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GLTEXIMAGE1D()							GLTEXIMAGE1D()

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 )

       delim $$

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_LUMI‐
		       NANCE_ALPHA,	  GL_LUMINANCE4_ALPHA4,	      GL_LUMI‐
		       NANCE6_ALPHA2,	   GL_LUMINANCE8_ALPHA8,      GL_LUMI‐
		       NANCE12_ALPHA4,	   GL_LUMINANCE12_ALPHA12,    GL_LUMI‐
		       NANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4, GL_INTEN‐
		       SITY8,	 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 $2
		       sup n + 2 ( "border"  )$	 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_RGBA,  GL_LUMI‐
		       NANCE, 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, and GL_FLOAT.

       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 format 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 nine 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	 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	 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 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_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 repre‐
       sentations.)

       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  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.

       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  glDrawPix‐
       els.

       GL_PROXY_TEXTURE_1D  may	 only  be  used	 if  the  GL version is 1.1 or
       greater.

       Internal formats other than 1, 2, 3, or 4 may only be used  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.

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  con‐
       stant.	Format constants other than GL_STENCIL_INDEX and GL_DEPTH_COM‐
       PONENT 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 format 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	 $2  sup  n  +
       2("border")$ 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.

ASSOCIATED GETS
       glGetTexImage glIsEnabled with argument GL_TEXTURE_1D

SEE ALSO
       glCopyPixels, glCopyTexImage1D, glCopyTexImage2D,  glCopyTexSubImage1D,
       glCopyTexSubImage2D,   glDrawPixels,   glPixelStore,   glPixelTransfer,
       glTexEnv,  glTexGen,  glTexImage2D,  glTexSubImage1D,  glTexSubImage2D,
       glTexParameter

								GLTEXIMAGE1D()
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