glAccum — operate on the accumulation buffer
void glAccum( | GLenum | op, |
GLfloat | value) ; |
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.
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 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 . 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 , the contents of an accumulation buffer 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 , where 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 , which is multiplied by value
and added to the corresponding pixel component 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 , 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 component is multiplied by value
, then multiplied by , clamped to the range , 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.
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.
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
glClear, glClearAccum, glCopyPixels, glDrawBuffer, glGet, glReadBuffer, glReadPixels, glScissor, glStencilOp
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