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GLTEXIMAGE3D(3G) | [FIXME: manual] | GLTEXIMAGE3D(3G) |
NAME¶
glTexImage3D - specify a three-dimensional texture imageC SPECIFICATION¶
void
glTexImage3D(GLenum target, GLint level,
GLint internalFormat, GLsizei width,
GLsizei height, GLsizei depth,
GLint border, GLenum format,
GLenum type,
const GLvoid * data);
PARAMETERS¶
targetSpecifies the target texture. Must be one of
GL_TEXTURE_3D, GL_PROXY_TEXTURE_3D, GL_TEXTURE_2D_ARRAY
or GL_PROXY_TEXTURE_2D_ARRAY.
level
Specifies the level-of-detail number. Level 0
is the base image level. Level n is the n th mipmap reduction image.
internalFormat
Specifies the number of color components in
the texture. Must be one of base internal formats given in Table 1, one of the
sized internal formats given in Table 2, or one of the compressed internal
formats given in Table 3, below.
width
Specifies the width of the texture image. All
implementations support 3D texture images that are at least 16 texels
wide.
height
Specifies the height of the texture image. All
implementations support 3D texture images that are at least 256 texels
high.
depth
Specifies the depth of the texture image, or
the number of layers in a texture array. All implementations support 3D
texture images that are at least 256 texels deep, and texture arrays that are
at least 256 layers deep.
border
This value must be 0.
format
Specifies the format of the pixel data. The
following symbolic values are accepted: GL_RED, GL_RG,
GL_RGB, GL_BGR, GL_RGBA, and GL_BGRA.
type
Specifies the data type of the pixel data. The
following symbolic values are accepted: GL_UNSIGNED_BYTE,
GL_BYTE, 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.
data
Specifies a pointer to the image data in
memory.
DESCRIPTION¶
Texturing maps a portion of a specified texture image onto each graphical primitive for which texturing is enabled. To enable and disable three-dimensional texturing, call glEnable() and glDisable() with argument GL_TEXTURE_3D. To define texture images, call glTexImage3D. The arguments describe 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. If target is GL_PROXY_TEXTURE_3D, 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. If target is GL_TEXTURE_3D, data is read from data as a sequence of signed or unsigned bytes, shorts, or longs, or single-precision floating-point values, depending on type. These values are grouped into sets of one, two, three, or four values, depending on format, to form elements. Each data byte is treated as eight 1-bit elements, with bit ordering determined by GL_UNPACK_LSB_FIRST (see glPixelStore()). 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. The first element corresponds to the lower left corner of the texture image. Subsequent elements progress left-to-right through the remaining texels in the lowest row of the texture image, and then in successively higher rows of the texture image. The final element corresponds to the upper right corner of the texture image.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 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].
GL_RG
Each element is a red and green pair. The GL
converts each to floating point and assembles it into an RGBA element by
attaching 0 for blue, and 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].
GL_RGB
GL_BGR
Each element is an RGB triple. The GL converts
it to floating 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].
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].
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
internalFormat. The GL will choose an internal representation that
closely approximates that requested by internalFormat, but it may not
match exactly. (The representations specified by GL_RED, GL_RG,
GL_RGB, and GL_RGBA must match exactly.)
