glGetTextureImage

glGetnTexImage: man4/glGetTexImage.xml

glGetTexImage, glGetnTexImage and glGetTextureImage functions return a texture image into pixels. For glGetTexImage and glGetnTexImage, target specifies whether the desired texture image is one specified by glTexImage1D ( GL_TEXTURE_1D ), glTexImage2D ( GL_TEXTURE_1D_ARRAY, GL_TEXTURE_RECTANGLE, GL_TEXTURE_2D or any of GL_TEXTURE_CUBE_MAP_* ), or glTexImage3D ( GL_TEXTURE_2D_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP_ARRAY ). For glGetTextureImage, texture specifies the texture object name. In addition to types of textures accepted by glGetTexImage and glGetnTexImage, the function also accepts cube map texture objects (with effective target GL_TEXTURE_CUBE_MAP ). level specifies the level-of-detail number of the desired image. format and type specify the format and type of the desired image array. See the reference page for glTexImage1D for a description of the acceptable values for the format and type parameters, respectively. For glGetnTexImage and glGetTextureImage functions, bufSize tells the size of the buffer to receive the retrieved pixel data. glGetnTexImage and glGetTextureImage do not write more than bufSize bytes into pixels. If a non-zero named buffer object is bound to the GL_PIXEL_PACK_BUFFER target (see glBindBuffer ) while a texture image is requested, pixels is treated as a byte offset into the buffer object's data store. To understand the operation of glGetTexImage, consider the selected internal four-component texture image to be an RGBA color buffer the size of the image. The semantics of glGetTexImage are then identical to those of glReadPixels, with the exception that no pixel transfer operations are performed, when called with the same format and type, with and set to 0, set to the width of the texture image and set to 1 for 1D images, or to the height of the texture image for 2D images. If the selected texture image does not contain four components, the following mappings are applied. Single-component textures are treated as RGBA buffers with red set to the single-component value, green set to 0, blue set to 0, and alpha set to 1. Two-component textures are treated as RGBA buffers with red set to the value of component zero, alpha set to the value of component one, and green and blue set to 0. Finally, three-component textures are treated as RGBA buffers with red set to component zero, green set to component one, blue set to component two, and alpha set to 1. To determine the required size of pixels, use glGetTexLevelParameter to determine the dimensions of the internal texture image, then scale the required number of pixels by the storage required for each pixel, based on format and type. Be sure to take the pixel storage parameters into account, especially GL_PACK_ALIGNMENT. If glGetTextureImage is used against a cube map texture object, the texture is treated as a three-dimensional image of a depth of 6, where the cube map faces are ordered as image layers, in an order presented in the table below: Layer number Cube Map Face 0 GL_TEXTURE_CUBE_MAP_POSITIVE_X 1 GL_TEXTURE_CUBE_MAP_NEGATIVE_X 2 GL_TEXTURE_CUBE_MAP_POSITIVE_Y 3 GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 4 GL_TEXTURE_CUBE_MAP_POSITIVE_Z 5 GL_TEXTURE_CUBE_MAP_NEGATIVE_Z

If an error is generated, no change is made to the contents of pixels. glGetTexImage and glGetnTexImage return the texture image for the active texture unit. GL_STENCIL_INDEX is accepted for format only if the GL version is 4.4 or greater.

@OpenGL_Version(OGLIntroducedIn.V4P5)
@OpenGL_Extension("GL_ARB_direct_state_access")
fn_glGetTextureImage glGetTextureImage;

See Also

glActiveTexture, glReadPixels, glTexImage1D, glTexImage2D, glTexImage3D, glTexSubImage1D, glTexSubImage2D, glTexSubImage3D, glTexParameter

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