ENV. - If pname is -GL_TEXTURE_ENV_COLOR then value must -point to an array of four values which specify the red, green, blue, -and alpha values of the texture environment color.  The values are -clamped to the range [0, 1].  The default color is (0, 0, 0, 0).
-
-The following table describes the arithmetic used for each combination -of environment mode and base internal format.  (Rf, Gf, Bf, Af) is -the incoming fragment color.  (Rt, Gt, Bt, At) is the sampled -texture color.  Lt is the sampled texture luminance.  'It' is the sampled texture -intensity.  (Rc, Gc, Bc, Ac) is the texture environment color. - (Rv, Gv, Bv, Av) is the resulting value.
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Base Internal Format
-
GL_REPLACE
-
GL_MODULATE
-
GL_DECAL
-
GL_BLEND
-
GL_INTENSITY
-
Rv = It
-Gv = It
-Bv = It
-Bf = It
-
Rv = Rf * It
-Gv = Gf * It
-Bv = Bf * It
-Av = Af * It
undefined
-
Rv = Rf*(1-It) + Rc*It
-Gv = Gf*(1-It) + Gc*It
-Bv = Bf*(1-It) + Bc*It
-Av = Af*(1-It) + Ac*It
GL_RGB
-
Rv = Rt
-Gv = Gt
-Bv = Bt
-Av = Af
-
Rv = Rf * Rt
-Gv = Gf * Gt
-Bv = Bf * Bt
-Av = Af
-
Rv = Rt
-Gv = Gt
-Bv = Bt
-Av = Af
Rv = Rf*(1-Rt) + Rc*Rt
-Gv = Gf*(1-Gt) + Gc*Gt
-Bv = Bf*(1-Bt) + Bc*Bt
-Av = Af
GL_RGBA
-
Rv = Rt
-Gv = Gt
-Bv = Bt
-Av = At
-
Rv = Rf * Rt
-Gv = Gf * Gt
-Bv = Bf * Bt
-Av = Af * At
Rv = Rf*(1-At) + Rt*At
-Gv = Gf*(1-At) + Gt*At
-Bv = Bf*(1-At) + Bt*At
-Av = Af
-
Rv = Rf*(1-Rt) + Rc*Rt
-Gv = Gf*(1-Gt) + Gc*Gt
-Bv = Bf*(1-Bt) + Bc*Bt
-Av = Af*At
-
-
-
-

5.5 Texture Objects

-Texture objects encapsulate a set of texture images (mipmap) and -related state into a named object.  This facilitates use of -multiple textures in an application.  Texture objects are named -with GLuints (unsigned integers).  There is a default texture -object with the name/identifier zero which can never be deleted.
-
-

5.5.1 Creating Texture Objects

-A texture object is created by binding a new GLuint identifier to the -GL_TEXTURE_2D target with the command:
-
-
void glBindTexture(GLenum target, GLuint textureID)
-
-
-target must be GL_TEXTURE_2D. - textureID may be any -unsigned integer.  If textureID -does not name an existing texture object, a new texture object with that -ID will be created, initialized to the default state.  Whether the -ID is new or existed previously, that named texture object is bound as -the current texture object. - Subsequent glTexParameter andglTexImage2D calls will effect the -current texture object.
-
-

5.5.2 Deleting Texture Objects

-One or more texture objects may be deleted with the command:
-
-
void glDeleteTextures(GLsizein, const GLuint *textureIDs)
-
-
-textureIDs is an array of n texture IDs.  The named -texture objects will be deleted.  If the current texture object is -deleted the default texture object (number 0) will be bound as the -current texture object.
-
-

5.5.3 Allocating Texture Object Identifiers

-A list of new, unused texture IDs can be obtained by calling the command
-
-
void glGenTextures(GLsizei n, GLuint *textureIDs)
-
-
-An array of n unused texture -IDs will be returned in the textureIDs -array.
-
-
-

6. Per-fragment Operations

-The fragments produced by rasterization are subjected to a number of -operations which either modify the fragment or test the fragment -(discarding the fragment if the test fails.)  This chapter -describes the per-fragment operations.  They are presented in the -order in which they're performed.  If a fragment fails a test it is -discarded and not subjected to subsequent tests or modifications.
-
-

6.1 Scissor Test

-The scissor test limits rendering to a 2-D rectangular region of the -framebuffer.  The command
-
-
void glScissor(GLintx, GLint y, GLsizei width, GLsizei height)
-
-
-defines a clipping region with the lower-left corner at (x, y) and the given width and height.  The scissor test is -enabled and disabled with the command glEnable(GL_SCISSOR_TEST) -and glDisable(GL_SCISSOR_TEST).
-
-If the incoming fragment's position is (xf, yf) -then the fragment will pass the test if x <= xf < x + width and y <= yf < y + height.  Otherwise, the -fragment is discarded.
-
-If width or height is less than zero the error -GL_INVALID_VALUE is raised.  The default scissor rectangle bounds -are (0, 0, w, h) where w is the initial window width and h is the -initial window height.  The scissor test is disabled by default.
-
-

6.2 Alpha Test

-The alpha test compares the fragment's alpha value against a reference -value and discards the fragment if the comparison fails.  The test -is specified by the command
-
-
void glAlphaFunc(GLenummode, GLclampf reference)
-
-
-mode specifies an inequality -and reference specifies a value -to compare against.  The following table lists all possible -modes and the -corresponding test:
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Comparison mode
-
The test passes if
-
GL_LESS
-
alpha < reference
-
GL_LEQUAL
-
alpha <= reference
GL_GREATER
-
alpha > reference
GL_GEQUAL
-
alpha >= reference
GL_EQUAL
-
alpha == reference
GL_NOTEQUAL
-
alpha != reference
GL_NEVER
-
never pass
-
GL_ALWAYS
-
always passes
-
-
-The reference parameter is -clamped to the range [0, 1].
-
-The alpha test is enabled and disabled with the commands glEnable(GL_ALPHA_TEST) and glDisable(GL_ALPHA_TEST).
-
-The default mode is GL_ALWAYS and the default reference value is 0.
-
-

