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fglTexImage2D(3G)	       OpenGL Reference		     fglTexImage2D(3G)

NAME
     fglTexImage2D - specify a two-dimensional texture image

FORTRAN SPECIFICATION
     SUBROUTINE fglTexImage2D( INTEGER*4 target,
			       INTEGER*4 level,
			       INTEGER*4 internalformat,
			       INTEGER*4 width,
			       INTEGER*4 height,
			       INTEGER*4 border,
			       INTEGER*4 format,
			       INTEGER*4 type,
			       CHARACTER*8 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, GL_RGBA16, GL_DEPTH_COMPONENT,
		     GL_DEPTH_COMPONENT16_SGIX, GL_DEPTH_COMPONENT24_SGIX,
		     GL_DEPTH_COMPONENT32_SGIX, GL_DUAL_ALPHA4_SGIS,
		     GL_DUAL_ALPHA8_SGIS, GL_DUAL_ALPHA12_SGIS,
		     GL_DUAL_ALPHA16_SGIS, GL_DUAL_LUMINANCE4_SGIS,
		     GL_DUAL_LUMINANCE8_SGIS, GL_DUAL_LUMINANCE12_SGIS,
		     GL_DUAL_LUMINANCE16_SGIS, GL_DUAL_INTENSITY4_SGIS,
		     GL_DUAL_INTENSITY8_SGIS, GL_DUAL_INTENSITY12_SGIS,
		     GL_DUAL_INTENSITY16_SGIS, GL_DUAL_LUMINANCE_ALPHA4_SGIS,
		     GL_DUAL_LUMINANCE_ALPHA8_SGIS, GL_QUAD_ALPHA4_SGIS,
		     GL_QUAD_ALPHA8_SGIS, GL_QUAD_LUMINANCE4_SGIS,
		     GL_QUAD_LUMINANCE8_SGIS, GL_QUAD_INTENSITY4_SGIS, or
		     GL_QUAD_INTENSITY8_SGIS.

									Page 1

fglTexImage2D(3G)	       OpenGL Reference		     fglTexImage2D(3G)

     width	     Specifies the width of the texture image.	Must be
		      n
		     2	+ 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
		      m
		     2	+ I(border) for some integer m, where I is 2 when
		     GL_INTERLACE_SGIX is disabled, and 1 otherwise.  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 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_ABGR_EXT, 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 fglEnable and fglDisable with argument
     GL_TEXTURE_2D.

     To define texture images, call fglTexImage2D. The arguments describe the
     parameters of the texture image, such as height, width, width of the
     border, level-of-detail number (see fglTexParameter), 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
     fglDrawPixels.

     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 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 fglGetError). To
     query for an entire mipmap array, use an image array level greater than
     or equal to 1.

									Page 2

fglTexImage2D(3G)	       OpenGL Reference		     fglTexImage2D(3G)

     If target is GL_TEXTURE_2D or GL_DETAIL_TEXTURE_2D_SGIS, 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 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).

									Page 3

fglTexImage2D(3G)	       OpenGL Reference		     fglTexImage2D(3G)

     Each data byte is treated as eight 1-bit elements, with bit ordering
     determined by GL_UNPACK_LSB_FIRST (see fglPixelStore).

     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 texture image, and then in successively
     higher rows of the texture image.	The final element corresponds to the
     upper right corner of the texture image.

     When GL_INTERLACE_SGIX is enabled, only rows (0,2,4,...) of the texture
     image (where the border is considered part of the texture image) are
     defined.  Rows (1,3,5,...) are left undefined and can only be defined
     using fglTexSubImage2D, fglTexSubImage2DEXT, fglCopyTexSubImage2D or
     fglCopyTexSubImage2DEXT.  Note that when GL_INTERLACE_SGIX is enabled the
     total height (i.e., the height of interior texture image plus twice the
     border) of the defined texture is 2*height.

     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
	       fglPixelTransfer). 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 fglPixelTransfer).

