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(-) OpenGL Programming Guide
(-) Chapter 10The Framebuffer

Buffers and Their Uses

An OpenGL system can manipulate the following buffers:

Your particular OpenGL implementation determines which buffers are available and how many bits per pixel each holds. Additionally, you can have multiple visuals, or window types, that have different buffers available. At a minimum, you're guaranteed to have one color buffer for use in RGBA mode with associated stencil, depth, and accumulation buffers that have color components of nonzero size, and one color buffer for use in color-index mode with associated depth and stencil buffers. Table 10-1 lists the parameters to use with glGetIntegerv() to query your OpenGL system about per-pixel buffer storage for a particular visual. If you're using the X Window System, you'll probably want to use glXGetConfig() to query your visuals; see Appendix D and the OpenGL Reference Manual for more information about this routine.

ParameterMeaning

GL_RED_BITS, GL_GREEN_BITS,
GL_BLUE_BITS, GL_ALPHA_BITS

Number of bits per R, G, B, or A component in the color buffers

GL_DEPTH_BITS

Number of bits per pixel in the depth buffer

GL_STENCIL_BITS

Number of bits per pixel in the stencil buffer

GL_ACCUM_RED_BITS,
GL_ACCUM_GREEN_BITS,
GL_ACCUM_BLUE_BITS,
GL_ACCUM_ALPHA_BITS

Number of bits per R, G, B, or A component in the accumulation buffer

Table 10-1 : Query Parameters for Per-Pixel Buffer Storage



(+) Color Buffers
(+) Clearing Buffers
(+) Selecting Color Buffers for Writing
(+) Masking Buffers

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OpenGL Programming Guide


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