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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