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GLTEXPARAMETER()					      GLTEXPARAMETER()

NAME
       glTexParameterf,	 glTexParameteri, glTexParameterfv, glTexParameteriv -
       set texture parameters

C SPECIFICATION
       void glTexParameterf( GLenum target,
			     GLenum pname,
			     GLfloat param )
       void glTexParameteri( GLenum target,
			     GLenum pname,
			     GLint param )

       delim $$

PARAMETERS
       target  Specifies the target texture,  which  must  be  either  GL_TEX‐
	       TURE_1D or GL_TEXTURE_2D.

       pname   Specifies  the symbolic name of a single-valued texture parame‐
	       ter.  pname can be one of the following: GL_TEXTURE_MIN_FILTER,
	       GL_TEXTURE_MAG_FILTER, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or
	       GL_TEXTURE_PRIORITY.

       param   Specifies the value of pname.

C SPECIFICATION
       void glTexParameterfv( GLenum target,
			      GLenum pname,
			      const GLfloat *params )
       void glTexParameteriv( GLenum target,
			      GLenum pname,
			      const GLint *params )

PARAMETERS
       target Specifies the target texture, which must be either GL_TEXTURE_1D
	      or GL_TEXTURE_2D.

       pname  Specifies	 the  symbolic name of a texture parameter.  pname can
	      be  one  of  the	 following:   GL_TEXTURE_MIN_FILTER,   GL_TEX‐
	      TURE_MAG_FILTER,	GL_TEXTURE_WRAP_S,  GL_TEXTURE_WRAP_T, GL_TEX‐
	      TURE_BORDER_COLOR, or GL_TEXTURE_PRIORITY.

       params Specifies a pointer to an array where the	 value	or  values  of
	      pname are stored.

DESCRIPTION
       Texture	mapping	 is a technique that applies an image onto an object's
       surface as if the image were a decal or	cellophane  shrink-wrap.   The
       image  is  created in texture space, with an ($s$, $t$) coordinate sys‐
       tem.  A texture is a one- or two-dimensional image and a set of parame‐
       ters that determine how samples are derived from the image.

       glTexParameter  assigns	the  value  or values in params to the texture
       parameter specified as  pname.	target	defines	 the  target  texture,
       either  GL_TEXTURE_1D  or  GL_TEXTURE_2D.   The	following  symbols are
       accepted in pname:

       GL_TEXTURE_MIN_FILTER
		 The texture minifying function is  used  whenever  the	 pixel
		 being	textured maps to an area greater than one texture ele‐
		 ment.	There are six defined  minifying  functions.   Two  of
		 them  use the nearest one or nearest four texture elements to
		 compute the texture value.  The other four use mipmaps.

		 A mipmap is an ordered set of arrays  representing  the  same
		 image at progressively lower resolutions.  If the texture has
		 dimensions $2 sup n times 2 sup m$, there are $ bold max ( n,
		 m ) + 1 $ mipmaps.  The first mipmap is the original texture,
		 with dimensions $2 sup n times 2  sup	m$.   Each  subsequent
		 mipmap	 has  dimensions  $2 sup { k - 1 } times 2 sup { l - 1
		 }$, where $2 sup k times 2 sup l$ are the dimensions  of  the
		 previous  mipmap,  until  either  $k  = 0$ or $l=0$.  At that
		 point, subsequent mipmaps have dimension $ 1 times 2 sup {  l
		 - 1 } $ or $ 2 sup { k - 1} times 1 $ until the final mipmap,
		 which has dimension $1 times 1$.  To define the mipmaps, call
		 glTexImage1D, glTexImage2D, glCopyTexImage1D, or glCopyTexIm‐
		 age2D with the level argument indicating  the	order  of  the
		 mipmaps.  Level 0 is the original texture; level $ bold max (
		 n, m ) $ is the final $1 times 1$ mipmap.

		 params supplies a function for minifying the texture  as  one
		 of the following:

		 GL_NEAREST
			   Returns  the	 value	of the texture element that is
			   nearest (in Manhattan distance) to  the  center  of
			   the pixel being textured.

		 GL_LINEAR Returns  the	 weighted  average of the four texture
			   elements that are closest  to  the  center  of  the
			   pixel  being	 textured.   These  can include border
			   texture  elements,  depending  on  the  values   of
			   GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T, and on the
			   exact mapping.

		 GL_NEAREST_MIPMAP_NEAREST
			   Chooses the mipmap that most	 closely  matches  the
			   size	 of  the  pixel	 being	textured  and uses the
			   GL_NEAREST criterion (the texture  element  nearest
			   to  the  center  of the pixel) to produce a texture
			   value.

		 GL_LINEAR_MIPMAP_NEAREST
			   Chooses the mipmap that most	 closely  matches  the
			   size	 of  the  pixel	 being	textured  and uses the
			   GL_LINEAR criterion (a weighted average of the four
			   texture  elements that are closest to the center of
			   the pixel) to produce a texture value.

		 GL_NEAREST_MIPMAP_LINEAR
			   Chooses the two mipmaps that most closely match the
			   size	 of  the  pixel	 being	textured  and uses the
			   GL_NEAREST criterion (the texture  element  nearest
			   to  the  center  of the pixel) to produce a texture
			   value from each mipmap.  The final texture value is
			   a weighted average of those two values.

