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glAccum(3G)                    OpenGL Reference                    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
            GLACCUM, GLLOAD, GLADD, GLMULT, and GLRETURN 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
     polygons), 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 GLACCUMREDBITS,
     GLACCUMGREENBITS, GLACCUMBLUEBITS, and GLACCUMALPHABITS.
     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:  GLACCUM, GLLOAD, GLADD,
     GLMULT, and GLRETURN.

     All accumulation buffer operations are limited to the area of the current
     scissor box and are 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 buffer
     pixel component are undefined.

     The operations are as follows:

     GLACCUM      Obtains R, G, B, and A values from the buffer currently
                   selected for reading (see glReadBuffer).  Each component
                                        n
                   value is divided by 2 -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



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glAccum(3G)                    OpenGL Reference                    glAccum(3G)



                   [0, 1], which is multiplied by value and added to the
                   corresponding pixel component in the accumulation buffer,
                   thereby updating the accumulation buffer.

     GLLOAD       Similar to GLACCUM, 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
                                                             n
                   currently selected buffer are divided by 2 -1, multiplied
                   by value, and then stored in the corresponding accumulation
                   buffer cell, overwriting the current value.

     GLADD        Adds value to each R, G, B, and A in the accumulation
                   buffer.

     GLMULT       Multiplies each R, G, B, and A in the accumulation buffer
                   by value and returns the scaled component to its
                   corresponding accumulation buffer location.

     GLRETURN     Transfers accumulation buffer values to the color buffer or
                   buffers currently selected for writing.  Each R, G, B, and
                   A component is multiplied by value, then multiplied by
                    n                             n
                   2 -1, clamped to the range [0,2 -1], and stored in the
                   corresponding display 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
     GLINVALIDENUM is generated if op is not an accepted value.

     GLINVALIDOPERATION is generated if there is no accumulation buffer or
     if the  draw drawable is not identical to the read drawable (see
     glXMakeCurrentReadSGI).

     GLINVALIDOPERATION is generated if glAccum is executed between the
     execution of glBegin and the corresponding execution of glEnd.

ASSOCIATED GETS
     glGet with argument GLACCUMREDBITS
     glGet with argument GLACCUMGREENBITS
     glGet with argument GLACCUMBLUEBITS
     glGet with argument GLACCUMALPHABITS






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glAccum(3G)                    OpenGL Reference                    glAccum(3G)



MACHINE DEPENDENCIES
     On InfiniteReality systems the following restrictions apply:

          1.  When op is GLRETURN, value must be greater than or equal to
              -4.0 and strictly less than 4.0.  If value is outside this
              range, the results are undefined.

          2.  For other values of op, value must be greater than or equal to
              -1.0 and strictly less than 1.0.  If value is outside this
              range, the results are undefined.

     RealityEngine, RealityEngine2, and VTX systems do not support negative
     values in the accumulation buffer.


SEE ALSO
     glBlendFunc, glClear, glClearAccum, glCopyPixels, glGet, glLogicOp,
     glPixelStore, glPixelTransfer, glReadBuffer, glReadPixels, glScissor,
     glStencilOp




































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