glTexParameterfv man page on OpenBSD

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GLTEXPARAMETER(3G)					    GLTEXPARAMETER(3G)

NAME
       glTexParameterf, glTexParameteri, glTexParameterfv, glTexParameteriv -
       set texture parameters

C SPECIFICATION
       void glTexParameterf( GLenum target,
	    GLenum pname,
	    GLfloat param )
       void glTexParameteri( GLenum target,
	    GLenum pname,
	    GLint param )

       delim $$

PARAMETERS
       target Specifies the target texture, which must be either
	      GL_TEXTURE_1D, GL_TEXTURE_2D, or GL_TEXTURE_3D.

       pname  Specifies the symbolic name of a single-valued texture
	      parameter.  pname can be one of the following:
	      GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
	      GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL,
	      GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
	      GL_TEXTURE_WRAP_R, or GL_TEXTURE_PRIORITY.

       param  Specifies the value of pname.

C SPECIFICATION
       void glTexParameterfv( GLenum target,
	    GLenum pname,
	    const GLfloat *params )
       void glTexParameteriv( GLenum target,
	    GLenum pname,
	    const GLint *params )

PARAMETERS
       target Specifies the target texture, which must be either
	      GL_TEXTURE_1D, GL_TEXTURE_2D or GL_TEXTURE_3D.

       pname  Specifies the symbolic name of a texture parameter.  pname can
	      be one of the following: GL_TEXTURE_MIN_FILTER,
	      GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD,
	      GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S,
	      GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR,
	      or GL_TEXTURE_PRIORITY.

       params Specifies a pointer to an array where the value or values of
	      pname are stored.

DESCRIPTION
       Texture mapping is a technique that applies an image onto an object's
       surface as if the image were a decal or cellophane shrink-wrap.	The
       image is created in texture space, with an ($s$, $t$) coordinate
       system.	A texture is a one- or two-dimensional image and a set of
       parameters that determine how samples are derived from the image.

       glTexParameter assigns the value or values in params to the texture
       parameter specified as pname.  target defines the target texture,
       either GL_TEXTURE_1D, GL_TEXTURE_2D, or GL_TEXTURE_3D.  The following
       symbols are accepted in pname:

       GL_TEXTURE_MIN_FILTER
		 The texture minifying function is used whenever the pixel
		 being textured maps to an area greater than one texture
		 element.  There are six defined minifying functions.  Two of
		 them use the nearest one or nearest four texture elements to
		 compute the texture value.  The other four use mipmaps.

		 A mipmap is an ordered set of arrays representing the same
		 image at progressively lower resolutions.  If the texture has
		 dimensions $2 sup n ~times~ 2 sup m$, there are $ bold max (
		 n, m ) + 1 $ mipmaps.	The first mipmap is the original
		 texture, with dimensions $2 sup n ~times~ 2 sup m$.  Each
		 subsequent mipmap has dimensions $2 sup { k - 1 } ~times~ 2
		 sup { l - 1 }$, where $2 sup k ~times~ 2 sup l$ are the
		 dimensions of the previous mipmap, until either $k ~=~ 0$ or
		 $l~=~0$.  At that point, subsequent mipmaps have dimension $
		 1 ~times~ 2 sup { l - 1 } $ or $ 2 sup { k - 1} ~times~ 1 $
		 until the final mipmap, which has dimension $1 ~times~ 1$.
		 To define the mipmaps, call glTexImage1D, glTexImage2D,
		 glTexImage3D, glCopyTexImage1D, or glCopyTexImage2D with the
		 level argument indicating the order of the mipmaps.  Level 0
		 is the original texture; level $ bold max ( n, m ) $ is the
		 final $1 ~times~ 1$ mipmap.

		 params supplies a function for minifying the texture as one
		 of the following:
		 GL_NEAREST
			   Returns the value of the texture element that is
			   nearest (in Manhattan distance) to the center of
			   the pixel being textured.

