glTexImage1D man page on RedHat
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GLTEXIMAGE1D(3G) OpenGL Manual GLTEXIMAGE1D(3G)
NAME
glTexImage1D - specify a one-dimensional texture image
C SPECIFICATION
void glTexImage1D(GLenum target, GLint level, GLint internalFormat,
GLsizei width, GLint border, GLenum format,
GLenum type, const GLvoid * data);
PARAMETERS
target
Specifies the target texture. Must be GL_TEXTURE_1D or
GL_PROXY_TEXTURE_1D.
level
Specifies the level-of-detail number. Level 0 is the base image
level. Level n is the nth mipmap reduction image.
internalFormat
Specifies the number of color components in the texture. Must be
one of base internal formats given in Table 1, one of the sized
internal formats given in Table 2, or one of the compressed
internal formats given in Table 3, below.
width
Specifies the width of the texture image. All implementations
support texture images that are at least 1024 texels wide. The
height of the 1D texture image is 1.
border
This value must be 0.
format
Specifies the format of the pixel data. The following symbolic
values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA, and
GL_BGRA.
type
Specifies the data type of the pixel data. The following symbolic
values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT,
GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT,
GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV,
GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV,
GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
data
Specifies a pointer to the image data in memory.
DESCRIPTION
Texturing maps a portion of a specified texture image onto each
graphical primitive for which texturing is enabled. To enable and
disable one-dimensional texturing, call glEnable() and glDisable() with
argument GL_TEXTURE_1D.
Texture images are defined with glTexImage1D. The arguments describe
the parameters of the texture image, such as width, width of the
border, level-of-detail number (see glTexParameter()), and the internal
resolution and format used to store the image. The last three arguments
describe how the image is represented in memory.
If target is GL_PROXY_TEXTURE_1D, no data is read from data, but all of
the texture image state is recalculated, checked for consistency, and
checked against the implementation's capabilities. If the
implementation cannot handle a texture of the requested texture size,
it sets all of the image state to 0, but does not generate an error
(see glGetError()). To query for an entire mipmap array, use an image
array level greater than or equal to 1.
If target is GL_TEXTURE_1D, data is read from data as a sequence of
signed or unsigned bytes, shorts, or longs, or single-precision
floating-point values, depending on type. These values are grouped into
sets of one, two, three, or four values, depending on format, to form
elements. Each data byte is treated as eight 1-bit elements, with bit
ordering determined by GL_UNPACK_LSB_FIRST (see glPixelStore()).
If a non-zero named buffer object is bound to the
GL_PIXEL_UNPACK_BUFFER target (see glBindBuffer()) while a texture
image is specified, data is treated as a byte offset into the buffer
object's data store.
The first element corresponds to the left end of the texture array.
Subsequent elements progress left-to-right through the remaining texels
in the texture array. The final element corresponds to the right end of
the texture array.
format determines the composition of each element in data. It can
assume one of these symbolic values:
GL_RED
Each element is a single red component. The GL converts it to
floating point and assembles it into an RGBA element by attaching 0
for green and blue, and 1 for alpha. Each component is then
multiplied by the signed scale factor GL_c_SCALE, added to the
signed bias GL_c_BIAS, and clamped to the range [0,1].
GL_RG
Each element is a single red/green double The GL converts it to
floating point and assembles it into an RGBA element by attaching 0
for blue, and 1 for alpha. Each component is then multiplied by the
signed scale factor GL_c_SCALE, added to the signed bias GL_c_BIAS,
and clamped to the range [0,1].
GL_RGB
GL_BGR
Each element is an RGB triple. The GL converts it to floating point
and assembles it into an RGBA element by attaching 1 for alpha.
Each component is then multiplied by the signed scale factor
GL_c_SCALE, added to the signed bias GL_c_BIAS, and clamped to the
range [0,1].
GL_RGBA
GL_BGRA
Each element contains all four components. Each component is
multiplied by the signed scale factor GL_c_SCALE, added to the
signed bias GL_c_BIAS, and clamped to the range [0,1].
GL_DEPTH_COMPONENT
Each element is a single depth value. The GL converts it to
floating point, multiplies by the signed scale factor
GL_DEPTH_SCALE, adds the signed bias GL_DEPTH_BIAS, and clamps to
the range [0,1].
If an application wants to store the texture at a certain resolution or
in a certain format, it can request the resolution and format with
internalFormat. The GL will choose an internal representation that
closely approximates that requested by internalFormat, but it may not
match exactly. (The representations specified by GL_RED, GL_RG, GL_RGB
and GL_RGBA must match exactly.)
internalFormat may be one of the base internal formats shown in Table
1, below
<xi:include></xi:include>
internalFormat may also be one of the sized internal formats shown in
Table 2, below
<xi:include></xi:include>
Finally, internalFormat may also be one of the generic or compressed
compressed texture formats shown in Table 3 below
<xi:include></xi:include>
If the internalFormat parameter is one of the generic compressed
formats, GL_COMPRESSED_RED, GL_COMPRESSED_RG, GL_COMPRESSED_RGB, or
GL_COMPRESSED_RGBA, the GL will replace the internal format with the
symbolic constant for a specific internal format and compress the
texture before storage. If no corresponding internal format is
available, or the GL can not compress that image for any reason, the
internal format is instead replaced with a corresponding base internal
format.
