glTexEnv man page on OpenBSD

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GLTEXENV(3G)							  GLTEXENV(3G)

NAME
       glTexEnvf, glTexEnvi, glTexEnvfv, glTexEnviv - set texture environment
       parameters

C SPECIFICATION
       void glTexEnvf( GLenum target,
	    GLenum pname,
	    GLfloat param )
       void glTexEnvi( GLenum target,
	    GLenum pname,
	    GLint param )

       delim $$

PARAMETERS
       target Specifies a texture environment.	Must be GL_TEXTURE_ENV.

       pname  Specifies the symbolic name of a single-valued texture
	      environment parameter.  Must be GL_TEXTURE_ENV_MODE.

       param  Specifies a single symbolic constant, one of GL_MODULATE,
	      GL_DECAL, GL_BLEND, or GL_REPLACE.

C SPECIFICATION
       void glTexEnvfv( GLenum target,
	    GLenum pname,
	    const GLfloat *params )
       void glTexEnviv( GLenum target,
	    GLenum pname,
	    const GLint *params )

PARAMETERS
       target Specifies a texture environment.	Must be GL_TEXTURE_ENV.

       pname  Specifies the symbolic name of a texture environment parameter.
	      Accepted values are GL_TEXTURE_ENV_MODE and
	      GL_TEXTURE_ENV_COLOR.

       params Specifies a pointer to a parameter array that contains either a
	      single symbolic constant or an RGBA color.

DESCRIPTION
       A texture environment specifies how texture values are interpreted when
       a fragment is textured.	target must be GL_TEXTURE_ENV.	pname can be
       either GL_TEXTURE_ENV_MODE or GL_TEXTURE_ENV_COLOR.

       If pname is GL_TEXTURE_ENV_MODE, then params is (or points to) the
       symbolic name of a texture function.  Four texture functions may be
       specified: GL_MODULATE, GL_DECAL, GL_BLEND, and GL_REPLACE.

       A texture function acts on the fragment to be textured using the
       texture image value that applies to the fragment (see glTexParameter)
       and produces an RGBA color for that fragment.  The following table
       shows how the RGBA color is produced for each of the three texture
       functions that can be chosen.  $C$ is a triple of color values (RGB)
       and $A$ is the associated alpha value.  RGBA values extracted from a
       texture image are in the range [0,1].  The subscript $f$ refers to the
       incoming fragment, the subscript $t$ to the texture image, the
       subscript $c$ to the texture environment color, and subscript $v$
       indicates a value produced by the texture function.

       A texture image can have up to four components per texture element (see
       glTexImage1D, glTexImage2D, glTexImage3D, glCopyTexImage1D, and
       glCopyTexImage2D).  In a one-component image, $L sub t$ indicates that
       single component.  A two-component image uses $L sub t$ and $A sub t$.
       A three-component image has only a color value, $C sub t$.  A
       four-component image has both a color value $C sub t$ and an alpha
       value $A sub t$.

       --------------------------------------------------------------------------------------------------------------------------------------------------------
       Base internal	 Texture functions
				GL_MODULATE			      GL_DECAL				       GL_BLEND			      GL_REPLACE
       --------------------------------------------------------------------------------------------------------------------------------------------------------
	 GL_ALPHA	   $C sub v ~=~ C sub f$		     undefined				$C sub v ~=~  C sub f$		 $C sub v ~=~ C sub f$
		       $A sub v ~=~ A sub f A sub t$							$A sub v ~=~ A sub f$		 $A sub v ~=~ A sub t$
       --------------------------------------------------------------------------------------------------------------------------------------------------------
       GL_LUMINANCE    $C sub v ~=~ L sub t C sub f$		     undefined			$C sub v ~=~ ( 1 - L sub t ) C sub f$	 $C sub v ~=~ L sub t$
													 $+ L sub t C sub c$
	     1		   $A sub v ~=~ A sub f$							 $A sub v ~=~ A sub f$		 $A sub v ~=~ A sub f$
       --------------------------------------------------------------------------------------------------------------------------------------------------------
       GL_LUMINANCE    $C sub v ~=~ L sub t C sub f$		     undefined			$C sub v ~=~ ( 1 - L sub t ) C sub f $	 $C sub v ~=~ L sub t$
	 \f3_ALPHA											  $+ L sub t C sub c$
	     2	       $A sub v ~=~ A sub t A sub f$						    $A sub v ~=~ A sub t A sub f$	 $A sub v ~=~ A sub t$
       --------------------------------------------------------------------------------------------------------------------------------------------------------
       GL_INTENSITY    $C sub v ~=~ C sub f I sub t$		     undefined			$C sub v ~=~ ( 1 - I sub t ) C sub f$	 $C sub v ~=~ I sub t$
													 $+ I sub t C sub c$
	    c	       $A sub v ~=~ A sub f I sub t$						$A sub v ~=~ ( 1 - I sub t ) A sub f $	 $A sub v ~=~ I sub t$
													 $+ I sub t A sub c$
       --------------------------------------------------------------------------------------------------------------------------------------------------------
	  GL_RGB       $C sub v ~=~ C sub t C sub f$	       $C sub v ~=~ C sub t$		 $C sub v ~=~ (1 - C sub t) C sub f $	 $C sub v ~=~ C sub t$
													  $+ C sub t C sub c$
	     3		   $A sub v ~=~ A sub f$	       $A sub v ~=~ A sub f$			$A sub v ~=~ A sub f$		 $A sub v ~=~ A sub f$
       --------------------------------------------------------------------------------------------------------------------------------------------------------
	  GL_RGBA      $C sub v ~=~ C sub t C sub f$   $C sub v ~=~ ( 1 - A sub t ) C sub f $	 $C sub v ~=~ (1 - C sub t) C sub f $	 $C sub v ~=~ C sub t$
								$+ A sub t C sub t$			  $+ C sub t C sub c$
	     4	       $A sub v ~=~ A sub t A sub f$	       $A sub v ~=~ A sub f$		    $A sub v ~=~ A sub t A sub f$	 $A sub v ~=~ A sub t$
       --------------------------------------------------------------------------------------------------------------------------------------------------------
       If pname is GL_TEXTURE_ENV_COLOR, params is a pointer to an array that
       holds an RGBA color consisting of four values.  Integer color
       components are interpreted linearly such that the most positive 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.	$C sub c$
       takes these four values.

       GL_TEXTURE_ENV_MODE defaults to GL_MODULATE and GL_TEXTURE_ENV_COLOR
       defaults to (0, 0, 0, 0).

NOTES
       GL_REPLACE 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.

       When the GL_ARB_multitexture extension is supported, glTexEnv controls
       the texture environment for the current active texture unit, selected
       by glActiveTextureARB.  GL_INVALID_ENUM is generated when target or
       pname is not one of the accepted defined values, or when params should
       have a defined constant value (based on the value of pname) and does
       not.

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

ASSOCIATED GETS
       glGetTexEnv

SEE ALSO
       glActiveTextureARB(3G), glCopyPixels(3G), glCopyTexImage1D(3G),
       glCopyTexImage2D(3G), glCopyTexSubImage1D(3G), glCopyTexSubImage2D(3G),
       glCopyTexSubImage3D(3G), glTexImage1D(3G), glTexImage2D(3G),
       glTexImage3D(3G), glTexParameter(3G), glTexSubImage1D(3G),
       glTexSubImage2D(3G), glTexSubImage3D(3G)

								 March 1, 2011
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