6.3 Stencil Test

-The stencil buffer stores an N-bit integer value for each pixel in the -frame buffer.  The stencil test compares the stencil buffer value -at the fragment's position to a reference value and possibly discards -the fragment based on the outcome.  Furthermore, the stencil buffer -value may be updated or modified depending on the outcome.  If -there is no stencil buffer the stencil test is bypassed.
-
-Stenciling is controlled by the commands
-
-
void glStencilFunc(GLenumfunc, GLint ref, GLuint mask)
-void glStencilOp(GLenum stencilFail, GLenum depthTestFail, GLenum depthTestPass)
-
-
-The glStencilFunc command controls the -stencil test while glStencilOp -command controls the how the stencil buffer is updated/modified after -the test.
-
-ref is clamped to the range [0, -2N-1] where N is the number of bits per stencil value in the -stencil buffer.
-
-The following table lists all possible values for the func parameter and when the stencil -test will pass.  Both the stencil buffer value and the stencil -reference value are bit-wise ANDed with the mask parameter before the test.
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Stencil func value
-
Stencil test passes if
-
GL_LESS
-
(ref&mask) < (stencil buffer value -& mask)
-
GL_LEQUAL
-
(ref -& mask) <= (stencil -buffer value & mask)
GL_GREATER
-
(ref -& mask) > (stencil -buffer value & mask)
GL_GEQUAL
-
(ref -& mask) >= (stencil -buffer value & mask)
GL_EQUAL
-
(ref -& mask) == (stencil -buffer value & mask)
GL_NOTEQUAL
-
(ref -& mask) != (stencil -buffer value & mask)
GL_NEVER
-
never passes
-
GL_ALWAYS
-
always passes
-
-
-
-If the stencil test passes, the fragment is passed to the next -per-fragment operation.  Otherwise, if the stencil test fails, the -value in the stencil buffer is updated according to the value of the stencilFail parameter to glStencilOp.
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
stencilFail -value
-
New stencil buffer value
-
GL_KEEP
-
originalValue
-
GL_ZERO
-
0
-
GL_INVERT
-
BitWiseInvert(originalValue) -i.e. ~originalValue
-
GL_REPLACE
-
ref
-
GL_INCR
-
originalValue + 1, clamped to -[0, 2N-1]
GL_DECR
-
originalValue - 1, clamped to -[0, 2N-1]
-
-
-The depthTestFail and depthTestPass parameters to glStencilOp are ignored.  Values -for func and stencilFail other than those listed -in the table will cause the error GL_INVALID_ENUM to be raised.
-
-The stencil test is enabled and disabled with the commands glEnable(GL_STENCIL_TEST) and glDisable(GL_STENCIL_TEST).
-
-The default stencil function is GL_ALWAYS.  The default stencil -reference value is 0.  The default stencil mask is ~0.  The -default stencil fail operation is GL_KEEP.
-
-Values written into the stencil buffer are masked with the command
-
-
void glStencilMask(GLuintmask)
-
-
-Only the bits which are set in mask -will be modified in the stencil buffer when written to.  If each -stencil buffer value has N bits, only the least significant N bits of mask are relevant.  The default -stencil mask is ~0.
-
-

6.4 Blending and Logicop

-Blending or a logic operation combines the incoming fragment color with -the destination frame buffer color according to a blending equation or -bit-wise Boolean logical operation.
-
-Blending is enabled and disabled with the commands glEnable(GL_BLEND) and glDisable(GL_BLEND).
-
-The logic operation is enabled and disabled with the commands glEnable(GL_LOGIC_OP) and glDisable(GL_LOGIC_OP).
-
-If both blending and the logic operation are enabled, the logic -operation has higher priority; blending is bypassed.
-
-

6.4.1 Logic Op

-The command
-
-
void glLogicop(GLenummode)
-
-
-Specifies the Boolean logic operation for combining the incoming -fragment color with the destination frame buffer color.  Both the -incoming fragment color and destination frame buffer colors are -interpreted as four-tuples of unsigned integer color components in the -range [0, 2N-1] where N is the number of bits per color -channel.  N may not be the same for all color channels.
-
-The following table lists all values for mode and the boolean arithmetic used -to combine the incoming fragment color value (src) with the destination framebuffer -color value (dst).  Standard ANSI C operators used.
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
LogicOp mode
-
Resulting channel value
-
GL_CLEAR
-
0
-
GL_SET
-
~0
-
GL_COPY
-
src
-
GL_COPY_INVERTED
-
~s
-
GL_NOOP
-
dst
-
GL_INVERT
-
~dst
-
GL_AND
-
src & dst
-
GL_NAND
-
~(src & dst)
-
GL_AND_REVERSE
-
src & ~dst
-
GL_AND_INVERTED
-
~src & dst
-
GL_OR
-
src | dst
-
GL_NOR
-
~(src | dst)
-
GL_OR_REVERSE
-
src | ~dst
-
GL_OR_INVERTED
-
~src | dst
-
GL_XOR
-
src ^ dst
-
GL_EQUIV
-
~(src ^ dst)
-
-
-The fragment's color is replaced by the result of the logic operation.
-
-Specifying any value for mode -other than those listed in the above table will cause the error -GL_INVALID_ENUM to be raised.
-
-The default value for mode is -GL_COPY.  The logic operation is disabled by default.
-
-

