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glTexParameterf(3)





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 parame-
               ter.  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  sys-
       tem.  A texture is a one- or two-dimensional image and a set of parame-
       ters 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  ele-
                 ment.   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  tex-
                 ture, with dimensions $2 sup n ~times~ 2 sup m$.  Each subse-
                 quent 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 tex-
                 ture  elements  to  determine  the texture value of the pixel
                 being rendered and can produce moire patterns or ragged tran-
                 sitions.   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 tex-
                 ture 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 tex-
                 ture 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  use-
                 ful  for  preventing wrapping artifacts when mapping a single
                 image onto an object.  GL_CLAMP_TO_EDGE  causes  $s$  coordi-
                 nates  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.  Bor-
                 der 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  com-
                 prise  the  RGBA  color of the texture border.  Integer color
                 components are interpreted linearly such that the most  posi-
                 tive  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  informa-
                 tion.


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  dif-
       fering  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)

                                                            GLTEXPARAMETER(3G)

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