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 ) |
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)
Personal Opportunity - Free software gives you access to billions of dollars of software at no cost. Use this software for your business, personal use or to develop a profitable skill. Access to source code provides access to a level of capabilities/information that companies protect though copyrights. Open source is a core component of the Internet and it is available to you. Leverage the billions of dollars in resources and capabilities to build a career, establish a business or change the world. The potential is endless for those who understand the opportunity.
Business Opportunity - Goldman Sachs, IBM and countless large corporations are leveraging open source to reduce costs, develop products and increase their bottom lines. Learn what these companies know about open source and how open source can give you the advantage.
Free Software provides computer programs and capabilities at no cost but more importantly, it provides the freedom to run, edit, contribute to, and share the software. The importance of free software is a matter of access, not price. Software at no cost is a benefit but ownership rights to the software and source code is far more significant.
Free Office Software - The Libre Office suite provides top desktop productivity tools for free. This includes, a word processor, spreadsheet, presentation engine, drawing and flowcharting, database and math applications. Libre Office is available for Linux or Windows.
The Free Books Library is a collection of thousands of the most popular public domain books in an online readable format. The collection includes great classical literature and more recent works where the U.S. copyright has expired. These books are yours to read and use without restrictions.
Source Code - Want to change a program or know how it works? Open Source provides the source code for its programs so that anyone can use, modify or learn how to write those programs themselves. Visit the GNU source code repositories to download the source.
Study at Harvard, Stanford or MIT - Open edX provides free online courses from Harvard, MIT, Columbia, UC Berkeley and other top Universities. Hundreds of courses for almost all major subjects and course levels. Open edx also offers some paid courses and selected certifications.
Linux Manual Pages - A man or manual page is a form of software documentation found on Linux/Unix operating systems. Topics covered include computer programs (including library and system calls), formal standards and conventions, and even abstract concepts.