6.4.2 Blending

-The command
-
-
void glBlendFunc(GLenumsrcTerm, GLenum dstTerm)
-
-
-specifies the terms of the blending equation.  If Cf = (Rf, Gf, -Bf, Af) is the incoming fragment color and Cb = (Rb, Gb, Bb, Ab) is the -frame buffer color, then the resulting color Cv = (Rv, Gv, Bv, Av) is -computed by:
-
-
Cv = Cf * srcTerm + Cb * dstTerm
-
-
-All possible values for srcTerm -and the corresponding arithmetic term are listed in the following table:
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
srcTerm
-
srcTermArithmetic
-
GL_ZERO
-
(0, 0, 0, 0)
-
GL_ONE
-
(1, 1, 1, 1)
-
GL_DST_COLOR
-
(Rb, Gb, Bb, Ab)
-
GL_ONE_MINUS_DST_COLOR
-
(1-Rb, 1-Gb, 1-Bb, 1-Ab)
-
GL_SRC_ALPHA
-
(Af, Af, Af, AF)
-
GL_ONE_MINUS_SRC_ALPHA
-
(1-Af, 1-Af, 1-Af, 1-Af)
-
GL_DST_ALPHA
-
(Ab, Ab, Ab, Ab)
-
GL_ONE_MINUS_DST_ALPHA
-
(1-Ab, 1-Ab, 1-Ab, 1-Ab)
-
GL_SRC_ALPHA_SATURATE
-
(m, m, m, 1) where m = MIN(Af, -1-Ab)
-
-
-All possible values for srcTerm -and the corresponding arithmetic term are listed in the following table:
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
dstTerm
-
dstTermArithmetic
-
GL_ZERO
-
(0, 0, 0, 0)
-
GL_ONE
-
(1, 1, 1, 1)
-
GL_SRC_COLOR
-
(Rf, Gf, Bf, Af)
-
GL_ONE_MINUS_SRC_COLOR
-
(1-Rf, 1-Gf, 1-Bf, 1-Af)
-
GL_SRC_ALPHA
-
(Af, Af, Af, AF)
-
GL_ONE_MINUS_SRC_ALPHA
-
(1-Af, 1-Af, 1-Af, 1-Af)
-
GL_DST_ALPHA
-
(Ab, Ab, Ab, Ab)
-
GL_ONE_MINUS_DST_ALPHA
-
(1-Ab, 1-Ab, 1-Ab, 1-Ab)
-
-
-The fragment's color is replaced by the result of the blending equation.
-
-Values for srcTerm and dstTerm other than those listed in -the table will cause the error GL_INVALID_ENUM to be raised.
-
-The default value for srcTerm -is GL_ONE.  The default value for dstTerm -is GL_ZERO.  Blending is disabled by default.
-
-

6.5 Color Mask

-The final fragment color is written into the current color buffer at -the end of the per-fragment operations.  Normally, all color -channels in the frame buffer are replaced with the final fragment color. - However, the command
-
-
void glColorMask(GLbooleanredMask, GLboolean greenMask, GLboolean blueMask, GLboolean alphaMask)
-
-
-allows selective writing to individual color channels.  If redMask is GL_TRUE then writing to -the red color channel is enabled, otherwise it's disabled. - Similarly, the green, blue and alpha channels can also be masked.
-
-Initially all four mask values are GL_TRUE.
-
-Color masking is not enabled/disabled with the glEnable/glDisable commands.
-
-

7. Frame Buffer Operations

-The frame buffer is considered to be a two-dimensional array of pixels. - The frame buffer is also organized into layers or logical buffers. - There may be a front color buffer, back color buffer and stencil -buffer.  A double-buffered frame buffer has both a front color -buffer and back color buffer.  A single-buffered framebuffer only -has a front color buffer.  Each pixel in a color buffer has a red, -green and blue value and an optional alpha value.
-
-

7.1 Clearing Buffers

-Buffers are cleared (set to uniform values) with the command
-
-
void glClear(GLbitfieldbuffers)
-
-
-buffers is a bitmask for which -the value may be the bitwise-OR of the values GL_COLOR_BUFFER_BIT and -GL_STENCIL_BUFFER_BIT.  If the GL_COLOR_BUFFER_BIT bit is -specified, the current color buffer will be cleared.  If the -GL_STENCIL_BUFFER_BIT bit is specified, the stencil buffer will be -cleared.
-
-The current color buffer is specified with the command
-
-
void glDrawBuffer(GLenum buffer)
-
-
-buffer may be either GL_FRONT, -GL_BACK or GL_NONE.  GL_FRONT indicates that the front color buffer -will be modified by glClear and -any drawing command.  GL_BACK indicates that the back color buffer -will be modified by glClear and -any drawing command.  GL_NONE indicates that neither color buffer -will be modified by glClear or -any drawing command.  GL_BACK is only valid for double-buffered -frame buffers.
-
-The current scissor rectangle, set by the glScissor command, effects glClear, limiting -the clear to the scissor rectangle, if it's enabled.  Furthermore, only the color channels enabled by glColorMask will be effected by glClear(GL_COLOR_BUFFER_BIT). - Likewise, only the stencil bits enabled by glStencilMask will be effected by glClear(GL_STENCIL_BUFFER_BIT).
-
-The current clear color is set with the command
-
-
void glClearColor(GLclampfred, GLclampf green, GLclampf blue, GLclampf alpha)
-
-
-Subsequent calls to glClear -will use the color (red, green, blue, -alpha) to clear the front or back color buffers.
-
-The current stencil clear value is set with the command
-
-
void glClearStencil(GLintclearValue)
-
-
-If the stencil buffer is N bits deep, the least significant N bits of clearValue will be used to clear the -stencil buffer.
-
-
-

