glTexImage1D(3G)glTexImage1D(3G)NAMEglTexImage1D - specify a one-dimensional texture image
SYNOPSIS
void glTexImage1D(
GLenum target,
GLint level,
GLint internalformat,
GLsizei width,
GLint border,
GLenum format,
GLenum type,
const GLvoid *pixels );
PARAMETERS
Specifies the target texture. Must be GL_TEXTURE_1D or GL_PROXY_TEX‐
TURE_1D. Specifies the level-of-detail number. Level 0 is the base
image level. Level n is the nth mipmap reduction image. 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_INTEN‐
SITY16, 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. Specifies the width of the tex‐
ture image. Must be 2^n + 2 ( border ) for some integer n. All imple‐
mentations support texture images that are at least 64 texels wide. The
height of the 1D texture image is 1. Specifies the width of the bor‐
der. Must be either 0 or 1. Specifies the of the pixel data. The fol‐
lowing 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. 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. Speci‐
fies 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
one-dimensional texturing, call glEnable() and glDisable() with argu‐
ment GL_TEXTURE_1D.
Texture images are defined with glTexImage1D(). The arguments describe
the parameters of the texture image, such as width, width of the bor‐
der, level-of-detail number (see glTexParameter()), and the internal
resolution and 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 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.
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 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 ele‐
ments. 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 eleven symbolic values: 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 con‐
verted 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]. 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()). 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()). 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()).
Each element is a single alpha component. The GL converts it to float‐
ing 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()). 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 multi‐
plied 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()).
Each element contains all four components. Each component is then mul‐
tiplied 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()).
Each element is a single luminance value. The GL converts it to float‐
ing 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()). 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()).
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 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 . To query this state, call glGet‐
TexLevelParameter(). 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 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.
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]:
GL_COLOR_TABLE, if enabled. See glColorTable(). glConvolutionFil‐
ter1D().
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^n + 2 ( border ), for some integer n,
after filtering. and added to GL_POST_CONVOLUTION_c_BIAS, if
enabled. See glPixelTransfer(). GL_POST_CONVOLUTION_COLOR_TA‐
BLE, if enabled. See glColorTable(). and added to
GL_POST_COLOR_MATRIX_c_BIAS, if enabled. See glPixelTransfer().
GL_POST_COLOR_MATRIX_COLOR_TABLE, if enabled. See glCol‐
orTable().
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 glPixelTrans‐
fer() modes affect texture images in exactly the way they affect
glDrawPixels().
GL_PROXY_TEXTURE_1D may be used 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. You can then download subtextures to initialize the texture mem‐
ory. The image is undefined if the program tries to apply an uninitial‐
ized 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, glTexImage1D()
specifies the one-dimensional texture for the current texture unit,
specified with glActiveTextureARB().
ERRORS
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 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
2max, 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 is less than 0 or greater than 2
+ GL_MAX_TEXTURE_SIZE, or if it cannot be represented as 2 sup n +
2("border") 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().
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 for‐
mat is neither GL_RGBA nor GL_BGRA.
ASSOCIATED GETSglGetTexImage()glIsEnabled() with argument GL_TEXTURE_1D
SEE ALSOglActiveTextureARB(3), glColorTable(3), glConvolutionFilter1D(3),
glCopyPixels(3), glCopyTexImage1D(3), glCopyTexImage2D(3), glCopyTex‐
SubImage1D(3), glCopyTexSubImage2D(3), glCopyTexSubImage3D(3), glMa‐
trixMode(3), glDrawPixels(3), glPixelStore(3), glPixelTransfer(3),
glTexEnv(3), glTexGen(3), glTexImage2D(3), glTexImage3D(3), , glTex‐
SubImage1D(3), glTexSubImage2D(3), glTexSubImage3D(3), glTexParame‐
ter(3)glTexImage1D(3G)