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- aaaaccccbbbbuuuuffff((((3333GGGG)))) aaaaccccbbbbuuuuffff((((3333GGGG))))
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- NNNNAAAAMMMMEEEE
- aaaaccccbbbbuuuuffff - operate on the accumulation buffer
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- FFFFOOOORRRRTTTTRRRRAAAANNNN SSSSPPPPEEEECCCCIIIIFFFFIIIICCCCAAAATTTTIIIIOOOONNNN
- ssssuuuubbbbrrrroooouuuuttttiiiinnnneeee aaaaccccbbbbuuuuffff((((oooopppp,,,, vvvvaaaalllluuuueeee))))
- iiiinnnntttteeeeggggeeeerrrr****4444 oooopppp
- rrrreeeeaaaallll vvvvaaaalllluuuueeee
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- PPPPAAAARRRRAAAAMMMMEEEETTTTEEEERRRRSSSS
- _o_p expects one of six symbolic constants:
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- AAAACCCCCCCCLLLLRRRR: The red, green, blue, and alpha accumulation buffer
- contents are all set to _v_a_l_u_e (rounded to the nearest integer).
- _v_a_l_u_e is clamped to the range of the accumulation buffer.
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- AAAACCCCAAAACCCCCCCCUUUU: Pixels are taken from the current rrrreeeeaaaaddddssssoooo bank (front,
- back, or zbuffer). If this buffer has color component
- resolutions of other than 8 bits, the components are rescaled to
- the range [0,255]. Then the red, green, blue, and alpha
- components are each scaled by _v_a_l_u_e. The resulting pixels are
- added to the pixels already present in the accumulation buffer.
- The range of _v_a_l_u_e is -256 through 256. Arguments outside this
- range are clamped to it. Accumulated values are NOT clamped to
- the range of the accumulation buffer. Thus overflow is avoided
- only by limiting the range of accumulation operations.
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- AAAACCCCCCCCLLLLRRRRAAAA: An efficient combination command whose effect is to
- first clear the accumulation buffer contents to zero, then add as
- per ACACCU Ranges and clamping are as per ACACCU
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- AAAACCCCRRRREEEETTTTUUUU: Pixels are taken from the accumulation buffer. Their
- red, green, blue, and alpha components are each scaled by _v_a_l_u_e,
- then clamped to the range [0,255]. The resulting 8 bit per
- component pixels are then scaled to the range of the currently
- enabled drawing buffers (front, back, or zbuffer) and written to
- these buffers. All special pixel operations (zbuffer,
- blendfunction, logicop, stencil, texture mapping, etc.) are
- ignored during this transfer. Destination values are simply
- replaced. The operation is limited by the current viewport and
- screenmask, however. The range of _v_a_l_u_e is 0.0 through 1.0.
- Arguments outside this range are clamped to it.
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- AAAACCCCMMMMUUUULLLLTTTT: The red, green, blue, and alpha components of each
- accumulation buffer pixel are scaled by _v_a_l_u_e.
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- AAAACCCCAAAADDDDDDDD: _v_a_l_u_e is added to each red, green, blue, and alpha
- component of each pixel in the accumulation buffer.
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- _v_a_l_u_e expects a float point value. _o_p determines how _v_a_l_u_e is used.
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- PPPPaaaaggggeeee 1111
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- aaaaccccbbbbuuuuffff((((3333GGGG)))) aaaaccccbbbbuuuuffff((((3333GGGG))))
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- DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
- The accumulation buffer is a bank of high resolution pixels, typically 12
- or more bits for each of red, green, blue, and alpha, that is mapped 1-
- to-1 with screen pixels. (See aaaaccccssssiiiizzzzeeee.) Pixel images stored in the
- normal framebuffer can be added to the accumulation buffer. These pixels
- are scaled during the transfer by a floating-point value (of limited
- range and resolution). Later, the accumulated image can be returned to
- the normal frame buffer, again while being scaled.
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- 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 matrixes. Predictable effects are possible
- only when subpixel mode is TRUE (see subpixel).
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- rrrreeeeaaaaddddssssoooo mode is shared with other pixel read operations, including llllrrrreeeeccccttttrrrr
- and rrrreeeeccccttttccccoooo. rrrreeeeccccttttzzzzoooo however, has no effect on accumulation operation.
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- All accumulation buffer operations are limited to the area of the current
- screenmask, which itself is limited to the current viewport.
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- The accumulation buffer is a part of the normal framebuffer. aaaaccccbbbbuuuuffff
- should be called only while draw mode is NNNNOOOORRRRMMMMAAAALLLL, and while the normal
- framebuffer is in RGB mode.
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- SSSSEEEEEEEE AAAALLLLSSSSOOOO
- acsize, drawmo, subpix, scrmas
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- NNNNOOOOTTTTEEEESSSS
- An error is reported, and no action is taken, if accumulate is called
- while aaaaccccssssiiiizzzzeeee is zero.
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- PPPPaaaaggggeeee 2222
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