From bb21846b2f3cd6bcb0e9580ae7d71dc66b0e17b1 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Sat, 22 Mar 2003 18:35:53 +0000 Subject: subset spec (was subset.html in embedded-1-branch) --- docs/subset-A.html | 3579 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 3579 insertions(+) create mode 100644 docs/subset-A.html (limited to 'docs') diff --git a/docs/subset-A.html b/docs/subset-A.html new file mode 100644 index 00000000000..dac66a61bae --- /dev/null +++ b/docs/subset-A.html @@ -0,0 +1,3579 @@ + + + + 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
+
+
+

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