If the internalFormat parameter is GL_SRGB, GL_SRGB8, GL_SRGB_ALPHAor
GL_SRGB8_ALPHA8, the texture is treated as if the red, green, or blue
components are encoded in the sRGB color space. Any alpha component is
left unchanged. The conversion from the sRGB encoded component c s to a
linear component c l is:
c l = { c s 12.92 if c s ≤ 0.04045 ( c s + 0.055 1.055 ) 2.4 if c s >
0.04045
Assume c s is the sRGB component in the range [0,1].
Use the GL_PROXY_TEXTURE_1D target to try out a resolution and format.
The implementation will update and recompute its best match for the
requested storage resolution and format. To then query this state, call
glGetTexLevelParameter(). If the texture cannot be accommodated,
texture state is set to 0.
A one-component texture image uses only the red component of the RGBA
color from data. A two-component image uses the R and A values. A
three-component image uses the R, G, and B values. A four-component
image uses all of the RGBA components.
Image-based shadowing can be enabled by comparing texture r coordinates
to depth texture values to generate a boolean result. See
glTexParameter() for details on texture comparison.
NOTES
glPixelStore() modes affect texture images.
data may be a null pointer. In this case texture memory is allocated to
accommodate a texture of width width. You can then download subtextures
to initialize the texture memory. The image is undefined if the program
tries to apply an uninitialized portion of the texture image to a
primitive.
glTexImage1D specifies the one-dimensional texture for the current
texture unit, specified with glActiveTexture().
ERRORS
GL_INVALID_ENUM is generated if target is not GL_TEXTURE_1D or
GL_PROXY_TEXTURE_1D.
GL_INVALID_ENUM is generated if format is not an accepted format
constant. Format constants other than GL_STENCIL_INDEX are accepted.
GL_INVALID_ENUM is generated if type is not a type constant.
GL_INVALID_VALUE is generated if level is less than 0.
GL_INVALID_VALUE may be generated if level is greater than log 2 max,
where max is the returned value of GL_MAX_TEXTURE_SIZE.
GL_INVALID_VALUE is generated if internalFormat is not one of the
accepted resolution and format symbolic constants.
GL_INVALID_VALUE is generated if width is less than 0 or greater than
GL_MAX_TEXTURE_SIZE.
GL_INVALID_VALUE is generated if non-power-of-two textures are not
supported and the width cannot be represented as 2 n + 2 border for
some integer value of n.
GL_INVALID_VALUE is generated if border is not 0 or 1.
GL_INVALID_OPERATION is generated if type is one of
GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
GL_UNSIGNED_SHORT_5_6_5, or GL_UNSIGNED_SHORT_5_6_5_REV and format is
not GL_RGB.
GL_INVALID_OPERATION is generated if type is one of
GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV,
GL_UNSIGNED_INT_10_10_10_2, or GL_UNSIGNED_INT_2_10_10_10_REV and
format is neither GL_RGBA nor GL_BGRA.
GL_INVALID_OPERATION is generated if format is GL_DEPTH_COMPONENT and
internalFormat is not GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16,
GL_DEPTH_COMPONENT24, or GL_DEPTH_COMPONENT32.
GL_INVALID_OPERATION is generated if internalFormat is
GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, or
GL_DEPTH_COMPONENT32, and format is not GL_DEPTH_COMPONENT.
GL_INVALID_OPERATION is generated if a non-zero buffer object name is
bound to the GL_PIXEL_UNPACK_BUFFER target and the buffer object's data
store is currently mapped.
GL_INVALID_OPERATION is generated if a non-zero buffer object name is
bound to the GL_PIXEL_UNPACK_BUFFER target and the data would be
unpacked from the buffer object such that the memory reads required
would exceed the data store size.
GL_INVALID_OPERATION is generated if a non-zero buffer object name is
bound to the GL_PIXEL_UNPACK_BUFFER target and data is not evenly
divisible into the number of bytes needed to store in memory a datum
indicated by type.
ASSOCIATED GETS
glGetTexImage()
glGet() with argument GL_PIXEL_UNPACK_BUFFER_BINDING
SEE ALSO
glActiveTexture(), glCompressedTexImage1D(),
glCompressedTexSubImage1D(), glCopyTexImage1D(), glCopyTexSubImage1D(),
glGetCompressedTexImage(), glPixelStore(), glTexImage2D(),
glTexImage3D(), glTexSubImage1D(), glTexSubImage2D(),
glTexSubImage3D(), glTexParameter()
COPYRIGHT
Copyright © 1991-2006 Silicon Graphics, Inc. Copyright © 2011 Khronos
Group. This document is licensed under the SGI Free Software B License.
For details, see http://oss.sgi.com/projects/FreeB/.
AUTHORS
opengl.org
opengl.org 03/16/2013 GLTEXIMAGE1D(3G)
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