glTexImage1D: specify a one-dimensional texture image.
C Specification |
Parameters |
Description |
Notes |
Errors |
Associated Gets |
See Also
void glTexImage1D(
GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLint border,
GLenum format,
GLenum type,
const GLvoid *pixels)
- 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 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_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. Additionally, if the
extension GL_EXT_shadow is supported, may be one of the
symbolic constants GL_DEPTH_COMPONENT,
GL_DEPTH_COMPONENT16_EXT,
GL_DEPTH_COMPONENT24_EXT, or
GL_DEPTH_COMPONENT32_EXT.
- width
- Specifies the width of the texture image. Must be
2n + 2border 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 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_LUMINANCE, and GL_LUMINANCE_ALPHA.
If the extension GL_EXT_shadow is
supported, the symbolic value GL_DEPTH_COMPONENT is also
accepted.
- 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, and GL_FLOAT.
- pixels
- Specifies a pointer to the image data in memory.
Texturing maps a portion of a specified texture image onto each graphical
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 border,
level-of-detail number (see glTexParameter), and the internal
resolution and format 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 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 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 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 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 nine 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 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 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_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 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 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_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 floating 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 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).
- GL_DEPTH_COMPONENT
- Each element is a single depth component. It is
converted to floating-point, then multiplied by the signed scale factor
GL_DEPTH_SCALE, added to the signed bias
GL_DEPTH_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 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 preceding
representations.)
Use the GL_PROXY_TEXTURE_1D 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 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.
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 glDrawPixels.
The format value
GL_DEPTH_COMPONENT and internalformat values
GL_DEPTH_COMPONENT16_EXT,
GL_DEPTH_COMPONENT24_EXT, and
GL_DEPTH_COMPONENT32_EXT may only be used if the
GL_EXT_shadow extension is supported.
GL_PROXY_TEXTURE_1D may only be used if the GL version 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. You can then download subtextures to initialize the
texture memory. The image is undefined if the program tries to apply an
uninitialized portion of the texture image to a primitive.
- 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 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 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 is
less than 0 or greater than 2 + GL_MAX_TEXTURE_SIZE, or if
it cannot be represented as 2n + 2border 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.
glGetTexImage
glIsEnabled with argument
GL_TEXTURE_1D
glCopyPixels,
glCopyTexImage1D,
glCopyTexImage2D,
glCopyTexSubImage1D,
glCopyTexSubImage2D,
glDrawPixels,
glPixelStore,
glPixelTransfer,
glTexEnv,
glTexGen,
glTexImage2D,
glTexSubImage1D,
glTexSubImage2D,
glTexParameter