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glTexImage1D(3)                                              glTexImage1D(3)




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 *pixels )



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  tex-
                       ture.   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 2^n
                       + 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 format 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 follow-
                       ing  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 graphi-
       cal  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  bor-
       der, level-of-detail number (see glTexParameter), and the internal res-
       olution 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  imple-
       mentation  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 float-
       ing-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 con-
                 verts 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 compo-
                 nent  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  compo-
                 nent   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 compo-
                 nent  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 float-
                 ing 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 update
       and recompute its best match for the requested storage resolution and .
       To  query this state, call glGetTexLevelParameter.  If the texture can-
       not 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.


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 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 pro-
          cessing with a GL_CONVOLUTION_BORDER_MODE of  GL_REDUCE,  for  exam-
          ple), the width must 2^n + 2(border), for some integer n, after fil-
          tering.

       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 unini-
       tialized 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 spec-
       ifies the one-dimensional texture for the current texture unit,  speci-
       fied with glActiveTextureARB.


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
        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  log2(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 2^n + 2(bor-
       der) 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  for-
       mat is neither GL_RGBA nor GL_BGRA.


ASSOCIATED GETS

       glGetTexImage
       glIsEnabled with argument GL_TEXTURE_1D


SEE ALSO

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




                                                              glTexImage1D(3)

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