		 GL_LINEAR Returns the weighted average of the four texture
			   elements that are closest to the center of the
			   pixel being textured.  These can include border
			   texture elements, depending on the values of
			   GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T, and on the
			   exact mapping.

		 GL_NEAREST_MIPMAP_NEAREST
			   Chooses the mipmap that most closely matches the
			   size of the pixel being textured and uses the
			   GL_NEAREST criterion (the texture element nearest
			   to the center of the pixel) to produce a texture
			   value.

		 GL_LINEAR_MIPMAP_NEAREST
			   Chooses the mipmap that most closely matches the
			   size of the pixel being textured and uses the
			   GL_LINEAR criterion (a weighted average of the four
			   texture elements that are closest to the center of
			   the pixel) to produce a texture value.

		 GL_NEAREST_MIPMAP_LINEAR
			   Chooses the two mipmaps that most closely match the
			   size of the pixel being textured and uses the
			   GL_NEAREST criterion (the texture element nearest
			   to the center of the pixel) to produce a texture
			   value from each mipmap.  The final texture value is
			   a weighted average of those two values.

		 GL_LINEAR_MIPMAP_LINEAR
			   Chooses the two mipmaps that most closely match the
			   size of the pixel being textured and uses the
			   GL_LINEAR criterion (a weighted average of the four
			   texture elements that are closest to the center of
			   the pixel) to produce a texture value from each
			   mipmap.  The final texture value is a weighted
			   average of those two values.

	      As more texture elements are sampled in the minification
	      process, fewer aliasing artifacts will be apparent.  While the
	      GL_NEAREST and GL_LINEAR minification functions can be faster
	      than the other four, they sample only one or four texture
	      elements to determine the texture value of the pixel being
	      rendered and can produce moire patterns or ragged transitions.
	      The initial value of GL_TEXTURE_MIN_FILTER is
	      GL_NEAREST_MIPMAP_LINEAR.

       GL_TEXTURE_MAG_FILTER
		 The texture magnification function is used when the pixel
		 being textured maps to an area less than or equal to one
		 texture element.  It sets the texture magnification function
		 to either GL_NEAREST or GL_LINEAR (see below). GL_NEAREST is
		 generally faster than GL_LINEAR, but it can produce textured
		 images with sharper edges because the transition between
		 texture elements is not as smooth.  The initial value of
		 GL_TEXTURE_MAG_FILTER is GL_LINEAR.
		 GL_NEAREST
			   Returns the value of the texture element that is
			   nearest (in Manhattan distance) to the center of
			   the pixel being textured.

		 GL_LINEAR Returns the weighted average of the four texture
			   elements that are closest to the center of the
			   pixel being textured.  These can include border
			   texture elements, depending on the values of
			   GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T, and on the
			   exact mapping.

       GL_TEXTURE_MIN_LOD
		 Sets the minimum level-of-detail parameter.  This
		 floating-point value limits the selection of highest
		 resolution mipmap (lowest mipmap level). The initial value is
		 -1000.

       GL_TEXTURE_MAX_LOD
		 Sets the maximum level-of-detail parameter.  This
		 floating-point value limits the selection of the lowest
		 resolution mipmap (highest mipmap level). The initial value
		 is 1000.

       GL_TEXTURE_BASE_LEVEL
		 Specifies the index of the lowest defined mipmap level. This
		 is an integer value. The initial value is 0.

       GL_TEXTURE_MAX_LEVEL
		 Sets the index of the highest defined mipmap level. This is
		 an integer value. The initial value is 1000.

