glTexImage3D man page on OpenBSD

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GLTEXIMAGE3D(3G)					      GLTEXIMAGE3D(3G)

NAME
       glTexImage3D - specify a three-dimensional texture image

C SPECIFICATION
       void glTexImage3D( GLenum target,
	    GLint level,
	    GLint internalFormat,
	    GLsizei width,
	    GLsizei height,
	    GLsizei depth,
	    GLint border,
	    GLenum format,
	    GLenum type,
	    const GLvoid *pixels )

       delim $$

PARAMETERS
       target Specifies the target texture.  Must be GL_TEXTURE_3D or
	      GL_PROXY_TEXTURE_3D.

       level  Specifies the level-of-detail number.  Level 0 is the base image
	      level.  Level $n$ is the $n sup th$ 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, or GL_RGBA16.

       width  Specifies the width of the texture image.	 Must be $2 sup n ~+~
	      2 ( "border" )$ 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 $2 sup m ~+~
	      2 ( "border" )$ for some integer $m$. All implementations
	      support texture images that are at least 64 texels high.

       depth  Specifies the depth of the texture image.	 Must be $2 sup k ~+~
	      2 ( "border" )$ for some integer $k$. All implementations
	      support texture images that are at least 64 texels deep.

       border Specifies the width of the border.  Must be either 0 or 1.

       format 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_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 three-dimensional texturing, call glEnable and glDisable with
       argument GL_TEXTURE_3D.

       To define texture images, call glTexImage3D.  The arguments describe
       the parameters of the texture image, such as height, width, depth,
       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_3D, 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 glGetError). To query for an entire mipmap array, use an image
       array level greater than or equal to 1.

       If target is GL_TEXTURE_3D, 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).  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:

       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
		 glPixelTransfer).  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 glPixelTransfer).

       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 glPixelTransfer).

       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 glPixelTransfer).

       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 glPixelTransfer).

       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
		 glPixelTransfer).

       GL_RGBA

       GL_BGRA	 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).

       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 glPixelTransfer).

       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
		 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_3D target to try out a resolution and 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, 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.

NOTES
       Texturing has no effect in color index mode.

       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 glPixelTransfer
       modes affect texture images in exactly the way they affect
       glDrawPixels.

       glTexImage3D is available only if the GL version is 1.2 or greater.

       Internal formats other than 1, 2, 3, or 4 may be used only if the GL
       version is 1.1 or greater.

       pixels may be a null pointer.  In this case texture memory is allocated
       to accommodate a texture of width width, height height, and depth
       depth.  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.

       When the GL_ARB_multitexture extension is supported, glTexImage3D
       specifies the three-dimensional texture for the current texture unit,
       specified with glActiveTextureARB.

       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 glColorTable.

       2. Color component replacement by the color table specified for
	  GL_POST_CONVOLUTION_COLOR_TABLE, if enabled.	See glColorTable.

       3. Transformation by the color matrix.  See glMatrixMode.

       4. RGBA components may be multiplied by GL_POST_COLOR_MATRIX_c_SCALE,
	  and added to GL_POST_COLOR_MATRIX_c_BIAS, if enabled.	 See
	  glPixelTransfer.

       5. Color component replacement by the color table specified for
	  GL_POST_COLOR_MATRIX_COLOR_TABLE, if enabled.	 See glColorTable.

ERRORS
       GL_INVALID_ENUM is generated if target is not GL_TEXTURE_3D or
       GL_PROXY_TEXTURE_3D.

       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 $log sub
       2$max, 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, height, or depth is less than 0
       or greater than 2 + GL_MAX_TEXTURE_SIZE, or if either cannot be
       represented as $2 sup k ~+~ 2( "border" )$ for some integer value of k.

       GL_INVALID_VALUE is generated if border is not 0 or 1.

       GL_INVALID_OPERATION is generated if glTexImage3D 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
       format is neither GL_RGBA nor GL_BGRA.

ASSOCIATED GETS
       glGetTexImage
       glIsEnabled with argument GL_TEXTURE_3D

SEE ALSO
       glActiveTextureARB(3G), glCopyPixels(3G), glCopyTexImage1D(3G),
       glCopyTexImage2D(3G), glCopyTexSubImage1D(3G), glCopyTexSubImage2D(3G),
       glCopyTexSubImage3D(3G), glDrawPixels(3G), glPixelStore(3G),
       glPixelTransfer(3G), glTexEnv(3G), glTexGen(3G), glTexImage1D(3G),
       glTexImage2D(3G), glTexSubImage1D(3G), glTexSubImage2D(3G),
       glTexSubImage3D(3G), glTexParameter(3G)

								 March 1, 2011
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