MirOS Manual: glTexImage1D(3)


GLTEXIMAGE1D(3G)    UNIX Programmer's 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 *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 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 fol-
                     lowing symbolic values are accepted:

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                     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 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 pix-
     els, 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

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     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 deter-
     mined 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 result-
               ing index is converted to a set of color com-
               ponents 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 mul-
               tiplied 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 mul-
               tiplied 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

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               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 mul-
               tiplied 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 represen-
     tations specified by GL_LUMINANCE, GL_LUMINANCE_ALPHA,
     GL_RGB, and GL_RGBA must match exactly. The numeric values

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     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 cannot be accommo-
     dated, 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 com-
     ponents.

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 follow-
     ing 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. One-dimensional convolution filtering, if enabled. See
        glConvolutionFilter1D.

        If a convolution filter changes the __width of the tex-
        ture (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

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        glColorTable.

     The texture image can be represented by the same data for-
     mats 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 tex-
     ture 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.

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
     log2max, where max is the returned value of

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     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 con-
     stants.

     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 exe-
     cuted 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_1D

SEE ALSO

     glActiveTextureARB(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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