GLTEXIMAGE1D - Online Linux Manual Page

Section : 3G

NAME"glTexImage1D − specify a one-dimensional texture image

C SPECIFICATIONvoid glTexImage1D( GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, const GLvoid *pixels )

PARAMETERStarget  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 1, 2, 3, or 4, or one of the following symbolic constants: ­GL_ALPHA, ­GL_ALPHA4, ­GL_ALPHA8, ­GL_ALPHA12, ­GL_ALPHA16, ­GL_LUMINANCE, ­GL_LUMINANCE4, ­GL_LUMINANCE8, ­GL_LUMINANCE12, ­GL_LUMINANCE16, ­GL_LUMINANCE_ALPHA, ­GL_LUMINANCE4_ALPHA4, ­GL_LUMINANCE6_ALPHA2, ­GL_LUMINANCE8_ALPHA8, ­GL_LUMINANCE12_ALPHA4, ­GL_LUMINANCE12_ALPHA12, ­GL_LUMINANCE16_ALPHA16, ­GL_INTENSITY, ­GL_INTENSITY4, ­GL_INTENSITY8, ­GL_INTENSITY12, ­GL_INTENSITY16, ­GL_RGB, ­GL_R3_G3_B2, ­GL_RGB4, ­GL_RGB5, ­GL_RGB8, ­GL_RGB10, ­GL_RGB12, ­GL_RGB16, ­GL_RGBA, ­GL_RGBA2, ­GL_RGBA4, ­GL_RGB5_A1, ­GL_RGBA8, ­GL_RGB10_A2, ­GL_RGBA12, or ­GL_RGBA16. width  Specifies the width of the texture image. Must be 2n+2(border) for some integer n. All implementations support texture images that are at least 64 texels wide. The height of the 1D texture image is 1. border  Specifies the width of the border. Must be either 0 or 1. format  Specifies the of the pixel data. The following symbolic values are accepted: ­GL_COLOR_INDEX, ­GL_RED, ­GL_GREEN, ­GL_BLUE, ­GL_ALPHA, ­GL_RGB, ­GL_BGR, ­GL_RGBA, ­GL_BGRA, ­GL_LUMINANCE, and ­GL_LUMINANCE_ALPHA. type  Specifies the data type of the pixel data. The following symbolic values are accepted: ­GL_UNSIGNED_BYTE, ­GL_BYTE, ­GL_BITMAP, ­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. pixels  Specifies a pointer to the image data in memory.

DESCRIPTIONTexturing 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 used to store the image. The last three arguments describe how the image is represented in memory; they are identical to the pixel formats used for ­glDrawPixels. If target is ­GL_PROXY_TEXTURE_1D, no data is read from pixels, 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 pixels 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. If type is ­GL_BITMAP, the data is considered as a string of unsigned bytes (and format must be ­GL_COLOR_INDEX). Each data byte is treated as eight 1-bit elements, with bit ordering determined by ­GL_UNPACK_LSB_FIRST (see ­glPixelStore). 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 pixels. It can assume one of eleven symbolic values: ­GL_COLOR_INDEX  Each element is a single value, a color index. The GL converts it to fixed point (with an unspecified number of zero bits to the right of the binary point), shifted left or right depending on the value and sign of ­GL_INDEX_SHIFT, and added to ­GL_INDEX_OFFSET (see ­glPixelTransfer). The resulting index is converted to a set of color components using the ­GL_PIXEL_MAP_I_TO_R, ­GL_PIXEL_MAP_I_TO_G, ­GL_PIXEL_MAP_I_TO_B, and ­GL_PIXEL_MAP_I_TO_A tables, and clamped to the range [0,1]. ­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] (see ­glPixelTransfer). ­GL_GREEN  Each element is a single green component. The GL converts it to floating point and assembles it into an RGBA element by attaching 0 for red 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] (see ­glPixelTransfer). ­GL_BLUE  Each element is a single blue component. The GL converts it to floating point and assembles it into an RGBA element by attaching 0 for red and green, 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] (see ­glPixelTransfer). ­GL_ALPHA  Each element is a single alpha component. The GL converts it to floating point and assembles it into an RGBA element by attaching 0 for red, green, and blue. 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] (see ­glPixelTransfer). ­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] (see ­glPixelTransfer). ­GL_RGBA  ­GL_BGRA  Each element contains all four components. 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] (see ­glPixelTransfer). ­GL_LUMINANCE  Each element is a single luminance value. The GL converts it to floating point, then assembles it into an RGBA element by replicating the luminance value three times for red, green, and blue and 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] (see ­glPixelTransfer). ­GL_LUMINANCE_ALPHA  Each element is a luminance/alpha pair. The GL converts it to floating point, then assembles it into an RGBA element by replicating the luminance value three times for red, green, and blue. 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] (see ­glPixelTransfer). If an application wants to store the texture at a certain resolution or in a certain , it can request the resolution and 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_LUMINANCE, ­GL_LUMINANCE_ALPHA, ­GL_RGB, and ­GL_RGBA must match exactly. The numeric values 1, 2, 3, and 4 may also be used to specify the preceding representations.) Use the ­GL_PROXY_TEXTURE_1D target to try out a resolution and . The implementation will update and recompute its best match for the requested storage resolution and . To 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 pixels. 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.