8. Other Features

-

8.1 Frame Buffer Readback

-A rectangular region of pixels can be read from the frame buffer and -placed in client memory with the command
-
-
void glReadPixels(GLintx, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *data)
-
-
-x and y specify the coordinate of the -lower-left corner of the region to read and width and height specify the size of the -rectangular region to read.  format -specifies the format of image data and must be either GL_RGB or -GL_RGBA.  type specify the -data type of the image data and must be either GL_UNSIGNED_BYTE or -GL_FLOAT.  Other values for format -or type will cause the error -GL_INVALID_ENUM to be raised.
-
-The framebuffer may contain 3-component colors (red, green, blue) or -4-component colors (red, green, blue, alpha).  If an alpha channel -is not present, alpha values default to 1.0.
-
-The frame buffer color components (red, green, blue, alpha) are either -converted to 8-bit unsigned integers in the range[0, 255] if type is GL_UNSIGNED_BYTE or -converted to floating point values in the range [0, 1] if type is GL_FLOAT.  The (red, -green, blue, alpha) tuples are then stored as GL_RGB triplets (by -dropping the alpha component) or GL_RGBA quadruples in client memory.
-
-Image data is packed into -client memory according to the pixel packing parameters which are set by -the command
-
-
void glPixelStorei(GLenum pname, GLint value)
-
-
-pname must be -GL_PACK_ROW_LENGTH.  value -indicates the stride (in pixels) between subsequent rows in the -destination image.  If GL_PACK_ROW_LENGTH is zero (the default) -then the width parameter to glReadPixels indicates the row stride.
-
-Pixel readback takes place as follows:
-
-
if (GL_PACK_ROW_LENGTH == 0)
-    rowLength = width;
-else
-    rowLength = GL_PACK_ROW_LENGTH
-
-if (format == GL_RGB) {
-    for (i = 0; i < height; -i++) {
-        for (j = 0; j < width; j++) {
-            k = (i * -rowLength + j) * 3;
-            data[k+0] = FrameBuffer(x + j, y + i).red;
-            data[k+1] = FrameBuffer(x + j, y + i).green;
-            data[k+2] = FrameBuffer(x + j, y + i).blue;
-        }
-    }
-}
-else {
-    for (i = 0; i < height; -i++) {
-        for (j = 0; j < width; j++) {
-            k = (i * -rowLength + j) * 4;
-            data[k+0] = FrameBuffer(x + j, y + i).red;
-            data[k+1] = FrameBuffer(x + j, y + i).green;
-            data[k+2] = FrameBuffer(x + j, y + i).blue;
-            data[k+3] = FrameBuffer(x + j, y + i).alpha;
-        }
-    }
-}
-
-
-The function FrameBuffer(c, r) -returns the pixel in the frame buffer at column c of row r.  data is considered to be either a -GLubyte pointer or a GLfloat pointer, depending on the type parameter.  Similarly, the -FrameBuffer function returns either GLubyte values in the range [0, 255] -or GLfloat values in the range [0,1], depending on the type parameter.
-
-Pixels may be read from either the front or back color buffer. - The command
-
-
void glReadBuffer(GLenumbuffer)
-
-
-specifies the source for reading images with glReadPixels.  If buffer is GL_FRONT then front color -buffer is the source.  If buffer -is GL_BACK then the back color buffer is the source.  It is illegal -to specify GL_BACK when the color buffer is not double buffered. - Any invalid value for buffer -will raise the error GL_INVALID_ENUM.
-
-The default read source is GL_BACK if the frame buffer is double -buffered.  Otherwise, the default read source is GL_FRONT.
-
-

8.2 Selection Mode

-Selection mode is typically used to implement picking: determining which -primitive(s) are present at particular window positions.  The -command
-
-
GLint glRenderMode(GLenummode)
-
-
-is used to enable selection mode.  If mode is GL_SELECTION the graphics -library is put into selection mode.  If mode is GL_RENDER the graphic -library is put into normal rendering mode.  Any other value for mode will raise the error -GL_INVALID_ENUM.
-
-When in selection mode rendering commands will not effect the -framebuffer.  Instead, a record of the primitives that would have -been drawn is placed in the selection buffer.  The selection buffer -is specified with the command
-
-
void glSelectionBuffer(GLsizein, GLuint *buffer)
-
-
-buffer
is an array of n -unsigned integers.  No more than n -values will be placed in the buffer.
-
-The name stack is a stack -(LIFO) of unsigned integer names.  The following commands -manipulate the name stack:
-
-
void glInitNames(void)
-void glPushName(GLuint name)
-void glPopName(void)
-void glLoadName(GLuint name)
-
-
-glInitNames resets the name -stack to an empty state.  glPushName pushes the given name value onto the stack.  glPopName pops the top name from the -stack.  glLoadName replaces the top value on -the stack with the specified name. - Stack underflow and overflow conditions cause the errors -GL_STACK_OVERFLOW and GL_STACK_UNDERFLOW to be raised.
-
-While in selection mode, primitives (points, lines, polygons) are -transformed and clip-tested normally.  Primitives which aren't -discarded by clipping cause the hit data to be updated.  The hit -data consists of three pieces of information: a hit flag, a minimum Z -value and a maximum Z value.  First, the hit flag is set. - Then, for each of the primitive's vertices, the vertex Z value is -compared to the minimum and maximum Z values.  The minimum Z value -is updated if the vertex's Z value is less than the minimum Z value. - The maximum Z value is updated if the vertex's Z value is greater -than the maximum Z value.
-
-When any of glInitNames, glPushName, glPopName, glLoadName or glRenderMode are called and the hit -flag is set, a hit record is -written to the selection buffer.
-
-A hit record consists of a sequence of unsigned integers.  The -first value is the size of the name stack.  The second value is the -minimum Z value multiplied by 232-1.  The third value is -the maximum Z value multiplied by 232-1.  The remaining -values are the values in the name stack, in bottom to top order. - The hit flag is cleared after a hit record is written to the -selection buffer.  Hit records are places sequentially into the -selection buffer until it is full or selection mode is terminated.
-
-Selection mode is terminated by calling glRenderMode(GL_RENDER).   The -return value of glRenderMode -will be -1 if the selection buffer overflowed.  Otherwise, the -return value will indicate the number of values written into the -selection buffer.
-
-

