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glTexImage2D(3)





NAME

       glTexImage2D - specify a two-dimensional texture image


C SPECIFICATION

       void glTexImage2D( GLenum target,
                          GLint level,
                          GLint internalFormat,
                          GLsizei width,
                          GLsizei height,
                          GLint border,
                          GLenum format,
                          GLenum type,
                          const GLvoid *pixels )

       delim $$


PARAMETERS

       target          Specifies the target texture.  Must be GL_TEXTURE_2D or
                       GL_PROXY_TEXTURE_2D.

       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_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.

       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
       two-dimensional  texturing,  call  glEnable and glDisable with argument
       GL_TEXTURE_2D.

       To define texture images, call glTexImage2D.   The  arguments  describe
       the  parameters  of  the texture image, such as height, width, 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_2D, 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_2D, 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 lower left corner of the texture
       image.  Subsequent elements progress left-to-right through the  remain-
       ing  texels in the lowest row of the texture image, and then in succes-
       sively 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  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
                 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_2D 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.

       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. Two-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 $2 sup n + 2 ( "height" )$,  for  some  integer
          $n$,  and  height must be $2 sup m + ( "border" )$, for some integer
          $m$,  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.

       glTexImage2D and GL_PROXY_TEXTURE_2D are available only if the GL  ver-
       sion 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 and height height.  You can then download subtextures to initial-
       ize  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, glTexImage2D spec-
       ifies the two-dimensional texture for the current texture unit,  speci-
       fied with glActiveTextureARB.


ERRORS

       GL_INVALID_ENUM   is  generated  if  target  is  not  GL_TEXTURE_2D  or
       GL_PROXY_TEXTURE_2D.

       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 or height  is  less  than  0  or
       greater  than  2  +  GL_MAX_TEXTURE_SIZE, or if either cannot be repre-
       sented 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 glTexImage2D 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_2D


SEE ALSO

       glColorTable(3G),      glConvolutionFilter2D(3G),     glCopyPixels(3G),
       glCopyTexImage1D(3G),  glCopyTexImage2D(3G),   glCopyTexSubImage1D(3G),
       glCopyTexSubImage2D(3G),   glCopyTexSubImage3D(3G),   glDrawPixels(3G),
       glMatrixMode(3G),        glPixelStore(3G),         glPixelTransfer(3G),
       glSeparableFilter2D(3G),  glTexEnv(3G), glTexGen(3G), glTexImage1D(3G),
       glTexImage3D(3G),       glTexSubImage1D(3G),       glTexSubImage2D(3G),
       glTexSubImage3D(3G), glTexParameter(3G)

                                                              GLTEXIMAGE2D(3G)

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