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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,
           GL_BGRA, GL_RED_INTEGER, GL_RG_INTEGER, GL_RGB_INTEGER,
           GL_BGR_INTEGER, GL_RGBA_INTEGER, GL_BGRA_INTEGER, GL_STENCIL_INDEX,
           GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL.

       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 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 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 clamped to the range [0,1].

       GL_RGBA

       GL_BGRA
           Each element contains all four components. Each component clamped
           to the range [0,1].

       GL_DEPTH_COMPONENT
           Each element is a single depth value. The GL converts it to
           floating point 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

       Table 1. Base Internal Formats
       ┌───────────────────┬───────────────────┬──────────────────────┐
       │                   │                   │                      │
       │            Base   │             RGBA, │             Internal │
       │Internal Format    │ Depth and Stencil │ Components           │
       │                   │ Values            │                      │
       │                   │                   │                      │
       ├───────────────────┼───────────────────┼──────────────────────┤
       │GL_DEPTH_COMPONENT │ Depth             │ D                    │
       ├───────────────────┼───────────────────┼──────────────────────┤
       │GL_DEPTH_STENCIL   │ Depth, Stencil    │ D, S                 │
       ├───────────────────┼───────────────────┼──────────────────────┤
       │GL_RED             │ Red               │ R                    │
       ├───────────────────┼───────────────────┼──────────────────────┤
       │GL_RG              │ Red, Green        │ R, G                 │
       ├───────────────────┼───────────────────┼──────────────────────┤
       │GL_RGB             │ Red, Green, Blue  │ R, G, B              │
       ├───────────────────┼───────────────────┼──────────────────────┤
       │GL_RGBA            │ Red, Green, Blue, │ R, G, B, A           │
       │                   │ Alpha             │                      │
       └───────────────────┴───────────────────┴──────────────────────┘

       internalFormat may also be one of the sized internal formats shown in
       Table 2, below

       Table 2. Sized Internal Formats
       ┌──────────────────┬──────────────────┬─────────────────┬───────────────────┬──────────────────┬───────────────────┬────────────────────┐
       │                  │                  │                 │                   │                  │                   │                    │
       │            Sized │             Base │             Red │             Green │             Blue │             Alpha │             Shared │
       │Internal          │ Internal         │ Bits            │ Bits              │ Bits             │ Bits              │ Bits               │
       │Format            │ Format           │                 │                   │                  │                   │                    │
       │                  │                  │                 │                   │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_R8             │ GL_RED           │        8        │                   │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_R8_SNORM       │ GL_RED           │       s8        │                   │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_R16            │ GL_RED           │       16        │                   │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_R16_SNORM      │ GL_RED           │       s16       │                   │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RG8            │ GL_RG            │        8        │         8         │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RG8_SNORM      │ GL_RG            │       s8        │        s8         │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RG16           │ GL_RG            │       16        │        16         │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RG16_SNORM     │ GL_RG            │       s16       │        s16        │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_R3_G3_B2       │ GL_RGB           │        3        │         3         │        2         │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGB4           │ GL_RGB           │        4        │         4         │        4         │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGB5           │ GL_RGB           │        5        │         5         │        5         │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGB8           │ GL_RGB           │        8        │         8         │        8         │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGB8_SNORM     │ GL_RGB           │       s8        │        s8         │        s8        │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGB10          │ GL_RGB           │       10        │        10         │        10        │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGB12          │ GL_RGB           │       12        │        12         │        12        │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGB16_SNORM    │ GL_RGB           │       16        │        16         │        16        │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGBA2          │ GL_RGB           │        2        │         2         │        2         │         2         │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGBA4          │ GL_RGB           │        4        │         4         │        4         │         4         │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGB5_A1        │ GL_RGBA          │        5        │         5         │        5         │         1         │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGBA8          │ GL_RGBA          │        8        │         8         │        8         │         8         │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGBA8_SNORM    │ GL_RGBA          │       s8        │        s8         │        s8        │        s8         │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGB10_A2       │ GL_RGBA          │       10        │        10         │        10        │         2         │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGB10_A2UI     │ GL_RGBA          │      ui10       │       ui10        │       ui10       │        ui2        │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGBA12         │ GL_RGBA          │       12        │        12         │        12        │        12         │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGBA16         │ GL_RGBA          │       16        │        16         │        16        │        16         │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_SRGB8          │ GL_RGB           │        8        │         8         │        8         │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_SRGB8_ALPHA8   │ GL_RGBA          │        8        │         8         │        8         │         8         │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_R16F           │ GL_RED           │       f16       │                   │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RG16F          │ GL_RG            │       f16       │        f16        │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGB16F         │ GL_RGB           │       f16       │        f16        │       f16        │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGBA16F        │ GL_RGBA          │       f16       │        f16        │       f16        │        f16        │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_R32F           │ GL_RED           │       f32       │                   │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RG32F          │ GL_RG            │       f32       │        f32        │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGB32F         │ GL_RGB           │       f32       │        f32        │       f32        │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGBA32F        │ GL_RGBA          │       f32       │        f32        │       f32        │        f32        │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_R11F_G11F_B10F │ GL_RGB           │       f11       │        f11        │       f10        │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGB9_E5        │ GL_RGB           │        9        │         9         │        9         │                   │         5          │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_R8I            │ GL_RED           │       i8        │                   │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_R8UI           │ GL_RED           │       ui8       │                   │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_R16I           │ GL_RED           │       i16       │                   │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_R16UI          │ GL_RED           │      ui16       │                   │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_R32I           │ GL_RED           │       i32       │                   │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_R32UI          │ GL_RED           │      ui32       │                   │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RG8I           │ GL_RG            │       i8        │        i8         │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RG8UI          │ GL_RG            │       ui8       │        ui8        │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RG16I          │ GL_RG            │       i16       │        i16        │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RG16UI         │ GL_RG            │      ui16       │       ui16        │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RG32I          │ GL_RG            │       i32       │        i32        │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RG32UI         │ GL_RG            │      ui32       │       ui32        │                  │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGB8I          │ GL_RGB           │       i8        │        i8         │        i8        │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGB8UI         │ GL_RGB           │       ui8       │        ui8        │       ui8        │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGB16I         │ GL_RGB           │       i16       │        i16        │       i16        │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGB16UI        │ GL_RGB           │      ui16       │       ui16        │       ui16       │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGB32I         │ GL_RGB           │       i32       │        i32        │       i32        │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGB32UI        │ GL_RGB           │      ui32       │       ui32        │       ui32       │                   │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGBA8I         │ GL_RGBA          │       i8        │        i8         │        i8        │        i8         │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGBA8UI        │ GL_RGBA          │       ui8       │        ui8        │       ui8        │        ui8        │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGBA16I        │ GL_RGBA          │       i16       │        i16        │       i16        │        i16        │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGBA16UI       │ GL_RGBA          │      ui16       │       ui16        │       ui16       │       ui16        │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGBA32I        │ GL_RGBA          │       i32       │        i32        │       i32        │        i32        │                    │
       ├──────────────────┼──────────────────┼─────────────────┼───────────────────┼──────────────────┼───────────────────┼────────────────────┤
       │GL_RGBA32UI       │ GL_RGBA          │      ui32       │       ui32        │       ui32       │       ui32        │                    │
       └──────────────────┴──────────────────┴─────────────────┴───────────────────┴──────────────────┴───────────────────┴────────────────────┘