8.3 Synchronization

-The command
-
-
void glFlush(void)
-
-
-makes the graphics library to flush all pending graphics commands. - The command
-

-void glFinish(void)
-
-
-makes the graphics library flush the command queue and wait until those -commands are completed.  glFlush -will not return until all previous graphics commands have been fully -completed.
-
-These commands are typically used to force completion of rendering to -the front color buffer.  Otherwise, rendering to the front color -buffer may not appear.  The swapbuffers -command (part of the window system binding library) does an implicit -flush before swapping the front and back color buffers.  The glReadPixels command also does an -implicit flush before reading pixel data from the frame buffer.
-
-

9. State Queries

-The current value of nearly all library state variables can be queried. - This chapter describes the commands used for querying the value of -state variables.
-
-

9.1 General State Queries

-The command
-
-
void glGetFloatv(GLenumpname, GLfloat *values)
-
-
-returns the value(s) of the state variable specified by pname.  The following table -lists all accepted values for pname -and a description of the value(s).  Specifying any other value for pname causes the error -GL_INVALID_ENUM to be raised.
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Variable (pname)
-
Number of values
-
Value(s) Description
-
GL_ALPHA_BITS
-
1
-
Number of bits per alpha value -in the frame buffer.
-
GL_ALPHA_TEST
-
1
-
Zero if the alpha test is -disabled.
-One if the alpha test is enabled.
-
GL_ALPHA_TEST_FUNC
-
1
-
The alpha test function.
-
GL_BLEND
-
1
-
Zero if blending is disabled.
-One if blending is enabled.
-
GL_BLEND_DST
-
1
-
Blend destination function/term.
-
GL_BLEND_SRC
-
1
-
Blend source function/term.
-
GL_BLUE_BITS
-
1
-
Number of bits per blue value in -the frame buffer.
-
GL_COLOR_CLEAR_VALUE
-
4
-
Clear color (red, green, blue, -alpha).
-
GL_COLOR_WRITE_MASK
-
4
-
Color buffer writemask (red, -green, blue, alpha).
-Zero if writing is disabled.
-One if writing is enabled.
-
GL_CULL_FACE
-
1
-
Zero if polygon culling is -disabled.
-One if polygon culling is enabled.
-
GL_CULL_FACE_MODE
-
1
-
Polygon cull mode: GL_FRONT, -GL_BACK or GL_FRONT_AND_BACK.
-
GL_CURRENT_COLOR
-
4
-
Current color (red, green, blue, -alpha).
-
GL_CURRENT_RASTER_COLOR
-
4
-
Current raster position color -(red, green, blue, alpha).
-
GL_CURRENT_RASTER_TEXTURE_COORDS
-
4
-
Current raster position texture -coordinates (s, t, r, q).
-
GL_CURRENT_RASTER_POSITION
-
4
-
Current raster position (x, y, -z, w).
-
GL_CURRENT_POSITION_VALID
-
1
-
Zero if current raster position -is invalid.
-One if current raster position is valid.
-
GL_CURRENT_TEXTURE_COORDS
-
4
-
Current texture coordinates (s, -t, r, q)
-
GL_DOUBLEBUFFER
-
1
-
Zero if color buffer is -single-buffered.
-One if color buffer is double-buffered.
-
GL_DRAW_BUFFER
-
1
-
Current color draw buffer: -GL_FRONT or GL_BACK.
-
GL_FRONT_FACE1
-
Polygon front-face winding: -GL_CW or GL_CCW.
-
GL_GREEN_BITS
-
1
-
Number of bits per green value -in the frame buffer.
-
GL_LINE_SMOOTH
-
1
-
Zero if line smoothing is -disabled.
-One if line smoothing is enabled.
-
GL_LINE_STIPPLE
-
1
-
Zero if line stippling is -disabled.
-One if line stippling is enabled.
-
GL_LINE_STIPPLE_PATTERN
-
1
-
Line stipple pattern.
-
GL_LINE_STIPPLE_REPEAT
-
1
-
Line stipple repeat factor.
-
GL_LINE_WIDTH
-
1
-
Line width in pixels.
-
GL_LINE_WIDTH_GRANULARITY
-
1
-
Aliased line width granularity.
-
GL_LINE_WIDTH_RANGE
-
2
-
Minimum and maximum aliased line -widths.
-
GL_ALIASED_LINE_WIDTH_RANGE
-
2
-
Minimum and maximum antialiased -line widths.
GL_COLOR_LOGIC_OP
-
1
-
Zero if logicop is disabled.
-One if logicop is enabled.
-
GL_LOGIC_OP_MODE
-
1
-
Logicop function.
-
GL_MATRIX_MODE
-
1
-
Matrix mode: GL_MODELVIEW or -GL_PROJECTION.
-
GL_MAX_MODELVIEW_STACK_DEPTH
-
1
-
Maximum size of the modelview -matrix stack.
-
GL_MAX_NAME_STACK_DEPTH
-
1
-
Maximum size of the selection -name stack.
-
GL_MAX_PROJECTION_STACK_DEPTH
-
1
-
Maximum size of the projection -matrix stack.
-
GL_MAX_TEXTURE_SIZE
-
1
-
Maximum 2D texture image width -and height.
-
GL_MAX_VIEWPORT_DIMS
-
2Maximum viewport width and -height in pixels.
-
GL_MODELVIEW_MATRIX
-
16
-
Current/top modelview matrix -values.
-
GL_MODELVIEW_MATRIX_STACK_DEPTH
-
1
-
Current size of the modelview -matrix stack.
-
GL_NAME_STACK_DEPTH
-
1
-
Current size of the selection -name stack.
-
GL_PACK_ROW_LENGTH
-
1
-
Pixel packing row length.
-
GL_POLYGON_SMOOTH
-
1
-
Zero if polygon smoothing is -disabled.
-One if polygon smoothing is enabled.
-
GL_PROJECTION_MATRIX
-
16
-
Current/top projection matrix -values.
-
GL_PROJECTION_STACK_DEPTH
-
1
-
Current size of projection -matrix stack.
-
GL_READ_BUFFER
-
1
-
Current read buffer: GL_FRONT or -GL_BACK.
-
GL_RED_BITS
-
1
-
Number of bits per red value in -the frame buffer.
-
GL_RENDER_MODE
-
1
-
Current rendering mode: -GL_RENDER or GL_SELECTION.
-
GL_RGBA_MODE
-
1
-
Always one.
-
GL_SCISSOR_BOX
-
4
-
Scissor box (x, y, width, -height).
-
GL_SCISSOR_TEST
-
1
-
Zero if scissor test is disabled.
-One if scissor test is enabled.
-
GL_SELECTION_BUFFER_SIZE
-
1
-
Size of selection buffer.
-
GL_SHADE_MODEL
-
1
-
Shade model: GL_FLAT or -GL_SMOOTH.
-
GL_STENCIL_BITS
-
1
-
Number of bits per stencil value -in the frame buffer.
-
GL_STENCIL_CLEAR_VALUE
-
1
-
Stencil buffer clear value.
-
GL_STENCIL_FAIL
-
1
-
Stencil fail operation.
-
GL_STENCIL_FUNC
-
1
-
Stencil function.
-
GL_STENCIL_REF
-
1
-
Stencil reference value.
-
GL_STENCIL_TEST
-
1
-
Zero if stencil test is disabled.
-One if stencil test is enabled.
-
GL_STENCIL_VALUE_MASK
-
1
-
Stencil mask value.
-
GL_STENCIL_WRITE_MASK
-
1
-
Stencil buffer write mask.
-
GL_TEXTURE_2D
-
1
-
Zero if 2D texture mapping is -disabled.
-One if 2D texture mapping is enabled.
-
GL_TEXTURE_BINDING_2D1
-
Name of currently bound 2D -texture object.
-
GL_TEXTURE_ENV_COLOR
-
4
-
Texture environment color (red, -green, blue, alpha).
-
GL_TEXTURE_ENV_MODE
-
1
-
Texture environment mode.
-
GL_UNPACK_ROW_LENGTH
-
1
-
Pixel unpacking row length.
-
GL_UNPACK_LSB_FIRST
-
1
-
Zero if most significant bit is -unpacked first for bitmaps.
-One if least significant bit is unpacked first for bitmaps.
-
GL_VIEWPORT
-
4
-
Current viewport (x, y, width, -height).
-
-
-
-