NOTESTexturing has no effect in color index mode. If the ­GL_ARB_imaging extension is supported, RGBA elements may also be processed by the imaging pipeline. The following stages may be applied to an RGBA color before color component clamping to the range [0, 1]: 1. Color component replacement by the color table specified for  ­GL_COLOR_TABLE, if enabled. See ­glColorTable. 2. One-dimensional convolution filtering, if enabled. See  ­glConvolutionFilter1D. If a convolution filter changes the __width of the texture (by processing with a ­GL_CONVOLUTION_BORDER_MODE of ­GL_REDUCE, for example), the width must 2n+2(border), for some integer n, after filtering. 3. RGBA components may be multiplied by ­GL_POST_CONVOLUTION_c_SCALE,  and added to ­GL_POST_CONVOLUTION_c_BIAS, if enabled. See ­glPixelTransfer. 4. Color component replacement by the color table specified for  ­GL_POST_CONVOLUTION_COLOR_TABLE, if enabled. See ­glColorTable. 5. Transformation by the color matrix. See ­glMatrixMode.  6. RGBA components may be multiplied by ­GL_POST_COLOR_MATRIX_c_SCALE,  and added to ­GL_POST_COLOR_MATRIX_c_BIAS, if enabled. See ­glPixelTransfer. 7. Color component replacement by the color table specified for  ­GL_POST_COLOR_MATRIX_COLOR_TABLE, if enabled. See ­glColorTable. The texture image can be represented by the same data formats as the pixels in a ­glDrawPixels command, except that ­GL_STENCIL_INDEX and ­GL_DEPTH_COMPONENT cannot be used. ­glPixelStore and ­glPixelTransfer modes affect texture images in exactly the way they affect ­glDrawPixels. ­GL_PROXY_TEXTURE_1D may be used only if the GL version is 1.1 or greater. Internal formats other than 1, 2, 3, or 4 may be used only if the GL version is 1.1 or greater. In GL version 1.1 or greater, pixels 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. Formats ­GL_BGR, and ­GL_BGRA and types ­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 are available only if the GL version is 1.2 or greater. When the ­GL_ARB_multitexture extension is supported, ­glTexImage1D specifies the one-dimensional texture for the current texture unit, specified with ­glActiveTextureARB.

ERRORS­GL_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
 constant. Format constants other than ­
GL_STENCIL_INDEX and ­GL_DEPTH_COMPONENT are accepted.
­GL_INVALID_ENUM is generated if type is not a type constant. ­GL_INVALID_ENUM is generated if type is ­GL_BITMAP and format is not ­GL_COLOR_INDEX. ­GL_INVALID_VALUE is generated if level is less than 0. ­GL_INVALID_VALUE may be generated if level is greater than $log sub 2$max, where max is the returned value of ­GL_MAX_TEXTURE_SIZE. ­GL_INVALID_VALUE is generated if internalFormat is not 1, 2, 3, 4, or one of the accepted resolution and symbolic constants. ­GL_INVALID_VALUE is generated if width is less than 0 or greater than 2 + ­GL_MAX_TEXTURE_SIZE, or if it cannot be represented as 2n~+~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 ­glTexImage1D is executed between the execution of ­glBegin and the corresponding execution of ­glEnd. ­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.

ASSOCIATED GETS­glGetTexImage
­
glIsEnabled with argument ­GL_TEXTURE_1D

SEE ALSO­glActiveTextureARB(3G), ­glColorTable(3G), ­glConvolutionFilter1D(3G), ­glCopyPixels(3G), ­glCopyTexImage1D(3G), ­glCopyTexImage2D(3G), ­glCopyTexSubImage1D(3G), ­glCopyTexSubImage2D(3G), ­glCopyTexSubImage3D(3G), ­glDrawPixels(3G), ­glMatrixMode(3G), ­glPixelStore(3G), ­glPixelTransfer(3G), ­glTexEnv(3G), ­glTexGen(3G), ­glTexImage2D(3G), ­glTexImage3D(3G), ­glTexSubImage1D(3G), ­glTexSubImage2D(3G), ­glTexSubImage3D(3G), ­glTexParameter(3G)
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