     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 fglPixelTransfer).

     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 fglPixelTransfer).

									Page 4

fglTexImage2D(3G)	       OpenGL Reference		     fglTexImage2D(3G)

     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
	       fglPixelTransfer).

     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
	       fglPixelTransfer).

     GL_RGBA

     GL_BGRA

     GL_ABGR_EXT
	       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
	       fglPixelTransfer).

     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
	       fglPixelTransfer).

     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
	       fglPixelTransfer).

     Refer to the fglDrawPixels 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 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,

									Page 5

fglTexImage2D(3G)	       OpenGL Reference		     fglTexImage2D(3G)

     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 format.
     The implementation will update and recompute its best match for the
     requested storage resolution and format. To then query this state, call
     fglGetTexLevelParameter.  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.

     The mapping of components from the canonical RGBA to the internal storage
     formats that begin with GL_DUAL_ and GL_QUAD_ needs to be clarified.
     There are three cases.  The first case is for the GL_DUAL_ formats that
     are groups of GL_ALPHA, GL_LUMINANCE, and GL_INTENSITY.  The R value goes
     to the first group while the A value goes to the second group.  The
     second case is for the GL_DUAL_ formats that are groups of
     GL_LUMINANCE_ALPHA.  The R and G values go to the first group while the B
     and A values go to the second group.  The third case is for the GL_QUAD_
     formats.  The R value goes to the first group, the G value to the second
     group, the B value to the third group, and the A value to the fourth
     group.

     When internalformat is set to GL_DEPTH_COMPONENT,
     GL_DEPTH_COMPONENT16_SGIX, GL_DEPTH_COMPONENT24_SGIX, or
     GL_DEPTH_COMPONENT32_SGIX, and format has the value GL_DEPTH_COMPONENT,
     fglTexImage2D defines a depth texture that can be used for shadow
     mapping.  See fglIntro and fglTexParameter for more information.

     Normally fglTexImage2D is synchronous: OpenGL executes a fglTexImage2D
     command in the order it is issued in the OpenGL command stream.  Calling
     fglEnable with parameter GL_ASYNC_TEX_IMAGE_SGIX causes subsequent
     fglTexImage2D commands to be asynchronous as defined by the SGIX_async
     extension.	 An asynchronous fglTexImage2D command samples the OpenGL
     state vector at the point in the OpenGL command stream where the command
     is issued, but the results of the command (e.g. availability of texels
     for use in rasterization) do not happen until some unspecified time in
     the future.  In particular, the order of the asynchronous command
     relative to other OpenGL commands issued later in the command stream is
     undefined.	 An implementation may choose to execute asynchronous commands
     in parallel with the normal command stream or at some convenient time in
     the future.

     Calling fglDisable with parameter GL_ASYNC_TEX_IMAGE_SGIX restores the
     default synchronous behavior for subsequent fglTexImage2D commands.  It
     does not affect any pending asynchronous fglTexImage commands, or wait
     for their completion.

									Page 6

fglTexImage2D(3G)	       OpenGL Reference		     fglTexImage2D(3G)

     When an asynchronous fglTexImage2D command is issued, it is associated
     with the current value of GL_ASYNC_MARKER_SGIX as defined by the
     SGIX_async extension.  A program can determine if an asynchronous
     fglTexImage2D command has completed by using the fglFinishAsyncSGIX or
     fglPollAsyncSGIX commands.

     There is a maximum number of asynchronous fglTexImage commands that can
     be outstanding at any one time, defined by the implementation.  This
     value can be queried with fglGetIntegerv with argument
     GL_MAX_ASYNC_TEX_IMAGE_SGIX.

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 fglColorTable.

     2. Two-dimensional Convolution filtering, if enabled. See
	fglConvolutionFilter1D.

	If a convolution filter changes the __width of the texture (by
	processing with a GL_CONVOLUTION_BORDER_MODE of GL_REDUCE, for
				  n
	example), the width must 2 +2(height), for some integer n, and height
		 m
	must be 2 +(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
	fglPixelTransfer.

