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fglTexImage3D(3G)	       OpenGL Reference		     fglTexImage3D(3G)

NAME
     fglTexImage3D - specify a three-dimensional texture image

FORTRAN SPECIFICATION
     SUBROUTINE fglTexImage3D( INTEGER*4 target,
			       INTEGER*4 level,
			       INTEGER*4 internalformat,
			       INTEGER*4 width,
			       INTEGER*4 height,
			       INTEGER*4 depth,
			       INTEGER*4 border,
			       INTEGER*4 format,
			       INTEGER*4 type,
			       CHARACTER*8 pixels )

PARAMETERS
     target	     Specifies the target texture.  Must be GL_TEXTURE_3D or
		     GL_PROXY_TEXTURE_3D.

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

     internalformat  Specifies the number of color components in the texture.
		     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
		      n
		     2	+ 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
		      m
		     2	+ 2(border) for some integer m. All implementations
		     support texture images that are at least 64 texels high.

     depth	     Specifies the depth of the texture image.	Must be
		      k
		     2	+ 2(border) for some integer k. All implementations
		     support texture images that are at least 64 texels deep.

									Page 1

fglTexImage3D(3G)	       OpenGL Reference		     fglTexImage3D(3G)

     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_BGR, GL_RGBA,
		     GL_BGRA, GL_ABGR_EXT, GL_LUMINANCE, and
		     GL_LUMINANCE_ALPHA.

     type	     Specifies the data type of the pixel data.	 The following
		     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 graphical
     primitive for which texturing is enabled.	To enable and disable three-
     dimensional texturing, call fglEnable and fglDisable with argument
     GL_TEXTURE_3D.

     To define texture images, call fglTexImage3D. The arguments describe the
     parameters of the texture image, such as height, width, depth, width of
     the border, level-of-detail number (see fglTexParameter), 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 fglDrawPixels.

     If target is GL_PROXY_TEXTURE_3D, 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 implementation
     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 fglGetError). To
     query for an entire mipmap array, use an image array level greater than
     or equal to 1.

     If target is GL_TEXTURE_3D, data is read from pixels as a sequence of
     signed or unsigned bytes, shorts, or longs, or single-precision
     floating-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 fglPixelStore).

									Page 2

fglTexImage3D(3G)	       OpenGL Reference		     fglTexImage3D(3G)

     The first element corresponds to the lower left corner of the texture
     image.  Subsequent elements progress left-to-right through the remaining
     texels in the lowest row of the texture image, and then in successively
     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 converts
	       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 fglPixelTransfer). 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 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 fglPixelTransfer).

     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 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 fglPixelTransfer).

     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 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 fglPixelTransfer).

     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
	       fglPixelTransfer).

     GL_RGB

     GL_BGR    Each element is an RGB triple.  The GL converts it to floating
	       point and assembles it into an RGBA element by attaching 1 for
	       alpha.  Each component is then multiplied by the signed scale

									Page 3

fglTexImage3D(3G)	       OpenGL Reference		     fglTexImage3D(3G)

	       factor GL_c_SCALE, added to the signed bias GL_c_BIAS, and
	       clamped to the range [0,1] (see fglPixelTransfer).

     GL_RGBA

     GL_BGRA

     GL_ABGR_EXT
	       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
	       fglPixelTransfer).

     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
	       fglPixelTransfer).

     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 fglPixelTransfer).

     Refer to the fglDrawPixels 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 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 above
     representations.)

     Use the GL_PROXY_TEXTURE_3D 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 then query this state, call
     fglGetTexLevelParameter.  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.

									Page 4

fglTexImage3D(3G)	       OpenGL Reference		     fglTexImage3D(3G)

     Normally fglTexImage3D is synchronous: OpenGL executes a fglTexImage3D
     command in the order it is issued in the OpenGL command stream.  Calling
     fglEnable with parameter GL_ASYNC_TEX_IMAGE_SGIX causes subsequent
     fglTexImage3D commands to be asynchronous as defined by the SGIX_async
     extension.	 An asynchronous fglTexImage3D command samples the OpenGL
     state vector at the point in the OpenGL command stream where the command
     is issued, but the results of the command (e.g. availability of texels
     for use in rasterization) do not happen until some unspecified time in
     the future.  In particular, the order of the asynchronous command
     relative to other OpenGL commands issued later in the command stream is
     undefined.	 An implementation may choose to execute asynchronous commands
     in parallel with the normal command stream or at some convenient time in
     the future.

     Calling fglDisable with parameter GL_ASYNC_TEX_IMAGE_SGIX restores the
     default synchronous behavior for subsequent fglTexImage3D commands.  It
     does not affect any pending asynchronous fglTexImage commands, or wait
     for their completion.

     When an asynchronous fglTexImage3D command is issued, it is associated
     with the current value of GL_ASYNC_MARKER_SGIX as defined by the
     SGIX_async extension.  A program can determine if an asynchronous
     fglTexImage3D command has completed by using the fglFinishAsyncSGIX or
     fglPollAsyncSGIX commands.

     There is a maximum number of asynchronous fglTexImage commands that can
     be outstanding at any one time, defined by the implementation.  This
     value can be queried with fglGetIntegerv with argument
     GL_MAX_ASYNC_TEX_IMAGE_SGIX.

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 fglDrawPixels command, except that GL_STENCIL_INDEX and
     GL_DEPTH_COMPONENT cannot be used.	 fglPixelStore and fglPixelTransfer
     modes affect texture images in exactly the way they affect fglDrawPixels.