9.2 String Queries

-The command
-
-
const GLubyte *glGetString(GLenum name)
-
-
-is used to query string-valued values.  The legal values for name are described in the following -table:
-
- - - - - - - - - - - - - - - - - - - - - - - -
name
-
Return value
-
GL_VERSION
-
The library version, such as -"1.2".
-
GL_RENDERER
-
The renderer, such as "Mesa DRI -Radeon".
-
GL_VENDOR
-
The vendor of this -implementation, such as "Tungsten Graphics, Inc."
-
GL_EXTENSIONS
-
A white-space separated list of -the supported extensions.
-
-

9.3 Error Queries

-The command
-
-
GLenum glGetError(void)
-
-
-returns the current error code.  The current error code will be -set by a GL command when an error condition has been detected.  If -the current error code is already set, subsequent errors will not be -recorded.  The error code is reset/cleared to GL_NO_ERROR when glGetError returns.  The -following error codes are possible:
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Error code
-
Meaning
-
GL_NO_ERROR
-
No error has been recorded.
-
GL_INVALID_ENUM
-
An enum parameter had an invalid -value.
-
GL_INVALID_VALUE
-
A numeric parameter had an -invalid value.
-
GL_INVALID_OPERATION
-
A function was called when not -legal to do so.
-
GL_STACK_OVERFLOW
-
The current transformation -matrix stack is full.
-
GL_STACK_UNDERFLOW
-
The current transformation -matrix stack is empty.
-
GL_OUT_OF_MEMORY
-
The system ran out of dynamic -memory.
-
-
-
-

10. Unsupported Features

-This section lists other features and functions which are not supported -and not previously discussed.
-
-

10.1 Feedback Mode

-Feedback mode and the following related functions are not supported.
-
-
glFeedbackBuffer
-glPassThrough
-
-
-

