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wmpack(3G)							    wmpack(3G)


NAME    [Toc]    [Back]

     wmpack - specifies	RGBA writemask with a single packed integer

C SPECIFICATION    [Toc]    [Back]

     void wmpack(pack)
     unsigned long pack;

PARAMETERS    [Toc]    [Back]

     pack   expects a packed integer containing	the RGBA (red, green, blue,
	    alpha) values you want to assign as	the current write mask.
	    Expressed in hexadecimal, the format of the	packed integer is
	    0xaabbggrr,	where:

	       aa   is the alpha value,
	       bb   is the blue	value,
	       gg   is the green value,	and
	       rr   is the red value.

	    RGBA component values range	from 0 to 0xFF (255).

DESCRIPTION    [Toc]    [Back]

     wmpack sets the red, green, blue, and alpha write mask components of the
     currently active GL framebuffer, one of normal, popup, overlay, or
     underlay as specified by drawmode.	 The current framebuffer must be in
     RGB mode for the wmpack command to	be applicable.	All drawing into the
     color bitplanes of	the current framebuffer	is masked by the current write
     mask.  Write mask components are retained in each draw mode, so when a
     draw mode is re-entered, the red, green, blue, and	alpha masks are	reset
     to	the last values	specified in that draw mode.

     Each write	mask component is an 8-bit mask, which allows changes only to
     bitplanes corresponding to	ones in	the mask.  For example,
     wmpack(0xFF0000F0)	allows changes only to the 4 most significant bits of
     red, and to all the bits of alpha.

     It	is an error to call wmpack while the current framebuffer is in color
     map mode.

     The write mask components of all framebuffers in RGB mode are set to 0xFF
     when gconfig is called.

SEE ALSO    [Toc]    [Back]

      
      
     cpack, drawmode, gRGBmask,	RGBmode

NOTE    [Toc]    [Back]

     Because only the normal framebuffer currently supports RGB	mode, wmpack
     should be called only while draw mode is NORMALDRAW.  Use getgdesc	to
     determine whether RGB mode	is available in	draw mode NORMALDRAW.

     On	Impact and Infinite Reality only whole components can be masked.  RGB
     and A can be completely masked or not masked at all.


									PPPPaaaaggggeeee 1111
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