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GLTEXIMAGE2D(3gl)					     GLTEXIMAGE2D(3gl)

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 )

PARAMETERS
       target	       Specifies  the  target texture.	Must be one of GL_TEX‐
		       TURE_2D,	   GL_TEXTURE_CUBE_MAP_POSITIVE_X,     GL_TEX‐
		       TURE_CUBE_MAP_NEGATIVE_X,     GL_TEXTURE_CUBE_MAP_POSI‐
		       TIVE_Y,	   GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,     GL_TEX‐
		       TURE_CUBE_MAP_POSITIVE_Z,     GL_TEXTURE_CUBE_MAP_NEGA‐
		       TIVE_Z, GL_PROXY_TEXTURE_2D, GL_PROXY_TEXTURE_CUBE_MAP,
		       or GL_DETAIL_TEXTURE_2D_SGIS.

       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_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,  GL_RGBA16, GL_COM‐
		       PRESSED_ALPHA,	  GL_COMPRESSED_LUMINANCE,     GL_COM‐
		       PRESSED_LUMINANCE_ALPHA,	      GL_COMPRESSED_INTENSITY,
		       GL_COMPRESSED_RGB, GL_COMPRESSED_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.

       height	       Specifies  the  height  of  the texture image.  Must be
		       2^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 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
       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.Proxy texture can also be used to
       query if the format/internalformat/type combination will result in con‐
       stant texture.

       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 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
		 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 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 representa‐
       tions.)

       Use the GL_PROXY_TEXTURE_2D 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
       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.

       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.

       glTexImage2D  and GL_PROXY_TEXTURE_2D are only available if the GL ver‐
       sion 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 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.

       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_2D   or
       GL_PROXY_TEXTURE_2D.

       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 or height	 is  less  than	 0  or
       greater	than  2	 +  GL_MAX_TEXTURE_SIZE, or if either cannot be repre‐
       sented as 2^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_VALUE	 is  generated	if target is GL_DETAIL_TEXTURE_2D_SGIS
       and level or border is not 0.

ASSOCIATED GETS
       glGetTexImage
       glIsEnabled with argument GL_TEXTURE_2D

SEE ALSO
       glCopyPixels, glCopyTexImage1D, glCopyTexImage2D,  glCopyTexSubImage1D,
       glCopyTexSubImage2D,   glDrawPixels,   glPixelStore,   glPixelTransfer,
       glTexEnv,  glTexGen,  glTexImage1D,  glTexSubImage1D,  glTexSubImage2D,
       glTexParameter, glFinishTextureSUNX, glGetTexLevelParameter

				   15 Mar 97		     GLTEXIMAGE2D(3gl)
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