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glTexImage2D - specify a two-dimensional texture image
void
glTexImage2D( GLenum target,
GLint level,
GLint internalFormat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const GLvoid *pixels )
eqn not supported
- 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 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 $2 sup n ~+~ 2 ( "border" )$ 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 symbolic 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 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.
Texturing
maps a portion of a specified texture image onto each graphical 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 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_2D, 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 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
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
- 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 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.
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
- processing
with a GL_CONVOLUTION_BORDER_MODE of GL_REDUCE, for example), 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 version 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 initialize 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 specifies the two-dimensional texture for the
current texture unit, specified with glActiveTextureARB.
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 represented 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 format is neither GL_RGBA nor GL_BGRA.
glGetTexImage
glIsEnabled with argument GL_TEXTURE_2D
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)
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