glActiveTexture, glBindTexture, glCopyTexImage1D, glCopyTexImage2D, glCopyTexSubImage1D, glCopyTexSubImage2D, glCopyTexSubImage3D, glPixelStore, glSamplerParameter, glTexImage1D, glTexImage2D, glTexImage3D, glTexSubImage1D, glTexSubImage2D, glTexSubImage3D
Copyright 1991-2006 Silicon Graphics, Inc. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.
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glTexParameter: man3/glTexParameter.xml
glTexParameter assigns the value or values in params to the texture parameter specified as pname. target defines the target texture, either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_RECTANGLE, or GL_TEXTURE_3D. The following symbols are accepted in pname :
Suppose that a program attempts to sample from a texture and has set GL_TEXTURE_MIN_FILTER to one of the functions that requires a mipmap. If either the dimensions of the texture images currently defined (with previous calls to glTexImage1D, glTexImage2D, glTexImage3D, glCopyTexImage1D, or glCopyTexImage2D ) do not follow the proper sequence for mipmaps (described above), or there are fewer texture images defined than are needed, or the set of texture images have differing numbers of texture components, then the texture is considered. Linear filtering accesses the four nearest texture elements only in 2D textures. In 1D textures, linear filtering accesses the two nearest texture elements. In 3D textures, linear filtering accesses the eight nearest texture elements. glTexParameter specifies the texture parameters for the active texture unit, specified by calling glActiveTexture.