     4. Color component replacement by the color table specified for
	GL_POST_CONVOLUTION_COLOR_TABLE, if enabled.  See fglColorTable.

     5. Transformation by the color matrix.  See fglMatrixMode.

     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
	fglPixelTransfer.

     7. Color component replacement by the color table specified for
	GL_POST_COLOR_MATRIX_COLOR_TABLE, if enabled.  See fglColorTable.

     The texture image can be represented by the same data formats as the
     pixels in a fglDrawPixels command, except that GL_STENCIL_INDEX and
     GL_DEPTH_COMPONENT cannot be used.	 fglPixelStore and fglPixelTransfer
     modes affect texture images in exactly the way they affect fglDrawPixels.

									Page 7

fglTexImage2D(3G)	       OpenGL Reference		     fglTexImage2D(3G)

     GL_ABGR_EXT is part of the EXT_abgr extension, not part of the core GL
     command set.  If GL_EXT_abgr is included in the string returned by
     fglGetString, when called with argument GL_EXTENSIONS, extension EXT_abgr
     is supported by the GL.

     fglTexImage2D 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.

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 format
     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 log max, where
								   2
     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 or height is less than 0 or
     greater than 2 + GL_MAX_TEXTURE_SIZE, if width cannot be represented as
      k
     2	+ 2(border) for some integer value of k, or if height cannot be
		     k
     represented as 2  + I(border) for some integer value of k, where I is 2
     when GL_INTERLACE_SGIX is disabled and 1 otherwise.

									Page 8

fglTexImage2D(3G)	       OpenGL Reference		     fglTexImage2D(3G)

     GL_INVALID_VALUE is generated if border is not 0 or 1.

     GL_INVALID_OPERATION is generated if fglTexImage2D is executed between
     the execution of fglBegin and the corresponding execution of fglEnd.

     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 not GL_RGBA, GL_BGRA or GL_ABGR_EXT.

     GL_INVALID_OPERATION is generated when the SGIX_subsample extension is
     supported, and the pixel storage mode GL_UNPACK_SUBSAMPLE_RATE_SGIX is
     not GL_PIXEL_SUBSAMPLE_4444_SGIX, and width is not a multiple of 2, or
     format is not a 3 or 4 component format, or type is a packed pixels type.

     GL_INVALID_OPERATION is generated if GL_ASYNC_TEX_IMAGE_SGIX is enabled
     and the number of asynchronous fglTexImage commands that have been issued
     but not queried (using fglFinishAsyncSGIX or fglPollAsyncSGIX) exceeds
     GL_MAX_ASYNC_TEX_IMAGE_SGIX.

ASSOCIATED GETS
     fglGetTexImage
     fglIsEnabled with argument GL_TEXTURE_2D

MACHINE DEPENDENCIES
     The SGIX_async and SGIX_async_pixel extensions are implemented only on
     Octane2 VPro systems.

     RealityEngine, RealityEngine2, and VTX systems do not support color
     matrix transformations on images as they are loaded to or read back from
     texture memory.

     RealityEngine, RealityEngine2, and VTX systems do not support convolving
     images as they are loaded into texture memory.

     On RealityEngine, RealityEngine2, and VTX systems the width and height of
     a detail texture must both be 256. On High Impact and Maximum Impact
     systems, detail texture size must be 128x128 or 256x256.

     Detail texturing acts as if the mipmap stack were extended by a number of
     levels equal to the absolute value of the GL_DETAIL_TEXTURE_LEVEL_SGIS
     parameter.	 The number of normal mipmap levels plus the number of detail
     levels must not exceed the maximum number of levels that can be supported
     on the hardware.  For example, on InfiniteReality systems the maximum

									Page 9

fglTexImage2D(3G)	       OpenGL Reference		     fglTexImage2D(3G)

     number of levels is 15.  A detail texture at level -4 could be supported
     on a base texture of size 2K (that is, a base texture with 11 levels) but
     not on a base texture that is larger than 2K (one with 12 or more
     levels).  Failure to observe this constraint causes detail textures to
     swim or jitter.

