glTexImage2D(fwstyle.css) - Online Manual Page Of Unix/Linux

  Command: man perldoc info search(apropos)

WebSearch:
Our Recommended Sites: Full-Featured Editor
 

GLTEXIMAGE2D(3G)                                                                 GLTEXIMAGE2D(3G)



NAME
       glTexImage2D - specify a two-dimensional texture image


C SPECIFICATION
       void glTexImage2D( GLenum target,
                          GLint level,
                          GLint internalFormat,
                          GLsizei width,
                          GLsizei height,
                          GLint border,
                          GLenum format,
                          GLenum type,
                          const GLvoid *pixels )


PARAMETERS
       target          Specifies    the    target    texture.     Must    be   GL_TEXTURE_2D   or
                       GL_PROXY_TEXTURE_2D.

       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_R3_G3_B2, GL_RGB, 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.

       height          Specifies the height of the texture image.  Must be 2m+2(border) for  some
                       integer m. All implementations support texture images that are at least 64
                       texels high.

       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.

DESCRIPTION
       Texturing maps a portion of a specified texture image onto each  graphical  primitive  for
       which  texturing  is  enabled.   To  enable  and  disable  two-dimensional texturing, call
       glEnable and glDisable with argument GL_TEXTURE_2D.

       To define texture images, call glTexImage2D.  The arguments describe the parameters of the
       texture  image,  such  as  height, width, width of the border, level-of-detail number (see
       glTexParameter), and number of  color  components  provided.   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_2D, no data is read from pixels,  but  all  of  the  texture
       image  state is recalculated, checked for consistency, and checked against the implementa-
       tion's capabilities. If the implementation cannot handle a texture of the  requested  tex-
       ture  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_2D, 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 for-
       mat, 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 lower left corner of the texture  image.   Subsequent
       elements progress left-to-right through the remaining texels in the lowest row of the tex-
       ture image, and then in successively higher rows of the texture image.  The final  element
       corresponds to the upper right corner of the texture image.

       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 assem-
                 bles 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 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).

       Refer to the glDrawPixels reference page for a description of the  acceptable  values  for
       the type parameter.

       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 repre-
       sentation 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 above representations.)

       Use the GL_PROXY_TEXTURE_2D target to try out a resolution and update  and  recompute  its
       best  match  for  the  requested  storage  resolution and . 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 extracted 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.

NOTES
       Texturing 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  com-
       ponent clamping to the range [0, 1]:

       1. Color component replacement by the color table specified for
          GL_COLOR_TABLE, if enabled. See glColorTable.

       2. Two-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(height), for
          some integer n, and height must be 2m+(border), for some integer m,  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.


       glTexImage2D and GL_PROXY_TEXTURE_2D are available 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 and height height.  You can then
       download subtextures to initialize this texture memory.  The image  is  undefined  if  the
       user 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, glTexImage2D specifies the two-dimen-
       sional texture for the current texture unit, specified with glActiveTextureARB.

ERRORS
       GL_INVALID_ENUM is generated if target is not GL_TEXTURE_2D or GL_PROXY_TEXTURE_2D.

       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 log2max, 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  or  height  is less than 0 or greater than 2 +
       GL_MAX_TEXTURE_SIZE, or if either cannot be represented as 2k+2(border) for  some  integer
       value of k.

       GL_INVALID_VALUE is generated if border is not 0 or 1.

       GL_INVALID_OPERATION  is  generated  if  glTexImage2D 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 GETS
       glGetTexImage
       glIsEnabled with argument GL_TEXTURE_2D

SEE ALSO
       glColorTable(3G),   glConvolutionFilter2D(3G),   glCopyPixels(3G),   glCopyTexImage1D(3G),
       glCopyTexImage2D(3G),          glCopyTexSubImage1D(3G),           glCopyTexSubImage2D(3G),
       glCopyTexSubImage3D(3G),     glDrawPixels(3G),     glMatrixMode(3G),     glPixelStore(3G),
       glPixelTransfer(3G),      glSeparableFilter2D(3G),       glTexEnv(3G),       glTexGen(3G),
       glTexImage1D(3G),      glTexImage3D(3G),     glTexSubImage1D(3G),     glTexSubImage2D(3G),
       glTexSubImage3D(3G), glTexParameter(3G)




                                                                                 GLTEXIMAGE2D(3G)