GLint GLint )

PARAMETERS
       x, GLint Specify  the window coordinates of the lower left corner of the
                rectangular region of pixels to be copied.

       _param3, _param4
                Specify the dimensions of the rectangular region of  pixels  to
                be copied.  Both must be nonnegative.

       _param5  Specifies whether color values, depth values, or stencil values
                are to be copied.  Symbolic constants GL_COLOR,  GL_DEPTH,  and
                GL_STENCIL are accepted.

DESCRIPTION
       glCopyPixels copies a screen-aligned rectangle of pixels from the speci‐
       fied frame buffer location to a region relative to  the  current  raster
       position.  Its operation is well defined only if the entire pixel source
       region is within the exposed portion of the window.  Results  of  copies
       from  outside the window, or from regions of the window that are not ex‐
       posed, are hardware dependent and undefined.

       x and GLint specify the window coordinates of the lower left  corner  of
       the  rectangular  region  to be copied.  _param3 and _param4 specify the
       dimensions of the rectangular region to be  copied.   Both  _param3  and
       _param4 must not be negative.

       Several  parameters control the processing of the pixel data while it is
       being  copied.   These  parameters  are   set   with   three   commands:
       glPixelTransfer,  glPixelMap,  and glPixelZoom.  This reference page de‐
       scribes the effects on glCopyPixels of most, but not all, of the parame‐
       ters specified by these three commands.

       glCopyPixels copies values from each pixel with the lower left-hand cor‐
       ner at (x + i, GLint + j) for 0 ≤ i < _param3 and 0 ≤ j < _param4.  This
       pixel  is said to be the ith pixel in the jth row.  Pixels are copied in
       row order from the lowest to the highest row, left to right in each row.

       _param5 specifies whether color, depth, or stencil data is to be copied.
       The details of the transfer for each data type are as follows:

       GL_COLOR       Indices or RGBA colors are read from the buffer currently
                      specified as the read source buffer  (see  glReadBuffer).
                      If the GL is in color index mode, each index that is read
                      from this buffer is converted  to  a  fixed-point  format
                      with  an  unspecified  number of bits to the right of the
                      binary  point.   Each  index  is  then  shifted  left  by
                      GL_INDEX_SHIFT  bits,  and  added to GL_INDEX_OFFSET.  If
                      GL_INDEX_SHIFT is negative, the shift is  to  the  right.
                      In  either case, zero bits fill otherwise unspecified bit
                      locations in the result.  If GL_MAP_COLOR  is  true,  the
                      index  is  replaced  with the value that it references in
                      GL_MAP_COLOR is true, each color component is  scaled  by
                      the  size  of  lookup table GL_PIXEL_MAP_c_TO_c, then re‐
                      placed by the value that it references in that table.   c
                      is R, G, B, or A.

                      If  the  GL_ARB_imaging extension is supported, the color
                      values  may  be  additionally  processed  by  color-table
                      lookups,  color-matrix  transformations,  and convolution
                      filters.

                      The GL then converts the resulting indices or RGBA colors
                      to  fragments  by attaching the current raster position z
                      coordinate and texture coordinates to  each  pixel,  then
                      assigning  window  coordinates (xr+i,yr+j), where (xr,yr)
                      is the current raster position, and the pixel was the ith
                      pixel  in  the  jth  row.  These pixel fragments are then
                      treated just like the fragments generated by  rasterizing
                      points,  lines,  or  polygons.  Texture mapping, fog, and
                      all the fragment operations are applied before the  frag‐
                      ments are written to the frame buffer.

       GL_DEPTH       Depth values are read from the depth buffer and converted
                      directly to an internal floating-point  format  with  un‐
                      specified  precision.  The resulting floating-point depth
                      value is then multiplied by GL_DEPTH_SCALE and  added  to
                      GL_DEPTH_BIAS.  The result is clamped to the range [0,1].

                      The  GL  then  converts the resulting depth components to
                      fragments by attaching the current raster position  color
                      or  color  index  and  texture coordinates to each pixel,
                      then  assigning  window  coordinates  (xr+i,yr+j),  where
                      (xr,yr) is the current raster position, and the pixel was
                      the ith pixel in the jth row.  These pixel fragments  are
                      then treated just like the fragments generated by raster‐
                      izing points, lines, or polygons.  Texture mapping,  fog,
                      and  all  the  fragment operations are applied before the
                      fragments are written to the frame buffer.

       GL_STENCIL     Stencil indices are read from the stencil buffer and con‐
                      verted to an internal fixed-point format with an unspeci‐
                      fied number of bits to the right  of  the  binary  point.
                      Each   fixed-point   index   is   then  shifted  left  by
                      GL_INDEX_SHIFT bits, and added  to  GL_INDEX_OFFSET.   If
                      GL_INDEX_SHIFT  is  negative,  the shift is to the right.
                      In either case, zero bits fill otherwise unspecified  bit
                      locations  in the result.  If GL_MAP_STENCIL is true, the
                      index is replaced with the value that  it  references  in
                      lookup table GL_PIXEL_MAP_S_TO_S.  Whether the lookup re‐
                      placement of the index is done or not, the  integer  part
                      of the index is then ANDed with 2b−1, where b is the num‐
                      ber of bits in the stencil buffer.  The resulting stencil
                      indices  are then written to the stencil buffer such that
                                (xr+zoomxi, yr+zoomyj)
                                          and
                            (xr+zoomx(i+1), yr+zoomy(j+1))

       where  zoomx  is  the  value  of  GL_ZOOM_X  and  zoomy  is the value of
       GL_ZOOM_Y.

EXAMPLES
       To copy the color pixel in the lower left corner of the  window  to  the
       current raster position, use glCopyPixels(0, 0, 1, 1, GL_COLOR);

NOTES
       Modes  specified  by  glPixelStore  have  no  effect on the operation of
       glCopyPixels.

ERRORS
       GL_INVALID_ENUM is generated if _param5 is not an accepted value.

       GL_INVALID_VALUE is generated if either _param3 or _param4 is negative.

       GL_INVALID_OPERATION is generated if _param5 is GL_DEPTH and there is no
       depth buffer.

       GL_INVALID_OPERATION  is generated if _param5 is GL_STENCIL and there is
       no stencil buffer.

       GL_INVALID_OPERATION is generated if glCopyPixels  is  executed  between
       the execution of glBegin and the corresponding execution of glEnd.

ASSOCIATED GETS
       glGet with argument GL_CURRENT_RASTER_POSITION
       glGet with argument GL_CURRENT_RASTER_POSITION_VALID

SEE ALSO
       glColorTable, glConvolutionFilter1D, glConvolutionFilter2D, glDepthFunc,
       glDrawBuffer, glDrawPixels, glMatrixMode,  glPixelMap,  glPixelTransfer,
       glPixelZoom,        glRasterPos,       glReadBuffer,       glReadPixels,
       glSeparableFilter2D, glStencilFunc

                                                               GLCOPYPIXELS(3G)

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