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glTexImage1D(3)





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 )

       delim $$


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_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_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,   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. 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  of the pixel data.  The  following  sym-
                       bolic  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 follow-
                       ing 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 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   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 eleven 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

       GL_BGR    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

       GL_BGRA   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 , 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 preceding representations.)

       Use the GL_PROXY_TEXTURE_1D target to try out a resolution  and  update
       and recompute its best match for the requested storage resolution and .
       To query this state, call glGetTexLevelParameter.  If the texture  can-
       not be accommodated, texture state is set to 0.

       A  one-component  texture image uses only the red component of the RGBA
       color 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]:

       1. Color component replacement by the color table specified for
          GL_COLOR_TABLE, if enabled. See glColorTable.

       2. One-dimensional convolution filtering, if enabled. See
          glConvolutionFilter1D.

          If a convolution filter changes the __width of the texture (by  pro-
          cessing  with  a  GL_CONVOLUTION_BORDER_MODE of GL_REDUCE, for exam-
          ple), the width must $2 sup n + 2 ( "border" )$,  for  some  integer
          $n$, after filtering.

       3. RGBA components may be multiplied by GL_POST_CONVOLUTION_c_SCALE,
          and   added   to   GL_POST_CONVOLUTION_c_BIAS,   if   enabled.   See
          glPixelTransfer.

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

       5. Transformation by the color matrix.  See glMatrixMode.

       6. 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.

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

       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.

       GL_PROXY_TEXTURE_1D  may  be  used  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.   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.

       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, glTexImage1D spec-
       ifies  the one-dimensional texture for the current texture unit, speci-
       fied with glActiveTextureARB.


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
        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 is less than 0 or greater than 2
       + GL_MAX_TEXTURE_SIZE, or if it cannot be represented as $2 sup  n  ~+~
       2("border")$ 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.

       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_1D


SEE ALSO

       glActiveTextureARB(3G),  glColorTable(3G),   glConvolutionFilter1D(3G),
       glCopyPixels(3G),      glCopyTexImage1D(3G),      glCopyTexImage2D(3G),
       glCopyTexSubImage1D(3G),                       glCopyTexSubImage2D(3G),
       glCopyTexSubImage3D(3G),       glDrawPixels(3G),      glMatrixMode(3G),
       glPixelStore(3G),  glPixelTransfer(3G),   glTexEnv(3G),   glTexGen(3G),
       glTexImage2D(3G),         glTexImage3D(3G),        glTexSubImage1D(3G),
       glTexSubImage2D(3G), glTexSubImage3D(3G), glTexParameter(3G)

                                                              GLTEXIMAGE1D(3G)

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