     GL_ABGR_EXT is part of the EXT_abgr extension, not part of the core GL
     command set.  If GL_EXT_abgr is included in the string returned by
     fglGetString, when called with argument GL_EXTENSIONS, extension EXT_abgr
     is supported by the GL.

     fglTexImage3D is available only if the GL version is 1.2 or greater.

     Internal formats other than 1, 2, 3, or 4 may be used only if the GL
     version is 1.1 or greater.

     pixels may be a null pointer. In this case texture memory is allocated to
     accommodate a texture of width width, height height, and depth depth.
     You can then download subtextures to initialize this texture memory. The
     image is undefined if the user tries to apply an uninitialized portion of

									Page 5

fglTexImage3D(3G)	       OpenGL Reference		     fglTexImage3D(3G)

     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.

     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 fglColorTable.

     2. Color component replacement by the color table specified for
	GL_POST_CONVOLUTION_COLOR_TABLE, if enabled.  See fglColorTable.

     3. Transformation by the color matrix.  See fglMatrixMode.

     4. RGBA components may be multiplied by GL_POST_COLOR_MATRIX_c_SCALE,
	and added to GL_POST_COLOR_MATRIX_c_BIAS, if enabled.  See
	fglPixelTransfer.

     5. Color component replacement by the color table specified for
	GL_POST_COLOR_MATRIX_COLOR_TABLE, if enabled.  See fglColorTable.

ERRORS
     GL_INVALID_ENUM is generated if target is not GL_TEXTURE_3D or
     GL_PROXY_TEXTURE_3D.

     GL_INVALID_ENUM is generated if format is not an accepted format
     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 max, where
								   2
     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.

									Page 6

fglTexImage3D(3G)	       OpenGL Reference		     fglTexImage3D(3G)

     GL_INVALID_VALUE is generated if width, height, or depth is less than 0
     or greater than 2 + GL_MAX_TEXTURE_SIZE, or if either cannot be
		     k
     represented as 2  + 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 fglTexImage3D is executed between
     the execution of fglBegin and the corresponding execution of fglEnd.

     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 format
     is not GL_RGBA, GL_BGRA or GL_ABGR_EXT.

     GL_INVALID_OPERATION is generated if GL_ASYNC_TEX_IMAGE_SGIX is enabled
     and the number of asynchronous fglTexImage commands that have been issued
     but not queried (using fglFinishAsyncSGIX or fglPollAsyncSGIX) exceeds
     GL_MAX_ASYNC_TEX_IMAGE_SGIX.

ASSOCIATED GETS
     fglGetTexImage
     fglIsEnabled with argument GL_TEXTURE_3D

MACHINE DEPENDENCIES
     The SGIX_async and SGIX_async_pixel extensions are implemented only on
     Octane2 VPro systems.

     On RealityEngine, RealityEngine2, and VTX systems, the following
     restrictions apply to 3D texturing:

	  1.  The texture environment must be defined and texturing must be
	      enabled before loading a texture.

	  2.  Texture formats composed only of alpha are not supported.

	  3.  Borders are not supported; hence the border width must be 0.

	  4.  Proxy textures are not supported.

	  5.  3D mipmaps are not supported. Hence, the minifying function must
	      be set to GL_NEAREST or GL_LINEAR (see fglTexParameter).

									Page 7

fglTexImage3D(3G)	       OpenGL Reference		     fglTexImage3D(3G)

	  6   3D texturing when rendering to pixmaps is not supported.

	  7.  GL_INTERLACE_SGIX is not supported (see fglEnable).

     On High Impact and Maximum Impact systems, the following restrictions
     apply to 3D texturing:

	  1.  Perspective views are not supported.

	  2.  Borders are not supported; hence the border width must be 0.

	  3.  3D mipmaps are not supported. Hence, the minifying function must
	      be set to GL_NEAREST or GL_LINEAR (see fglTexParameter), and the
	      level parameter must be 0.

	  4.  Textures that have a width of 16 or less will not render
	      correctly at the wrap_s boundary.
     On Octane2 VPro systems, 3D mipmapping is not supported.  However, all
     OpenGL state related to the GL_TEXTURE_3D target is correctly error-
     checked and queryable.  For example, an incomplete mipmap stack results
     in disabling 3D texturing, just as if 3D mipmapping were supported.  The
     only restriction is that, during rasterization, only the base level of
     the texture is sampled.  (The GL_TEXTURE_BASE_LEVEL parameter may be used
     to establish the base level of the texture; it need not be level 0.)  For
     3D texturing at rasterization time, the mipmapping forms of the
     GL_TEXTURE_MIN_FILTER parameter are synonymous with the equivalent non-
     mipmapping form.

SEE ALSO
     fglCopyPixels, fglCopyTexImage1D, fglCopyTexImage2D,
     fglCopyTexSubImage1D, fglCopyTexSubImage2D, fglCopyTexSubImage3D,
     fglDrawPixels, fglPixelStore, fglPixelTransfer, fglTexEnv, fglTexGen,
     fglTexImage1D, fglTexImage2D, fglTexSubImage1D, fglTexSubImage2D,
     fglTexSubImage3D, fglTexParameter, fglAsyncMarkerSGIX,
     fglDeleteAsyncMarkersSGIX, fglFinishAsyncSGIX, fglGenAsyncMarkersSGIX,
     fglIsAsyncMarkerSGIX, fglPollAsyncSGIX

									Page 8

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