C SPECIFICATION
void GLAPIENTRY glTexImage3D( GLenum target,
GLint leve )
PARAMETERS
target Specifies the target texture. Must be GL_TEXTURE_3D or
GL_PROXY_TEXTURE_3D.
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_R3_G3_B2,
GL_RGB, 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-
param7) for some integer n. All implementations support texture
images that are at least 64 texels wide.
_param5 Specifies the height of the texture image. Must be 2m+2(_eqn-
param7) for some integer m. All implementations support texture
images that are at least 64 texels high.
_param6 Specifies the depth of the texture image. Must be 2k+2(_eqn-
param7) for some integer k. All implementations support texture
images that are at least 64 texels deep.
_param7 Specifies the width of the border. Must be either 0 or 1.
_param8 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.
_param9 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,
the parameters of the texture image, such as height, width, depth,
width of the border, level-of-detail number (see glTexParameter), and
number of color components provided. The last three arguments describe
how the image is represented in memory; they are identical to the pixel
formats used for glDrawPixels.
If target is GL_PROXY_TEXTURE_3D, no data is read from _param10, but
all of the texture image state is recalculated, checked for consis-
tency, 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.
If target is GL_TEXTURE_3D, data is read from _param10 as a sequence of
signed or unsigned bytes, shorts, or longs, or single-precision float-
ing-point values, depending on _param9. These values are grouped into
sets of one, two, three, or four values, depending on _param8, to form
elements. If _param9 is GL_BITMAP, the data is considered as a string
of unsigned bytes (and _param8 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 lower left corner of the texture
image. Subsequent elements progress left-to-right through the remain-
ing texels in the lowest row of the texture image, and then in succes-
sively higher rows of the texture image. The final element corresponds
to the upper right corner of the texture image.
_param8 determines the composition of each element in _param10. 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, 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).
GL_RGB
GL_BGR Each element is an RGB triple. The GL converts it to float-
ing point and assembles it into an RGBA element by 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_RGBA
GL_BGRA Each element contains all four components. Each component is
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).
Refer to the glDrawPixels reference page for a description of the
acceptable values for the _param9 parameter.
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 above representations.)
Use the GL_PROXY_TEXTURE_3D target to try out a resolution and format.
The implementation will update and recompute its best match for the
GL_DEPTH_COMPONENT cannot be used. glPixelStore and glPixelTransfer
modes affect texture images in exactly the way they affect
glDrawPixels.
glTexImage3D is available only if the GL version is 1.2 or greater.
Internal formats other than 1, 2, 3, or 4 may be used only if the GL
version is 1.1 or greater.
_param10 may be a null pointer. In this case texture memory is allo-
cated to accommodate a texture of width _param4, height _param5, and
depth _param6. You can then download subtextures to initialize this
texture memory. The image is undefined if the user tries to apply an
uninitialized 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, glTexImage3D spec-
ifies the three-dimensional texture for the current texture unit, spec-
ified with glActiveTextureARB.
If the GL_ARB_imaging extension is supported, RGBA elements may also be
processed by the imaging pipeline. The following stages may be applied
to an RGBA color before color component clamping to the range [0, 1]:
1. Color component replacement by the color table specified for
GL_COLOR_TABLE, if enabled. See glColorTable.
2. Color component replacement by the color table specified for
GL_POST_CONVOLUTION_COLOR_TABLE, if enabled. See glColorTable.
3. Transformation by the color matrix. See glMatrixMode.
4. 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.
5. Color component replacement by the color table specified for
GL_POST_COLOR_MATRIX_COLOR_TABLE, if enabled. See glColorTable.
ERRORS
GL_INVALID_ENUM is generated if target is not GL_TEXTURE_3D or
GL_PROXY_TEXTURE_3D.
GL_INVALID_VALUE is generated if _param3 is not 1, 2, 3, 4, or one of
the accepted resolution and format symbolic constants.
GL_INVALID_VALUE is generated if _param4, _param5, or _param6 is less
than 0 or greater than 2 + GL_MAX_TEXTURE_SIZE, or if either cannot be
represented as 2k+2(_eqnparam7) for some integer value of k.
GL_INVALID_VALUE is generated if _param7 is not 0 or 1.
GL_INVALID_OPERATION is generated if glTexImage3D is executed between
the execution of glBegin and the corresponding execution of glEnd.
GL_INVALID_OPERATION is generated if _param9 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 _param8 is
not GL_RGB.
GL_INVALID_OPERATION is generated if _param9 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
_param8 is neither GL_RGBA nor GL_BGRA.
ASSOCIATED GETS
glGetTexImage
glIsEnabled with argument GL_TEXTURE_3D
SEE ALSO
glActiveTextureARB, glCopyPixels, glCopyTexImage1D, glCopyTexImage2D,
glCopyTexSubImage1D, glCopyTexSubImage2D, glCopyTexSubImage3D,
glDrawPixels, glPixelStore, glPixelTransfer, glTexEnv, glTexGen,
glTexImage1D, glTexImage2D, glTexSubImage1D, glTexSubImage2D,
glTexSubImage3D, glTexParameter
GLTEXIMAGE3D(3G)
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