       GL_TEXTURE_WRAP_S
		 Sets the wrap parameter for texture coordinate $s$ to either
		 GL_CLAMP, GL_CLAMP_TO_EDGE, or GL_REPEAT.  GL_CLAMP causes
		 $s$ coordinates to be clamped to the range [0,1] and is
		 useful for preventing wrapping artifacts when mapping a
		 single image onto an object.  GL_CLAMP_TO_EDGE causes $s$
		 coordinates to be clamped to the range $left [ {1 over 2N}, 1
		 - {1 over 2N} right ]$, where $N$ is the size of the texture
		 in the direction of clamping.	GL_REPEAT causes the integer
		 part of the $s$ coordinate to be ignored; the GL uses only
		 the fractional part, thereby creating a repeating pattern.
		 Border texture elements are accessed only if wrapping is set
		 to GL_CLAMP.  Initially, GL_TEXTURE_WRAP_S is set to
		 GL_REPEAT.

       GL_TEXTURE_WRAP_T
		 Sets the wrap parameter for texture coordinate $t$ to either
		 GL_CLAMP, GL_CLAMP_TO_EDGE, or GL_REPEAT.  See the discussion
		 under GL_TEXTURE_WRAP_S.  Initially, GL_TEXTURE_WRAP_T is set
		 to GL_REPEAT.

       GL_TEXTURE_WRAP_R
		 Sets the wrap parameter for texture coordinate $r$ to either
		 GL_CLAMP, GL_CLAMP_TO_EDGE, or GL_REPEAT.  See the discussion
		 under GL_TEXTURE_WRAP_S.  Initially, GL_TEXTURE_WRAP_R is set
		 to GL_REPEAT.

       GL_TEXTURE_BORDER_COLOR
		 Sets a border color.  params contains four values that
		 comprise the RGBA color of the texture border.	 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.  Initially, the border color is (0, 0, 0,
		 0).

       GL_TEXTURE_PRIORITY
		 Specifies the texture residence priority of the currently
		 bound texture.	 Permissible values are in the range [0, 1].
		 See glPrioritizeTextures and glBindTexture for more
		 information.

NOTES
       GL_TEXTURE_3D, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD,
       GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL are only available if
       the GL version is 1.2 or greater.

       Suppose that a program has enabled texturing (by calling glEnable with
       argument GL_TEXTURE_1D, GL_TEXTURE_2D, or GL_TEXTURE_3D) and has set
       GL_TEXTURE_MIN_FILTER to one of the functions that requires a mipmap.
       If either the dimensions of the texture images currently defined (with
       previous calls to glTexImage1D, glTexImage2D, glTexImage3D,
       glCopyTexImage1D, or glCopyTexImage2D) do not follow the proper
       sequence for mipmaps (described above), or there are fewer texture
       images defined than are needed, or the set of texture images have
       differing numbers of texture components, then it is as if texture
       mapping were disabled.

       Linear filtering accesses the four nearest texture elements only in 2D
       textures.  In 1D textures, linear filtering accesses the two nearest
       texture elements.

       When the GL_ARB_multitexture extension is supported, glTexParameter
       specifies the texture parameters for the active texture unit, specified
       by calling glActiveTextureARB.

ERRORS
       GL_INVALID_ENUM is generated if target or pname is not one of the
       accepted defined values.

       GL_INVALID_ENUM is generated if params should have a defined constant
       value (based on the value of pname) and does not.

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

ASSOCIATED GETS
       glGetTexParameter
       glGetTexLevelParameter

SEE ALSO
       glActiveTextureARB(3G), glBindTexture(3G), glCopyPixels(3G),
       glCopyTexImage1D(3G), glCopyTexImage2D(3G), glCopyTexSubImage1D(3G),
       glCopyTexSubImage2D(3G), glCopyTexSubImage3D(3G), glDrawPixels(3G),
       glPixelStore(3G), glPixelTransfer(3G), glPrioritizeTextures(3G),
       glTexEnv(3G), glTexGen(3G), glTexImage1D(3G), glTexImage2D(3G),
       glTexImage3D(3G), glTexSubImage1D(3G), glTexSubImage2D(3G),
       glTexSubImage3D(3G)

								 March 1, 2011
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