C SPECIFICATION
void GLAPIENTRY glTexImage1D( GLenum target,
GLint leve )
PARAMETERS
target Specifies the target texture. Must be GL_TEXTURE_1D or
GL_PROXY_TEXTURE_1D.
leve Specifies the level-of-detail number. Level 0 is the base
image level. Level n is the nth mipmap reduction image.
_param3 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_RGB,
GL_R3_G3_B2, 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.
_param4 Specifies the width of the texture image. Must be 2n+2(_eqn-
param5) for some integer n. All implementations support texture
images that are at least 64 texels wide. The height of the 1D
texture image is 1.
_param5 Specifies the width of the border. Must be either 0 or 1.
_param6 Specifies the format 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.
_param7 Specifies the data type of the pixel data. The following sym-
bolic 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.
_param8 Specifies a pointer to the image data in memory.
DESCRIPTION
and checked against the implementation's capabilities. If the imple-
mentation 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_1D, data is read from _param8 as a sequence of
signed or unsigned bytes, shorts, or longs, or single-precision float-
ing-point values, depending on _param7. These values are grouped into
sets of one, two, three, or four values, depending on _param6, to form
elements. If _param7 is GL_BITMAP, the data is considered as a string
of unsigned bytes (and _param6 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 left end of the texture array.
Subsequent elements progress left-to-right through the remaining texels
in the texture array. The final element corresponds to the right end
of the texture array.
_param6 determines the composition of each element in _param8. It can
assume one of eleven symbolic values:
GL_COLOR_INDEX
Each element is a single value, a color index. The GL con-
verts 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 compo-
nent 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 compo-
nent 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 compo-
nent is then multiplied by the signed scale factor
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
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
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).
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
_param3. The GL will choose an internal representation that closely
approximates that requested by _param3, 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 preceding representations.)
Use the GL_PROXY_TEXTURE_1D 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 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 from _param8. 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.
NOTES
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
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.
GL_PROXY_TEXTURE_1D may be used 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, _param8 may be a null pointer. In this
case texture memory is allocated to accommodate a texture of width
_param4. You can then download subtextures to initialize the texture
memory. The image is undefined if the program tries to apply an unini-
tialized 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, glTexImage1D spec-
ifies the one-dimensional texture for the current texture unit, speci-
fied with glActiveTextureARB.
ERRORS
GL_INVALID_ENUM is generated if target is not GL_TEXTURE_1D or
GL_PROXY_TEXTURE_1D.
GL_INVALID_ENUM is generated if _param6 is not an accepted format con-
stant. Format constants other than GL_STENCIL_INDEX and
GL_INVALID_VALUE is generated if _param4 is less than 0 or greater than
2 + GL_MAX_TEXTURE_SIZE, or if it cannot be represented as 2n+2(_eqn-
param5) for some integer value of n.
GL_INVALID_VALUE is generated if _param5 is not 0 or 1.
GL_INVALID_OPERATION is generated if glTexImage1D is executed between
the execution of glBegin and the corresponding execution of glEnd.
GL_INVALID_OPERATION is generated if _param7 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 _param6 is
not GL_RGB.
GL_INVALID_OPERATION is generated if _param7 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
_param6 is neither GL_RGBA nor GL_BGRA.
ASSOCIATED GETS
glGetTexImage
glIsEnabled with argument GL_TEXTURE_1D
SEE ALSO
glActiveTextureARB, glColorTable, glConvolutionFilter1D, glCopyPixels,
glCopyTexImage1D, glCopyTexImage2D, glCopyTexSubImage1D,
glCopyTexSubImage2D, glCopyTexSubImage3D, glDrawPixels, glMatrixMode,
glPixelStore, glPixelTransfer, glTexEnv, glTexGen, glTexImage2D,
glTexImage3D, glTexSubImage1D, glTexSubImage2D, glTexSubImage3D,
glTexParameter
GLTEXIMAGE1D(3G)
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