Base Internal Format | RGBA, Depth and Stencil Values | Internal Components |
GL_DEPTH_COMPONENT | Depth | D |
GL_DEPTH_STENCIL | Depth, Stencil | D, S |
GL_RED | Red | R |
GL_RG | Red, Green | R, G |
GL_RGB | Red, Green, Blue | R, G, B |
GL_RGBA | Red, Green, Blue, Alpha | R, G, B, A |
Sized Internal Format | Base Internal Format | Red Bits | Green Bits | Blue Bits | Alpha Bits | Shared Bits |
GL_R8 | GL_RED | 8 | ||||
GL_R8_SNORM | GL_RED | s8 | ||||
GL_R16 | GL_RED | 16 | ||||
GL_R16_SNORM | GL_RED | s16 | ||||
GL_RG8 | GL_RG | 8 | 8 | |||
GL_RG8_SNORM | GL_RG | s8 | s8 | |||
GL_RG16 | GL_RG | 16 | 16 | |||
GL_RG16_SNORM | GL_RG | s16 | s16 | |||
GL_R3_G3_B2 | GL_RGB | 3 | 3 | 2 | ||
GL_RGB4 | GL_RGB | 4 | 4 | 4 | ||
GL_RGB5 | GL_RGB | 5 | 5 | 5 | ||
GL_RGB8 | GL_RGB | 8 | 8 | 8 | ||
GL_RGB8_SNORM | GL_RGB | s8 | s8 | s8 | ||
GL_RGB10 | GL_RGB | 10 | 10 | 10 | ||
GL_RGB12 | GL_RGB | 12 | 12 | 12 | ||
GL_RGB16_SNORM | GL_RGB | 16 | 16 | 16 | ||
GL_RGBA2 | GL_RGB | 2 | 2 | 2 | 2 | |
GL_RGBA4 | GL_RGB | 4 | 4 | 4 | 4 | |
GL_RGB5_A1 | GL_RGBA | 5 | 5 | 5 | 1 | |
GL_RGBA8 | GL_RGBA | 8 | 8 | 8 | 8 | |
GL_RGBA8_SNORM | GL_RGBA | s8 | s8 | s8 | s8 | |
GL_RGB10_A2 | GL_RGBA | 10 | 10 | 10 | 2 | |
GL_RGB10_A2UI | GL_RGBA | ui10 | ui10 | ui10 | ui2 | |
GL_RGBA12 | GL_RGBA | 12 | 12 | 12 | 12 | |
GL_RGBA16 | GL_RGBA | 16 | 16 | 16 | 16 | |
GL_SRGB8 | GL_RGB | 8 | 8 | 8 | ||
GL_SRGB8_ALPHA8 | GL_RGBA | 8 | 8 | 8 | 8 | |
GL_R16F | GL_RED | f16 | ||||
GL_RG16F | GL_RG | f16 | f16 | |||
GL_RGB16F | GL_RGB | f16 | f16 | f16 | ||
GL_RGBA16F | GL_RGBA | f16 | f16 | f16 | f16 | |
GL_R32F | GL_RED | f32 | ||||
GL_RG32F | GL_RG | f32 | f32 | |||
GL_RGB32F | GL_RGB | f32 | f32 | f32 | ||
GL_RGBA32F | GL_RGBA | f32 | f32 | f32 | f32 | |
GL_R11F_G11F_B10F | GL_RGB | f11 | f11 | f10 | ||
GL_RGB9_E5 | GL_RGB | 9 | 9 | 9 | 5 | |
GL_R8I | GL_RED | i8 | ||||
GL_R8UI | GL_RED | ui8 | ||||
GL_R16I | GL_RED | i16 | ||||
GL_R16UI | GL_RED | ui16 | ||||
GL_R32I | GL_RED | i32 | ||||
GL_R32UI | GL_RED | ui32 | ||||
GL_RG8I | GL_RG | i8 | i8 | |||
GL_RG8UI | GL_RG | ui8 | ui8 | |||
GL_RG16I | GL_RG | i16 | i16 | |||
GL_RG16UI | GL_RG | ui16 | ui16 | |||
GL_RG32I | GL_RG | i32 | i32 | |||
GL_RG32UI | GL_RG | ui32 | ui32 | |||
GL_RGB8I | GL_RGB | i8 | i8 | i8 | ||
GL_RGB8UI | GL_RGB | ui8 | ui8 | ui8 | ||
GL_RGB16I | GL_RGB | i16 | i16 | i16 | ||
GL_RGB16UI | GL_RGB | ui16 | ui16 | ui16 | ||
GL_RGB32I | GL_RGB | i32 | i32 | i32 | ||
GL_RGB32UI | GL_RGB | ui32 | ui32 | ui32 | ||
GL_RGBA8I | GL_RGBA | i8 | i8 | i8 | i8 | |
GL_RGBA8UI | GL_RGBA | ui8 | ui8 | ui8 | ui8 | |
GL_RGBA16I | GL_RGBA | i16 | i16 | i16 | i16 | |
GL_RGBA16UI | GL_RGBA | ui16 | ui16 | ui16 | ui16 | |
GL_RGBA32I | GL_RGBA | i32 | i32 | i32 | i32 | |
GL_RGBA32UI | GL_RGBA | ui32 | ui32 | ui32 | ui32 |
Compressed Internal Format | Base Internal Format | Type |
GL_COMPRESSED_RED | GL_RED | Generic |
GL_COMPRESSED_RG | GL_RG | Generic |
GL_COMPRESSED_RGB | GL_RGB | Generic |
GL_COMPRESSED_RGBA | GL_RGBA | Generic |
GL_COMPRESSED_SRGB | GL_RGB | Generic |
GL_COMPRESSED_SRGB_ALPHA | GL_RGBA | Generic |
GL_COMPRESSED_RED_RGTC1 | GL_RED | Specific |
GL_COMPRESSED_SIGNED_RED_RGTC1 | GL_RED | Specific |
GL_COMPRESSED_RG_RGTC2 | GL_RG | Specific |
GL_COMPRESSED_SIGNED_RG_RGTC2 | GL_RG | Specific |
GL_COMPRESSED_RGBA_BPTC_UNORM | GL_RGBA | Specific |
GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM | GL_RGBA | Specific |
GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT | GL_RGB | Specific |
GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT | GL_RGB | Specific |
NOTES¶
The glPixelStore() mode affects texture images.ERRORS¶
ASSOCIATED GETS¶
SEE ALSO¶
COPYRIGHT¶
Copyright © 1991-2006 Silicon Graphics, Inc. Copyright © 2011 Khronos Group. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.05/30/2012 | [FIXME: source] |