		 GL_LINEAR_MIPMAP_LINEAR
			   Chooses the two mipmaps that most closely match the
			   size of the	pixel  being  textured	and  uses  the
			   GL_LINEAR criterion (a weighted average of the four
			   texture elements that are closest to the center  of
			   the	pixel)	to  produce  a texture value from each
			   mipmap.  The final  texture	value  is  a  weighted
			   average of those two values.

		 As  more  texture  elements  are  sampled in the minification
		 process, fewer aliasing artifacts will	 be  apparent.	 While
		 the  GL_NEAREST  and  GL_LINEAR minification functions can be
		 faster than the other four, they sample only one or four tex‐
		 ture  elements	 to  determine	the texture value of the pixel
		 being rendered and can produce moire patterns or ragged tran‐
		 sitions.   The	 initial  value	 of  GL_TEXTURE_MIN_FILTER  is
		 GL_NEAREST_MIPMAP_LINEAR.

       GL_TEXTURE_MAG_FILTER
		 The texture magnification function is	used  when  the	 pixel
		 being textured maps to an area less than or equal to one tex‐
		 ture element.	It sets the texture magnification function  to
		 either	 GL_NEAREST  or	 GL_LINEAR  (see below). GL_NEAREST is
		 generally faster than GL_LINEAR, but it can produce  textured
		 images with sharper edges because the transition between tex‐
		 ture elements is not as smooth.  The initial value of GL_TEX‐
		 TURE_MAG_FILTER is GL_LINEAR.

		 GL_NEAREST
			   Returns  the	 value	of the texture element that is
			   nearest (in Manhattan distance) to  the  center  of
			   the pixel being textured.

		 GL_LINEAR Returns  the	 weighted  average of the four texture
			   elements that are closest  to  the  center  of  the
			   pixel  being	 textured.   These  can include border
			   texture  elements,  depending  on  the  values   of
			   GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T, and on the
			   exact mapping.

       GL_TEXTURE_WRAP_S
		 Sets the wrap parameter for texture coordinate	 s  to	either
		 GL_CLAMP or GL_REPEAT.	 GL_CLAMP causes $s$ coordinates to be
		 clamped to the range [0,1] and is useful for preventing wrap‐
		 ping  artifacts  when	mapping a single image onto an object.
		 GL_REPEAT causes the integer part of the $s$ coordinate to be
		 ignored; the GL uses only the fractional part, thereby creat‐
		 ing  a	 repeating  pattern.   Border  texture	elements   are
		 accessed  only	 if  wrapping  is set to GL_CLAMP.  Initially,
		 GL_TEXTURE_WRAP_S is set to GL_REPEAT.

       GL_TEXTURE_WRAP_T
		 Sets the wrap parameter for texture coordinate	 t  to	either
		 GL_CLAMP  or  GL_REPEAT.   See	 the  discussion under GL_TEX‐
		 TURE_WRAP_S.	Initially,   GL_TEXTURE_WRAP_T	 is   set   to
		 GL_REPEAT.

       GL_TEXTURE_BORDER_COLOR
		 Sets  a  border color.	 params contains four values that com‐
		 prise the RGBA color of the texture  border.	Integer	 color
		 components  are interpreted linearly such that the most posi‐
		 tive integer maps to 1.0, and the most negative integer  maps
		 to -1.0.  The values are clamped to the range [0,1] when they
		 are specified.	 Initially, the border color is (0, 0, 0, 0).

       GL_TEXTURE_PRIORITY
		 Specifies the texture residence  priority  of	the  currently
		 bound	texture.   Permissible values are in the range [0, 1].
		 See glPrioritizeTextures and glBindTexture for more  informa‐
		 tion.

NOTES
       Suppose	that a program has enabled texturing (by calling glEnable with
       argument	 GL_TEXTURE_1D	or  GL_TEXTURE_2D)   and   has	 set   GL_TEX‐
       TURE_MIN_FILTER	to  one	 of  the functions that requires a mipmap.  If
       either the dimensions of the texture  images  currently	defined	 (with
       previous	 calls	to  glTexImage1D,  glTexImage2D,  glCopyTexImage1D, or
       glCopyTexImage2D)  do  not  follow  the	proper	sequence  for  mipmaps
       (described  above),  or there are fewer texture images defined than are
       needed, or the set of texture images have differing numbers of  texture
       components, then it is as if texture mapping were disabled.

       Linear  filtering accesses the four nearest texture elements only in 2D
       textures.  In 1D textures, linear filtering accesses  the  two  nearest
       texture elements.

ERRORS
       GL_INVALID_ENUM	is  generated  if  target  or  pname is not one of the
       accepted defined values.

       GL_INVALID_ENUM is generated if params should have a  defined  constant
       value (based on the value of pname) and does not.

       GL_INVALID_OPERATION is generated if glTexParameter is executed between
       the execution of glBegin and the corresponding execution of glEnd.

ASSOCIATED GETS
       glGetTexParameter
       glGetTexLevelParameter

SEE ALSO
       glBindTexture,	glCopyPixels,	glCopyTexImage1D,    glCopyTexImage2D,
       glCopyTexSubImage1D,  glCopyTexSubImage2D,  glDrawPixels, glPixelStore,
       glPixelTransfer,	 glPrioritizeTextures,	glTexEnv,  glTexGen,  glTexIm‐
       age1D, glTexImage2D, glTexSubImage1D, glTexSubImage2D

							      GLTEXPARAMETER()
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