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glTexImage3D(3G)					      glTexImage3D(3G)

NAME
       glTexImage3D - specify a three-dimensional texture image

SYNOPSIS
       void glTexImage3D(
	       GLenum target,
	       GLint level,
	       GLenum internalformat,
	       GLsizei width,
	       GLsizei height,
	       GLsizei depth,
	       GLint border,
	       GLenum format,
	       GLenum type,
	       const GLvoid *pixels );

PARAMETERS
       Specifies  the  target  texture. Must be GL_TEXTURE_3D or GL_PROXY_TEX‐
       TURE_3D.	 Specifies the level-of-detail number. Level  0	 is  the  base
       image level. Level n is the n^th 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 depth  of  the  texture	image.
       Must be 2^k + 2 ( border ) for some integer k. All implementations sup‐
       port texture images that are at least 64 texels	deep.	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_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.	 Specifies 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
       three-dimensional texturing, call glEnable() and glDisable() with argu‐
       ment 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 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_3D, 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_3D 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.

       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().

       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 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,	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]:
       GL_COLOR_TABLE,	 if  enabled.  See  glColorTable().   GL_POST_CONVOLU‐
       TION_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 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
       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, height, or depth 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 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  for‐
       mat is neither GL_RGBA nor GL_BGRA.

ASSOCIATED GETS
       glGetTexImage()
       glIsEnabled() with argument GL_TEXTURE_3D

SEE ALSO
       glActiveTextureARB(3), glCopyPixels(3), glCopyTexImage1D(3), glCopyTex‐
       Image2D(3), glCopyTexSubImage1D(3), glCopyTexSubImage2D(3),  glCopyTex‐
       SubImage3D(3),  glDrawPixels(3),	 glPixelStore(3),  glPixelTransfer(3),
       glTexEnv(3), glTexGen(3), glTexImage1D(3), glTexImage2D(3), glTexSubIm‐
       age2D(3), glTexSubImage1D(3), glTexSubImage3D(3), glTexParameter

							      glTexImage3D(3G)
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