10.2 1D and 3D Textures
-

-Only 2D texture images are supported.  The following functions -used to specify 1D and 3D texture images are not supported:
-
-
glTexImage1D
-glTexImage3D
-glTexSubImage1D
- glTexSubImage3D
-glCopyTexImage1D
- glCopyTexSubImage1D
- glCopyTexSubImage3D
-
-
-

10.3 Alternate Texture Image Commands
-

-Texture images may only be specified with glTexImage2D.  The following -alternate texture image commands are not supported:
-
-
glTexSubImage2D
-glCopyTexImage2D
-glCopyTexSubImage2D
-
-
-

10.4 Proxy Textures

-Proxy textures are not supported and the GL_PROXY_TEXTURE_2D token is -not supported by any function.
-
-
-

10.5 Other Texture Commands

-The following commands related to texture mapping are not supported by -the subset:
-
-
glPrioritizeTextures
-glAreTexturesResident
-glIsTexture
-glTexEnviv
-glTexEnvf
-glTexParameterf
-glTexParameteriv
-glTexParameterfv
-
-
-
-

10.6 Copy and Draw Pixels
-

-The following commands are not supported:
-
-
glDrawPixels
-glCopyPixels
-glPixelZoom
-
-
-

10.7 Color Index Mode
-

-Color index mode and the following related commands are not supported:
-
- -
glIndexub
-
glIndexi
-glIndexs
-glIndexf
-glIndexd
-
glIndexubv
-
glIndexiv
-glIndexsv
-glIndexfv
-glIndexdv

-glIndexMask
-
glClearIndex
-glIndexPointer

-
-
-

10.8 Pixel Transfer Operations

-The pixel transfer operations (scale, bias, look-up table, etc) are not -supported and the following commands are omitted:
-
-
glPixelTransferf
-glPixelTransferi
-glPixelMapfv
-glPixelMapuiv
-glPixelMapusv
-glGetPixelMapfv
-glGetPixelMapuiv
-glGetPixelMapusv
-
-
-

10.9 Hints

-Hints and the following related command is not supported:
-
-
glHint
-

-
-

10.10 State Query Commands
-

-The following state query commands are not supported:
-
-
glGetBooleanv
-glGetIntegerv
-glGetDoublev
-glGetPointerv
-glGetTexEnvi
-glGetTexEnvf
-glGetTexParameteriv
-glGetTexParameterfv
-glGetTexLevelParameteriv
-glGetTexLevelParameterfv
-glGetTexImage
-glGetClipPlane
-
-
-

10.11 Attribute Stacks

-State attribute stacks and the following related commands are not -supported:
-
-
glPushAttrib
-glPopAtttrib
-
-
-

10.12 Double-Valued Functions

-All functions which take double-precision floating point values, but -for which there is an equivalent single-precision valued function, are -omitted.  This includes, but is not limited to:
-
-
glVertex2d
-glVertex2dv
-glVertex3d
- glVertex3dv
-glVertex4d
- glVertex4dv
-glColor3d
-glColor3dv
-glColor4d
- glColor4dv
-glTexCoord1d
-glTexCoord1dv
-glTexCoord2d
- glTexCoord2dv
-glTexCoord3d
- glTexCoord3dv
-glTexCoord4d
- glTexCoord4dv
-glRasterPos2d
- glRasterPos2dv
-glRasterPos3d
- glRasterPos3dv
-glRasterPos4d
- glRasterPos4dv
-glLoadMatrixd
-glMultMatrixd
-glScaled
-glRotated
-glTranslated
-glRectd
-glRectdv
-

-
-

10.13 Evaluators

-Evaluators and the following related commands are not supported:
-
-
glMap1f
-glMap2d
-glMap2f
-glGetMapdv
-glGetMapfv
-glGetMapiv
-glEvalCoord1d
-glEvalCoord1f
-glEvalCoord1dv
-glEvalCoord1fv
-glEvalCoord2d
-glEvalCoord2f
-glEvalCoord2dv
-glEvalCoord2fv
-glMapGrid1d
-glMapGrid1f
-glMapGrid2d
-glMapGrid2f
-glEvalPoint1
-glEvalPoint2
-glEvalMesh1
-glEvalMesh2
-
-
-

10.14 Display Lists

-Display lists and the following related commands are not supported:
-
-
glIsList
-glDeleteLists
-glGenLists
-glNewList
-glEndList
-glCallList
-glCallLists
-glListBase
-
-
-

10.15 Accumulation Buffer

-The accumulation buffer and the following related commands are not -supported:
-
-
glAccum
-glClearAccum
-
-
-

10.16 Fog

-Fog and the following related commands are not supported:
-
-
glFogi
-glFogf
-glFogiv
-glFogfv
-
-
-

10.17 Depth Test

-Depth testing and the following related commands are not supported:
-
-
glDepthFunc
-glDepthMask
-glDepthRange
-glClearDepth
-
-
-

10.18 Imaging Subset

-The OpenGL imaging subset (which implements features such as -convolution, histogram, min/max recording, color matrix and color -tables) is not supported.
-
-
-

Appendix A: Issues

-This appendix lists documentation and subset issues with their current -status.  For items which are still open, the documentation (above) -follows the recommended solution.
-
-

A.1 Vertex Arrays

-Should vertex arrays be supported?  Is there a performance -advantage?
-
-RESOLUTION: No, there isn't enough of a performance advantage to -justify them.
-
-

A.2 Polygon Antialiasing and Edge Flags

-Should edge flags be supported for antialiasing?
-
-Edge flags don't effect antialiasing, at least not normally.  A -number of approaches to antialiasing have been summarized in email.
-
-RECOMMENDATION: don't support edge flags.  They don't effect -polygon antialiasing.
-
-RESOLUTION: closed, as of 26 Feb 2003.
-
-