     RealityEngine, RealityEngine2, and VTX systems do not support histogram
     or minmax operations on images as they are being loaded into texture
     memory.

     The SGIX_interlace extension is supported only on InfiniteReality
     systems, on RealityEngine, RealityEngine2, and VTX systems, on Octane2
     VPro systems, and on O2 systems.

     The EXT_packed_pixels extension is not supported on RealityEngine,
     RealityEngine2, and VTX systems.

     The SGIX_subsample and SGIX_resample extensions are supported only on
     Octane2 VPro systems.  Applying the GL_PIXEL_SUBSAMPLE_2424_SGIX
     subsample rate is accelerated for direct immmediate mode transfers when
     the format is GL_RGB or GL_RGBA, and the type is GL_UNSIGNED_BYTE or
     GL_UNSIGNED_SHORT.

     On RealityEngine, RealityEngine2, and VTX systems:

	  1.  The texture environment must be defined and texturing must be
	      enabled before loading a texture.

	  2.  Texture formats composed only of alpha are not supported.

	  3.  Borders are not supported; hence the border width must be 0.

	  4.  Proxy textures are not supported.

	  5.  fglTexImage2D with a NULL texture image may not be used inside a
	      display list.

	  6.  GL_INTERLACE_SGIX is not supported (see fglEnable).

     On High Impact and Maximum Impact systems the number of bits per
     component, represented internally, is the same for all components and
     will be 4, 8, or 12 bits per component. All specified internal formats
     will receive an equal or greater representation in this scheme, up to the
     12-bit limit.  High Impact and Maximum Impact on Indigo2 systems do not
     support texture internal formats of the type GL_INTENSITY or GL_ALPHA,
     although High Impact and Maximum Impact on Octane systems do support
     these types.

     High Impact and Maximum Impact on Indigo2 systems without the TRAM option
     card support 4 bits per component for GL_RGB and GL_RGBA, 4/8 bits per
     component for GL_LUMINANCE_ALPHA, and 4/8/12 bits per component for
     GL_LUMINANCE.

								       Page 10

fglTexImage2D(3G)	       OpenGL Reference		     fglTexImage2D(3G)

     Texture borders are not supported on InfiniteReality systems, so the
     border width should always be zero.  Applications should use the texture
     wrap mode GL_CLAMP_TO_EDGE_SGIS to obtain behavior similar to that of
     borders.

     The SGIS_texture_select extension is supported only on InfiniteReality
     systems, High Impact and Maximum Impact on Octane systems, and High
     Impact and Maximum Impact on Indigo2 systems with the TRAM option card.

     On InfiniteReality, RealityEngine, RealityEngine2, and VTX systems, High
     Impact and Maximum Impact systems, and Octane2 VPro systems, texture
     objects (see fglBindTextureEXT) are significantly faster than display-
     listed textures, and therefore are recommended for managing texture
     memory.

SEE ALSO
     fglColorTable, fglConvolutionFilter2D, fglCopyPixels, fglCopyTexImage1D,
     fglCopyTexImage2D, fglCopyTexSubImage1D, fglCopyTexSubImage2D,
     fglCopyTexSubImage3D, fglDrawPixels, fglMatrixMode, fglPixelStore,
     fglPixelTransfer, fglSeparableFilter2D, fglTexEnv, fglTexGen,
     fglTexImage1D, fglTexImage3D, fglTexSubImage1D, fglTexSubImage2D,
     fglTexSubImage3D, fglTexParameter, fglAsyncMarkerSGIX,
     fglDeleteAsyncMarkersSGIX, fglFinishAsyncSGIX, fglGenAsyncMarkersSGIX,
     fglIsAsyncMarkerSGIX, fglPollAsyncSGIX

								       Page 11

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