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glTexImage2D(3G)					      glTexImage2D(3G)

NAME
       glTexImage2D - specify a two-dimensional texture image

SYNOPSIS
       void glTexImage2D(
	       GLenum target,
	       GLint level,
	       GLint internalformat,
	       GLsizei width,
	       GLsizei height,
	       GLint border,
	       GLenum format,
	       GLenum type,
	       const GLvoid *pixels );

PARAMETERS
       Specifies  the  target  texture. Must be GL_TEXTURE_2D or GL_PROXY_TEX‐
       TURE_2D.	 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_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, 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.
       Specifies the height of the texture image. Must be 2^m + 2 (  border  )
       for some integer m. All implementations support texture images that are
       at least 64 texels high.	 Specifies the width of the  border.  Must  be
       either 0 or 1.  Specifies the 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_LUMINANCE, and GL_LUMI‐
       NANCE_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
       two-dimensional	texturing,  call glEnable() and glDisable() with argu‐
       ment GL_TEXTURE_2D.

       To define texture images, call glTexImage2D(). The  arguments  describe
       the  parameters	of  the texture image, such as height, width, width of
       the border, level-of-detail number (see glTexParameter()),  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 glDrawPixels().

       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 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_2D, 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 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.

       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 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 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()).

       Refer  to  the  glDrawPixels()  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 , 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 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 .  To  then  query  this  state,  call
       glGetTexLevelParameter().  If  the texture cannot be accommodated, tex‐
       ture 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.

       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 ( height ), for some integer n,
	      and height must be 2^m + ( border ), for some integer m,	 after
	      filtering.  and added to GL_POST_CONVOLUTION_c_BIAS, if enabled.
	      See  glPixelTransfer().	 GL_POST_CONVOLUTION_COLOR_TABLE,   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().

       glTexImage2D() 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  initial‐
       ize  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.

       When  the  GL_ARB_multitexture  extension  is supported, glTexImage2D()
       specifies the two-dimensional texture for  the  current	texture	 unit,
       specified with glActiveTextureARB().

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   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  or height is less than 0 or
       greater than 2 + GL_MAX_TEXTURE_SIZE, or if  either  cannot  be	repre‐
       sented as 2^k + 2(border) for some integer value of k.

       GL_INVALID_VALUE is generated if border is not 0 or 1.

       GL_INVALID_OPERATION is generated if glTexImage2D() 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_2D

SEE ALSO
       glColorTable(3), glConvolutionFilter2D(3), glCopyPixels(3),  glCopyTex‐
       Image1D(3),   glCopyTexImage2D(3),  glCopyTexSubImage1D(3),  glCopyTex‐
       SubImage2D(3),  glCopyTexSubImage3D(3),	,  glDrawPixels(3),  glMatrix‐
       Mode(3),	 glPixelStore(3),  glPixelTransfer(3), glSeparableFilter2D(3),
       glTexEnv(3), glTexGen(3), glTexImage1D(3), glTexSubImage1D(3), glTexIm‐
       age3D(3), glTexSubImage2D(3), glTexSubImage3D(3), glTexParameter(3)

							      glTexImage2D(3G)
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