glActiveTexture, glCopyTexImage1D, glCopyTexImage2D, glCopyTexSubImage1D, glCopyTexSubImage2D, glCopyTexSubImage3D, glPixelStore, glTexImage1D, glTexImage3D, glTexSubImage1D, glTexSubImage2D, glTexSubImage3D, glTexParameter
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glTexImage2D: man3/glTexImage2D.xml
Texturing allows elements of an image array to be read by shaders. 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. If target is GL_PROXY_TEXTURE_2D, GL_PROXY_TEXTURE_1D_ARRAY, GL_PROXY_TEXTURE_CUBE_MAP, or GL_PROXY_TEXTURE_RECTANGLE, no data is read from data, 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, GL_TEXTURE_RECTANGLE or one of the GL_TEXTURE_CUBE_MAP targets, data is read from data 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. Each data byte is treated as eight 1-bit elements, with bit ordering determined by GL_UNPACK_LSB_FIRST (see glPixelStore ). If target is GL_TEXTURE_1D_ARRAY, data is interpreted as an array of one-dimensional images. If a non-zero named buffer object is bound to the GL_PIXEL_UNPACK_BUFFER target (see glBindBuffer ) while a texture image is specified, data is treated as a byte offset into the buffer object's data store. 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 data. It can assume one of these symbolic values: 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_RED, GL_RG, GL_RGB, and GL_RGBA must match exactly.) If the internalFormat parameter is one of the generic compressed formats, GL_COMPRESSED_RED, GL_COMPRESSED_RG, GL_COMPRESSED_RGB, or GL_COMPRESSED_RGBA, the GL will replace the internal format with the symbolic constant for a specific internal format and compress the texture before storage. If no corresponding internal format is available, or the GL can not compress that image for any reason, the internal format is instead replaced with a corresponding base internal format. If the internalFormat parameter is GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8, the texture is treated as if the red, green, or blue components are encoded in the sRGB color space. Any alpha component is left unchanged. The conversion from the sRGB encoded component c s to a linear component c l is: c l = { c s 12.92 if c s ≤ 0.04045 ( c s + 0.055 1.055 ) 2.4 if c s > 0.04045 Assume c s is the sRGB component in the range [0,1]. Use the GL_PROXY_TEXTURE_2D, GL_PROXY_TEXTURE_1D_ARRAY, GL_PROXY_TEXTURE_RECTANGLE, or GL_PROXY_TEXTURE_CUBE_MAP 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 data. A two-component image uses the R and G values. A three-component image uses the R, G, and B values. A four-component image uses all of the RGBA components. Image-based shadowing can be enabled by comparing texture r coordinates to depth texture values to generate a boolean result. See glTexParameter for details on texture comparison.
The glPixelStore mode affects texture images. data 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. glTexImage2D specifies the two-dimensional texture for the current texture unit, specified with glActiveTexture.