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GLTEXIMAGE1D(3gl)					     GLTEXIMAGE1D(3gl)

NAME
       glTexImage1D - specify a one-dimensional texture image

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

PARAMETERS
       target	       Specifies the target texture.  Must be GL_TEXTURE_1D or
		       GL_PROXY_TEXTURE_1D.

       level	       Specifies the level-of-detail number.  Level 0  is  the
		       base  image level.  Level n is the nth mipmap reduction
		       image.

       internalformat  Specifies the number of color components	 in  the  tex‐
		       ture.   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_LUMI‐
		       NANCE_ALPHA,	  GL_LUMINANCE4_ALPHA4,	      GL_LUMI‐
		       NANCE6_ALPHA2,	   GL_LUMINANCE8_ALPHA8,      GL_LUMI‐
		       NANCE12_ALPHA4,	   GL_LUMINANCE12_ALPHA12,    GL_LUMI‐
		       NANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4, GL_INTEN‐
		       SITY8,	 GL_INTENSITY12,    GL_INTENSITY16,    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,
		       GL_RGBA16,   GL_COMPRESSED_ALPHA,   GL_COMPRESSED_LUMI‐
		       NANCE,	   GL_COMPRESSED_LUMINANCE_ALPHA,      GL_COM‐
		       PRESSED_INTENSITY,      GL_COMPRESSED_RGB,      GL_COM‐
		       PRESSED_RGBA.

       width	       Specifies the width of  the  texture  image.   Must  be
		       2^n+2(border)  for  some integer n. All implementations
		       support texture images that  are	 at  least  64	texels
		       wide. The height of the 1D texture image is 1.

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

       format	       Specifies the format of the pixel data.	The  following
		       symbolic	 values	 are accepted: GL_COLOR_INDEX, GL_RED,
		       GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_RGBA,  GL_LUMI‐
		       NANCE, and GL_LUMINANCE_ALPHA.

       type	       Specifies the data type of the pixel data.  The follow‐
		       ing symbolic  values  are  accepted:  GL_UNSIGNED_BYTE,
		       GL_BYTE,	   GL_BITMAP,	GL_UNSIGNED_SHORT,   GL_SHORT,
		       GL_UNSIGNED_INT, GL_INT, and GL_FLOAT.

       pixels	       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
       one-dimensional texturing, call glEnable and  glDisable	with  argument
       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 res‐
       olution and format 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	imple‐
       mentation  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
       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 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 nine symbolic values:

       GL_COLOR_INDEX
		 Each  element	is a single value, a color index.  The GL con‐
		 verts 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 compo‐
		 nent  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	compo‐
		 nent	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 compo‐
		 nent  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	 Each  element is an RGB triple.  The GL converts it to float‐
		 ing 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	 Each element contains all four components.  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
		 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).

       If an application wants to store the texture at a certain resolution or
       in a certain format, it can request  the	 resolution  and  format  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 repre‐
       sentations.)

       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 format.	 To  query  this  state,  call
       glGetTexLevelParameter.	If the texture cannot be accommodated, texture
       state is set to 0. Proxy texture can also be used to query if the  for‐
       mat/internalformat/type combination will result in constant texture.

       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 glDrawPix‐
       els.

       GL_PROXY_TEXTURE_1D may only be used  if	 the  GL  version  is  1.1  or
       greater.

       Internal	 formats  other	 than 1, 2, 3, or 4 may only be used 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
       memory.	The image is undefined if the program tries to apply an unini‐
       tialized portion of the texture image to a primitive.

       If GL_UNPACK_CONSTANT_DATA_SUNX(see glPixelStore) is set to GL_TRUE and
       all  other  unpack  pixel  store	 values	 are  default, then the pixels
       pointer may be used internally without  the  library  making  a	second
       copy.  Note  that  whether an application specified constant texture is
       used as-is internally is implementation	dependent,  an	implementation
       may  still  make	 a  second  copy if necessary. It is the application's
       responsibility to make sure that the format/internal format combination
       is meaningful when constant data is used. For example, if the format is
       GL_ABGR_EXT and the internalformat is  GL_LUMINANCE,  then  the	pixels
       sent down as constant data should have the same value in the R, G and B
       channels and a 1 for alpha. Note that  GL_UNPACK_CONSTANT_DATA_SUNX  is
       ignored if pixel transfer is enabled.

       If GL_UNPACK_CONSTANT_DATA_SUNX is set to GL_TRUE and application wants
       to change part of the texture image that has been sent down, the appli‐
       cation  should  first  call glFinishTextureSUNX before a part or all of
       this texture image is changed.

       If a texture image is defined as constant during display list creation,
       then  the contents of the texture image should remain unchanged for the
       life of the display list. Changing this	constant  texture  image  will
       result in unpredictable results.

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  format  con‐
       stant.	Format constants other than GL_STENCIL_INDEX and GL_DEPTH_COM‐
       PONENT 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 log2max,
       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 format 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^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.

ASSOCIATED GETS
       glGetTexImage glIsEnabled with argument GL_TEXTURE_1D

SEE ALSO
       glCopyPixels, glCopyTexImage1D, glCopyTexImage2D,  glCopyTexSubImage1D,
       glCopyTexSubImage2D,   glDrawPixels,   glPixelStore,   glPixelTransfer,
       glTexEnv,  glTexGen,  glTexImage2D,  glTexSubImage1D,  glTexSubImage2D,
       glTexParameter, glFinishTextureSUNX, glGetTexLevelParameter.

				   15 Mar 97		     GLTEXIMAGE1D(3gl)
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