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sdl_glattr(3) [opensolaris man page]

SDL_GLattr(3)							 SDL API Reference						     SDL_GLattr(3)

NAME
SDL_GLattr - SDL GL Attributes ATTRIBUTES
SDL_GL_RED_SIZE Size of the framebuffer red component, in bits SDL_GL_GREEN_SIZE Size of the framebuffer green component, in bits SDL_GL_BLUE_SIZE Size of the framebuffer blue component, in bits SDL_GL_ALPHA_SIZE Size of the framebuffer alpha component, in bits SDL_GL_DOUBLEBUFFER 0 or 1, enable or disable double buffering SDL_GL_BUFFER_SIZE Size of the framebuffer, in bits SDL_GL_DEPTH_SIZE Size of the depth buffer, in bits SDL_GL_STENCIL_SIZE Size of the stencil buffer, in bits SDL_GL_ACCUM_RED_SIZE Size of the accumulation buffer red component, in bits SDL_GL_ACCUM_GREEN_SIZE Size of the accumulation buffer green component, in bits SDL_GL_ACCUM_BLUE_SIZE Size of the accumulation buffer blue component, in bits SDL_GL_ACCUM_ALPHA_SIZE Size of the accumulation buffer alpha component, in bits DESCRIPTION
While you can set most OpenGL attributes normally, the attributes list above must be known before SDL sets the video mode. These attributes a set and read with SDL_GL_SetAttribute and SDL_GL_GetAttribute. SEE ALSO
SDL_GL_SetAttribute, SDL_GL_GetAttribute SDL
Tue 11 Sep 2001, 23:01 SDL_GLattr(3)

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GLACCUM(3G)															       GLACCUM(3G)

NAME
glAccum - operate on the accumulation buffer C SPECIFICATION
void glAccum( GLenum op, GLfloat value ) PARAMETERS
op Specifies the accumulation buffer operation. Symbolic constants GL_ACCUM, GL_LOAD, GL_ADD, GL_MULT, and GL_RETURN are accepted. value Specifies a floating-point value used in the accumulation buffer operation. op determines how value is used. DESCRIPTION
The accumulation buffer is an extended-range color buffer. Images are not rendered into it. Rather, images rendered into one of the color buffers are added to the contents of the accumulation buffer after rendering. Effects such as antialiasing (of points, lines, and poly- gons), motion blur, and depth of field can be created by accumulating images generated with different transformation matrices. Each pixel in the accumulation buffer consists of red, green, blue, and alpha values. The number of bits per component in the accumulation buffer depends on the implementation. You can examine this number by calling glGetIntegerv four times, with arguments GL_ACCUM_RED_BITS, GL_ACCUM_GREEN_BITS, GL_ACCUM_BLUE_BITS, and GL_ACCUM_ALPHA_BITS. Regardless of the number of bits per component, the range of values stored by each component is [-1, 1]. The accumulation buffer pixels are mapped one-to-one with frame buffer pixels. glAccum operates on the accumulation buffer. The first argument, op, is a symbolic constant that selects an accumulation buffer operation. The second argument, value, is a floating-point value to be used in that operation. Five operations are specified: GL_ACCUM, GL_LOAD, GL_ADD, GL_MULT, and GL_RETURN. All accumulation buffer operations are limited to the area of the current scissor box and applied identically to the red, green, blue, and alpha components of each pixel. If a glAccum operation results in a value outside the range [-1, 1], the contents of an accumulation buf- fer pixel component are undefined. The operations are as follows: GL_ACCUM Obtains R, G, B, and A values from the buffer currently selected for reading (see glReadBuffer). Each component value is divided by 2n-1, where n is the number of bits allocated to each color component in the currently selected buffer. The result is a floating-point value in the range [0, 1], which is multiplied by value and added to the corresponding pixel com- ponent in the accumulation buffer, thereby updating the accumulation buffer. GL_LOAD Similar to GL_ACCUM, except that the current value in the accumulation buffer is not used in the calculation of the new value. That is, the R, G, B, and A values from the currently selected buffer are divided by 2n-1, multiplied by value, and then stored in the corresponding accumulation buffer cell, overwriting the current value. GL_ADD Adds value to each R, G, B, and A in the accumulation buffer. GL_MULT Multiplies each R, G, B, and A in the accumulation buffer by value and returns the scaled component to its corresponding accumulation buffer location. GL_RETURN Transfers accumulation buffer values to the color buffer or buffers currently selected for writing. Each R, G, B, and A com- ponent is multiplied by value, then multiplied by 2n-1, clamped to the range [0,2n-1], and stored in the corresponding dis- play buffer cell. The only fragment operations that are applied to this transfer are pixel ownership, scissor, dithering, and color writemasks. To clear the accumulation buffer, call glClearAccum with R, G, B, and A values to set it to, then call glClear with the accumulation buffer enabled. NOTES
Only pixels within the current scissor box are updated by a glAccum operation. ERRORS
GL_INVALID_ENUM is generated if op is not an accepted value. GL_INVALID_OPERATION is generated if there is no accumulation buffer. GL_INVALID_OPERATION is generated if glAccum is executed between the execution of glBegin and the corresponding execution of glEnd. ASSOCIATED GETS
glGet with argument GL_ACCUM_RED_BITS glGet with argument GL_ACCUM_GREEN_BITS glGet with argument GL_ACCUM_BLUE_BITS glGet with argument GL_ACCUM_ALPHA_BITS SEE ALSO
glClear(3G), glClearAccum(3G), glCopyPixels(3G), glDrawBuffer(3G), glGet(3G), glReadBuffer(3G), glReadPixels(3G), glScissor(3G), glStencilOp(3G) GLACCUM(3G)
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