glRasterPos2d, glRasterPos2f,	glRasterPos2i, glRasterPos2s,
	  glRasterPos3d, glRasterPos3f,	glRasterPos3i, glRasterPos3s,
	  glRasterPos4d, glRasterPos4f,	glRasterPos4i, glRasterPos4s,
	  glRasterPos2dv, glRasterPos2fv, glRasterPos2iv,
	  glRasterPos2sv, glRasterPos3dv, glRasterPos3fv,
	  glRasterPos3iv, glRasterPos3sv, glRasterPos4dv,
	  glRasterPos4fv, glRasterPos4iv, glRasterPos4sv - specify the
	  raster position for pixel operations

	  void glRasterPos2d( GLdouble x,
			      GLdouble y )
	  void glRasterPos2f( GLfloat x,
			      GLfloat y	)
	  void glRasterPos2i( GLint x,
			      GLint y )
	  void glRasterPos2s( GLshort x,
			      GLshort y	)
	  void glRasterPos3d( GLdouble x,
			      GLdouble y,
			      GLdouble z )
	  void glRasterPos3f( GLfloat x,
			      GLfloat y,
			      GLfloat z	)
	  void glRasterPos3i( GLint x,
			      GLint y,
			      GLint z )
	  void glRasterPos3s( GLshort x,
			      GLshort y,
			      GLshort z	)
	  void glRasterPos4d( GLdouble x,
			      GLdouble y,
			      GLdouble z,
			      GLdouble w )
	  void glRasterPos4f( GLfloat x,
			      GLfloat y,
			      GLfloat z,
			      GLfloat w	)
	  void glRasterPos4i( GLint x,
			      GLint y,
			      GLint z,
			      GLint w )
	  void glRasterPos4s( GLshort x,
			      GLshort y,
			      GLshort z,
			      GLshort w	)

	  x, y,	z, w
		   Specify the x, y, z,	and w object coordinates (if
		   present) for	the raster position.

	  void glRasterPos2dv( const GLdouble *v )
	  void glRasterPos2fv( const GLfloat *v	)
	  void glRasterPos2iv( const GLint *v )
	  void glRasterPos2sv( const GLshort *v	)
	  void glRasterPos3dv( const GLdouble *v )
	  void glRasterPos3fv( const GLfloat *v	)
	  void glRasterPos3iv( const GLint *v )
	  void glRasterPos3sv( const GLshort *v	)
	  void glRasterPos4dv( const GLdouble *v )
	  void glRasterPos4fv( const GLfloat *v	)
	  void glRasterPos4iv( const GLint *v )
	  void glRasterPos4sv( const GLshort *v	)

	  v    Specifies a pointer to an array of two, three, or four
	       elements, specifying x, y, z, and w coordinates,

	  The GL maintains a 3D	position in window coordinates.	 This
	  position, called the raster position,	is used	to position
	  pixel	and bitmap write operations. It	is maintained with
	  subpixel accuracy.  See glBitmap, glDrawPixels, and

	  The current raster position consists of three	window
	  coordinates (x, y, z), a clip	coordinate value (w), an eye
	  coordinate distance, a valid bit, and	associated color data
	  and texture coordinates.  The	w coordinate is	a clip
	  coordinate, because w	is not projected to window
	  coordinates.	glRasterPos4 specifies object coordinates x,
	  y, z,	and w explicitly.  glRasterPos3	specifies object
	  coordinate x,	y, and z explicitly, while w is	implicitly set
	  to 1.	 glRasterPos2 uses the argument	values for x and y
	  while	implicitly setting z and w to 0	and 1.

	  The object coordinates presented by glRasterPos are treated
	  just like those of a glVertex	command:  They are transformed
	  by the current modelview and projection matrices and passed
	  to the clipping stage.  If the vertex	is not culled, then it
	  is projected and scaled to window coordinates, which become
	  the new current raster position, and the
	  GL_CURRENT_RASTER_POSITION_VALID flag	is set.	 If the	vertex
	  is culled, then the valid bit	is cleared and the current
	  raster position and associated color and texture coordinates
	  are undefined.

	  The current raster position also includes some associated
	  color	data and texture coordinates.  If lighting is enabled,
	  then GL_CURRENT_RASTER_COLOR (in RGBA	mode) or
	  GL_CURRENT_RASTER_INDEX (in color index mode)	is set to the
	  color	produced by the	lighting calculation (see glLight,
	  glLightModel,	and
	  glShadeModel).  If lighting is disabled, current color (in
	  RGBA mode, state variable GL_CURRENT_COLOR) or color index
	  (in color index mode,	state variable GL_CURRENT_INDEX) is
	  used to update the current raster color.

	  Likewise, GL_CURRENT_RASTER_TEXTURE_COORDS is	updated	as a
	  function of GL_CURRENT_TEXTURE_COORDS, based on the texture
	  matrix and the texture generation functions (see glTexGen).
	  Finally, the distance	from the origin	of the eye coordinate
	  system to the	vertex as transformed by only the modelview
	  matrix replaces GL_CURRENT_RASTER_DISTANCE.

	  Initially, the current raster	position is (0,	0, 0, 1), the
	  current raster distance is 0,	the valid bit is set, the
	  associated RGBA color	is (1, 1, 1, 1), the associated	color
	  index	is 1, and the associated texture coordinates are (0,
	  0, 0,	1).  In	RGBA mode, GL_CURRENT_RASTER_INDEX is always
	  1; in	color index mode, the current raster RGBA color	always
	  maintains its	initial	value.

	  The raster position is modified both by glRasterPos and by

	  When the raster position coordinates are invalid, drawing
	  commands that	are based on the raster	position are ignored
	  (that	is, they do not	result in changes to GL	state).

	  Calling glDrawElements may leave the current color or	index
	  indeterminate.  If glRasterPos is executed while the current
	  color	or index is indeterminate, the current raster color or
	  current raster index remains indeterminate.

	  To set a valid raster	position outside the viewport, first
	  set a	valid raster position, then call glBitmap with NULL as
	  the bitmap parameter.

	  GL_INVALID_OPERATION is generated if glRasterPos is executed
	  between the execution	of glBegin and the corresponding
	  execution of glEnd.

	  glGet	with argument GL_CURRENT_RASTER_POSITION
	  glGet	with argument GL_CURRENT_RASTER_DISTANCE
	  glGet	with argument GL_CURRENT_RASTER_COLOR
	  glGet	with argument GL_CURRENT_RASTER_INDEX

	  glBitmap, glCopyPixels, glDrawElements, glDrawPixels,
	  glLight, glLightModel, glShadeModel, glTexCoord, glTexGen,