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OpenGL ES 1.0 and EGL 1.0 reference manual and man pages (written by
Claude Knaus, based on OpenGL SI man pages).

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE refentry PUBLIC "-//OASIS//DTD DocBook V4.2//EN" "DTD/docbook/docbookx.dtd">

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  Note that, as provided in the License, the Software is distributed on an
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  CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
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  Original Code. The Original Code is: OpenGL ES Reference Manual,
  Version 1.0, released September 2003, developed by Silicon Graphics,
  Inc.  The Original Code is Copyright (c) 2003 Silicon Graphics, Inc.
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-->

<refentry id="glTexImage2D">
  <refmeta>
    <refentrytitle>glTexImage2D</refentrytitle>
    <manvolnum>3G</manvolnum>
  </refmeta>

  <refnamediv>
    <refname>glTexImage2D</refname>
    <refpurpose>specify a two-dimensional texture image</refpurpose>
  </refnamediv>

  <refsynopsisdiv>
    <title>C Specification</title>

    <funcsynopsis>
      <funcprototype>
        <funcdef>void <function>glTexImage2D</function></funcdef>
        <paramdef>GLenum <parameter>target</parameter></paramdef>
        <paramdef>GLint <parameter>level</parameter></paramdef>
        <paramdef>GLint <parameter>internalformat</parameter></paramdef>
        <paramdef>GLsizei <parameter>width</parameter></paramdef>
        <paramdef>GLsizei <parameter>height</parameter></paramdef>
        <paramdef>GLint <parameter>border</parameter></paramdef>
        <paramdef>GLenum <parameter>format</parameter></paramdef>
        <paramdef>GLenum <parameter>type</parameter></paramdef>
        <paramdef>const GLvoid * <parameter>pixels</parameter></paramdef>
      </funcprototype>
    </funcsynopsis>
  </refsynopsisdiv>

  <refsect1>
    <title>Parameters</title>

    <variablelist>
      <varlistentry>
        <term>
          <parameter>target</parameter>
        </term>

        <listitem>
          <para>Specifies the target texture. Must be 
          <constant>GL_TEXTURE_2D</constant>.</para>
        </listitem>
      </varlistentry>

      <varlistentry>
        <term>
          <parameter>level</parameter>
        </term>

        <listitem>
          <para>Specifies the level-of-detail number. Level 0 is
          the base image level. Level <parameter>n</parameter> is the 
          <parameter>n</parameter>th mipmap reduction image. 
          Must be greater or equal 0.</para>
        </listitem>
      </varlistentry>

      <varlistentry>
        <term>
          <parameter>internalformat</parameter>
        </term>

        <listitem>
          <para>Specifies the color components in the
          texture. Must be same as <parameter>format</parameter>.
          The following symbolic values are accepted:
          <constant>GL_ALPHA</constant>, 
          <constant>GL_RGB</constant>, 
          <constant>GL_RGBA</constant>,
          <constant>GL_LUMINANCE</constant>, or
          <constant>GL_LUMINANCE_ALPHA</constant>.</para>
        </listitem>
      </varlistentry>

      <varlistentry>
        <term>
          <parameter>width</parameter>
        </term>

        <listitem>
          <para>Specifies the width of the texture image. Must be 
          <inlineequation><math>
            <msup><mn>2</mn><mi>n</mi></msup><mo>+</mo><mn>2</mn><mi>border</mi>
          </math></inlineequation>
          for some integer <replaceable>n</replaceable>.
          All implementations support texture images that are at
          least 64 texels wide.</para>
        </listitem>
      </varlistentry>

      <varlistentry>
        <term>
          <parameter>height</parameter>
        </term>

        <listitem>
          <para>Specifies the height of the texture image. Must be 
          <inlineequation><math>
            <msup><mn>2</mn><mi>m</mi></msup><mo>+</mo><mn>2</mn><mi>border</mi>
          </math></inlineequation>
          for some integer <replaceable>m</replaceable>.
          All implementations support texture images that are at
          least 64 texels high.</para>
        </listitem>
      </varlistentry>