       Finally, internalFormat may also be one of the generic or compressed
       compressed texture formats shown in Table 3 below

       Table 3. Compressed Internal Formats
       ┌──────────────────────────────────────┬──────────────────┬──────────────────┐
       │                                      │                  │                  │
       │            Compressed                │             Base │             Type │
       │Internal Format                       │ Internal Format  │                  │
       │                                      │                  │                  │
       ├──────────────────────────────────────┼──────────────────┼──────────────────┤
       │GL_COMPRESSED_RED                     │ GL_RED           │ Generic          │
       ├──────────────────────────────────────┼──────────────────┼──────────────────┤
       │GL_COMPRESSED_RG                      │ GL_RG            │ Generic          │
       ├──────────────────────────────────────┼──────────────────┼──────────────────┤
       │GL_COMPRESSED_RGB                     │ GL_RGB           │ Generic          │
       ├──────────────────────────────────────┼──────────────────┼──────────────────┤
       │GL_COMPRESSED_RGBA                    │ GL_RGBA          │ Generic          │
       ├──────────────────────────────────────┼──────────────────┼──────────────────┤
       │GL_COMPRESSED_SRGB                    │ GL_RGB           │ Generic          │
       ├──────────────────────────────────────┼──────────────────┼──────────────────┤
       │GL_COMPRESSED_SRGB_ALPHA              │ GL_RGBA          │ Generic          │
       ├──────────────────────────────────────┼──────────────────┼──────────────────┤
       │GL_COMPRESSED_RED_RGTC1               │ GL_RED           │ Specific         │
       ├──────────────────────────────────────┼──────────────────┼──────────────────┤
       │GL_COMPRESSED_SIGNED_RED_RGTC1        │ GL_RED           │ Specific         │
       ├──────────────────────────────────────┼──────────────────┼──────────────────┤
       │GL_COMPRESSED_RG_RGTC2                │ GL_RG            │ Specific         │
       ├──────────────────────────────────────┼──────────────────┼──────────────────┤
       │GL_COMPRESSED_SIGNED_RG_RGTC2         │ GL_RG            │ Specific         │
       ├──────────────────────────────────────┼──────────────────┼──────────────────┤
       │GL_COMPRESSED_RGBA_BPTC_UNORM         │ GL_RGBA          │ Specific         │
       ├──────────────────────────────────────┼──────────────────┼──────────────────┤
       │GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM   │ GL_RGBA          │ Specific         │
       ├──────────────────────────────────────┼──────────────────┼──────────────────┤
       │GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT   │ GL_RGB           │ Specific         │
       ├──────────────────────────────────────┼──────────────────┼──────────────────┤
       │GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT │ GL_RGB           │ Specific         │
       └──────────────────────────────────────┴──────────────────┴──────────────────┘

       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().

       GL_STENCIL_INDEX may be used for format only if the GL version is 4.4
       or higher.

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 border is not 0.

       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 © 2011-2013
       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



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