A.3 glRasterPos vs. glWindowPos

-Should glRasterPos and/or glWindowPos commands be supported?
-
-RESOLUTION: Closed: implement glRasterPos commands, but not glWindowPos -commands.
-
-

A.4 GL_IBM_rasterpos_clip extension

-Should the GL_IBM_rasterpos_clip extension be implemented?
-
-RESOLUTION:  No.  It's not required.
-
-

A.5 Image Formats and Types

-Which image formats and types should be supported for glTexImage2D and glReadPixels?
-
-OpenGL specifies a large -variety of image formats and data types.  Only a few are commonly -used.
-
-RECOMMENDATION:  we propose a subset:
-
-For glTexImage2D only allow type=GL_UNSIGNED_BYTE and format=GL_RGBA, GL_RGB, -GL_INTENSITY.   Only allow internalFormat -to be GL_RGBA, GL_RGB or GL_INTENSITY as well.  Basically, only -support image formats/types that are directly supported by the Radeon -hardware.  This will allow glTexImage2D -to basically just use memcpy to -copy texture images.
-
-For glReadPixels, only allow type = GL_UNSIGNED_BYTE or GL_FLOAT. - Only allow format = -GL_RGB or GL_RGBA.  This is just enough to support the OpenGL -conformance tests.
-
-RESOLUTION: open
-
-

A.6 Texture Environment Modes

-Which texture environment modes should be supported?  OpenGL 1.2 -has GL_REPLACE, GL_MODULATE, GL_DECAL and GL_BLEND.  GL_DECAL isn't -defined for all base internal texture formats.  GL_ADD is another -useful mode.  Perhaps drop GL_DECAL mode and add GL_ADD mode.
-
-RECOMMENDATION: implement the standard modes GL_REPLACE, GL_MODULATE, -GL_DECAL and GL_BLEND.
-
-RESOLUTION: open
-
-

A.7 Truncated Mipmaps and LOD Control

-Should we support the GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, -GL_TEXTURE_MIN_LOD and GL_TEXTURE_MAX_LOD texture parameters?
-
-RECOMMENDATION:  We propose omitting these features at this time, -in the interest of simplifying the driver.
-
-RESOLUTION: open
-
-

A.8 Texture Priorities and Residency

-Should the subset support texture priorities via glPrioritizeTextures and the glAreTexturesResident command?
-
-RECOMMENDATION:  Few applications use these features and -functions.  We propose omitting them to simplify the driver.
-
-RESOLUTION: open
-
-

A.9 Pixel Pack/Unpack Alignment Control

-Should we support the GL_PACK_ALIGNMENT and GL_UNPACK_ALIGNMENT options?
-
-These are used to align pixel data addresses to 1, 2 and 4-byte -multiples for glBitmap, glTexImage2D -and glReadPixels.  These -aren't strictly needed since the user can provide a 1, 2 or 4-byte -aligned address and appropriate GL_PACK_ROW_LENGTH or -GL_UNPACK_ROW_LENGTH values instead.
-
-RECOMMENDATION:  We recommend omitting them to simplify the driver.
-
-RESOLUTION: open
-
-

A.10 Pixel Pack/Unpack Skip Rows/Pixels Control

-Should we support the GL_UNPACK_SKIP_PIXELS, GL_UNPACK_SKIP_ROWS, -GL_PACK_SKIP_PIXELS and GL_PACK_SKIP_ROWS options for pixel -unpacking/packing?
-
-These options aren't really needed since the user can adjust the start -address and GL_PACK/UNPACK_ROW_LENGTH parameters to achieve the same -effect.
-
-RECOMMENDATION:  omit these parameters.
-
-RESOLUTION: open
-
-

A.11 Texture State Queries

-Should we support the command glGetTexEnvi/fv, -glGetTexParameteri/fv and glGetTexLevelParameteri/fv?
-
-RECOMMENDATION:  No. They're seldom needed and their -implementation is several hundred lines of code in length.
-
-RESOLUTION:  open
-
-

A.12 glGetIntegerv, glGetBooleanv and glGetDoublev

-Should we support the commands glGetIntegerv, -glGetBooleanv and glGetDoublev -in addition to glGetFloatv?
-
-RECOMMENDATION:  Omit the boolean, integer and double-valued -functions. All state values which can be queried by these commands can -be expressed as floating point values and queried with glGetFloatv.  The -implementation of the other three commands involves many lines of code.
-
-RESOLUTION:  open
-
-

A.13 glBitmap and Per-Fragment Operations

-Should bitmaps rendered with glBitmap -be subjected to the per-fragment operations?
-
-If bitmaps are implemented with points it will be easy to implement the -per-fragment operations.  Otherwise, it could be difficult.
-
-RECOMMENDATION:  Implement glBitmap by drawing points/pixels with -the hardware.  This will make supporting the per-fragments -trivially easy.  Also, it makes portrait-mode display relatively -easy.
-
-RESOLUTION:  open
-
-

A.14 Reduced gl.h Header File

-Should we produce a reduced gl.h header file which only defines the -tokens and functions which are implemented by the subset?
-
-RECOMMENDATION: yes.  It would be a useful reference to -programmers to quickly determine which functions and tokens are -supported.
-
-RESOLUTION: open
-
-

A.15 glPolygonMode

-Is glPolygonMode needed?
-
-RECOMMENDATION: No.  Omit it.
-
-RESOLUTION: closed, as of 26 Feb 2003
-
-
-

- - -- cgit v1.2.3