glActiveTexture, glCompressedTexImage2D, glCompressedTexImage3D, glCompressedTexSubImage1D, glCompressedTexSubImage2D, glCompressedTexSubImage3D, glCopyTexImage1D, glCopyTexImage2D, glCopyTexSubImage1D, glCopyTexSubImage2D, glCopyTexSubImage3D, glPixelStore, glTexImage2D, glTexImage3D, glTexSubImage1D, glTexSubImage2D, glTexSubImage3D, glTexParameter
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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glCompressedTexImage1D: man3/glCompressedTexImage1D.xml
Texturing allows elements of an image array to be read by shaders. glCompressedTexImage1D loads a previously defined, and retrieved, compressed one-dimensional texture image if target is GL_TEXTURE_1D (see glTexImage1D ). If target is GL_PROXY_TEXTURE_1D, 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. internalformat must be an extension-specified compressed-texture format. When a texture is loaded with glTexImage1D using a generic compressed texture format (e.g., GL_COMPRESSED_RGB ) the GL selects from one of its extensions supporting compressed textures. In order to load the compressed texture image using glCompressedTexImage1D, query the compressed texture image's size and format using glGetTexLevelParameter. 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.