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glTexImage1D(3G)					      glTexImage1D(3G)

NAME
       glTexImage1D - specify a one-dimensional texture image

SYNOPSIS
       void glTexImage1D(
	       GLenum target,
	       GLint level,
	       GLint internalformat,
	       GLsizei width,
	       GLint border,
	       GLenum format,
	       GLenum type,
	       const GLvoid *pixels );

PARAMETERS
       Specifies  the  target  texture. Must be GL_TEXTURE_1D or GL_PROXY_TEX‐
       TURE_1D.	 Specifies the level-of-detail number. Level  0	 is  the  base
       image  level. Level n is the nth mipmap reduction image.	 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_INTEN‐
       SITY16,	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.  Specifies the width of the tex‐
       ture image. Must be 2^n + 2 ( border ) for some integer n.  All	imple‐
       mentations support texture images that are at least 64 texels wide. The
       height of the 1D texture image is 1.  Specifies the width of  the  bor‐
       der.  Must be either 0 or 1.  Specifies the of the pixel data. The fol‐
       lowing symbolic values are accepted: 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.  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.	Speci‐
       fies 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 argu‐
       ment 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
       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 pixels, but all
       of the texture image state is recalculated,  checked  for  consistency,
       and checked against the implementation's capabilities. If the implemen‐
       tation 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  ele‐
       ments.  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 eleven symbolic values: 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 resulting  index  is  con‐
       verted  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].  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 glPixelTransfer()).  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
       glPixelTransfer()).   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()).
       Each element is a single alpha component. The GL converts it to	float‐
       ing 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()).   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	multi‐
       plied  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()).
       Each  element contains all four components. 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()).
       Each element is a single luminance value. The GL converts it to	float‐
       ing  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()).  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
       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 representations.)

       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 . To query  this  state,  call	glGet‐
       TexLevelParameter().  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  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.

       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]:
       GL_COLOR_TABLE,	if  enabled.  See  glColorTable().   glConvolutionFil‐
       ter1D().

	      If  a  convolution filter changes the __width of the texture (by
	      processing with a GL_CONVOLUTION_BORDER_MODE of  GL_REDUCE,  for
	      example), the width must 2^n + 2 ( border ), for some integer n,
	      after filtering.	and added  to  GL_POST_CONVOLUTION_c_BIAS,  if
	      enabled.	 See glPixelTransfer().	 GL_POST_CONVOLUTION_COLOR_TA‐
	      BLE,  if	 enabled.    See   glColorTable().    and   added   to
	      GL_POST_COLOR_MATRIX_c_BIAS, if enabled.	See glPixelTransfer().
	      GL_POST_COLOR_MATRIX_COLOR_TABLE,	 if   enabled.	  See	glCol‐
	      orTable().

       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 glPixelTrans‐
       fer() 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 mem‐
       ory. The image is undefined if the program tries to apply an uninitial‐
       ized 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.

       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  log  sub
       2max, 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  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().

       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  for‐
       mat is neither GL_RGBA nor GL_BGRA.

ASSOCIATED GETS
       glGetTexImage()
       glIsEnabled() with argument GL_TEXTURE_1D

SEE ALSO
       glActiveTextureARB(3),	 glColorTable(3),    glConvolutionFilter1D(3),
       glCopyPixels(3), glCopyTexImage1D(3),  glCopyTexImage2D(3),  glCopyTex‐
       SubImage1D(3),  glCopyTexSubImage2D(3),	glCopyTexSubImage3D(3),	 glMa‐
       trixMode(3),  glDrawPixels(3),	glPixelStore(3),   glPixelTransfer(3),
       glTexEnv(3),  glTexGen(3),  glTexImage2D(3),  glTexImage3D(3), , glTex‐
       SubImage1D(3),  glTexSubImage2D(3),  glTexSubImage3D(3),	  glTexParame‐
       ter(3)

							      glTexImage1D(3G)
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