      <varlistentry>
        <term>
          <parameter>border</parameter>
        </term>

        <listitem>
          <para>Specifies the width of the border. Must be 0.</para>
        </listitem>
      </varlistentry>

      <varlistentry>
        <term>
          <parameter>format</parameter>
        </term>

        <listitem>
          <para>Specifies the format of the pixel data. Must be same
          as <parameter>internalformat</parameter>. The following
          symbolic values are accepted: 
          <constant>GL_ALPHA</constant>, 
          <constant>GL_RGB</constant>, 
          <constant>GL_RGBA</constant>, 
          <constant>GL_LUMINANCE</constant>, and 
          <constant>GL_LUMINANCE_ALPHA</constant>.</para>
        </listitem>
      </varlistentry>

      <varlistentry>
        <term>
          <parameter>type</parameter>
        </term>

        <listitem>
          <para>Specifies the data type of the pixel data. The
          following symbolic values are accepted: 
          <constant>GL_UNSIGNED_BYTE</constant>, 
          <constant>GL_UNSIGNED_SHORT_5_6_5</constant>, 
          <constant>GL_UNSIGNED_SHORT_4_4_4_4</constant>, and 
          <constant>GL_UNSIGNED_SHORT_5_5_5_1</constant>.</para>
        </listitem>
      </varlistentry>

      <varlistentry>
        <term>
          <parameter>pixels</parameter>
        </term>

        <listitem>
          <para>Specifies a pointer to the image data in memory.</para>
        </listitem>
      </varlistentry>
    </variablelist>
  </refsect1>

  <refsect1>
    <title>Description</title>

    <para>Texturing maps a portion of a specified texture image
    onto each graphical primitive for which texturing is enabled.
    To enable and disable two-dimensional texturing, call 
    <citerefentry><refentrytitle>glEnable</refentrytitle></citerefentry> and 
    <citerefentry><refentrytitle>glDisable</refentrytitle></citerefentry>
    with argument <constant>GL_TEXTURE_2D</constant>.
    Two-dimensional texturing is initially disabled.
    </para>

    <para>To define texture images, call 
    <function>glTexImage2D</function>.
    The arguments describe the parameters of the texture image,
    such as height, width, width of the border, level-of-detail
    number (see 
    <citerefentry><refentrytitle>glTexParameter</refentrytitle></citerefentry>),
    and number of color components provided. The last three
    arguments describe how the image is represented in memory.</para>

    <para>Data is read from <parameter>pixels</parameter>
    as a sequence of unsigned bytes or shorts, depending on 
    <parameter>type</parameter>.
    These values are grouped into sets of one, two, three, or
    four values, depending on <parameter>format</parameter>,
    to form elements.</para>

    <para>When <parameter>type</parameter> is 
    <constant>GL_UNSIGNED_BYTE</constant>, each of these bytes is
    interpreted as one color component, depending on
    <parameter>format</parameter>.
    When <parameter>type</parameter> is one of
    <constant>GL_UNSIGNED_SHORT_5_6_5</constant>,
    <constant>GL_UNSIGNED_SHORT_4_4_4_4</constant>,
    <constant>GL_UNSIGNED_SHORT_5_5_5_1</constant>,
    each unsigned value is interpreted as containing all the components
    for a single pixel, with the color components arranged according to
    format.</para>

    <para>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.</para>

    <para>By default, adjacent pixels are taken from adjacent memory
    locations, except that after all <parameter>width</parameter> pixels are
    read, the read pointer is advanced to the next four-byte boundary.
    The four-byte row alignment is specified by
    <citerefentry><refentrytitle>glPixelStore</refentrytitle></citerefentry>
    with argument <constant>GL_UNPACK_ALIGNMENT</constant>, and it can be set
    to one, two, four, or eight bytes.</para>

    <para><parameter>format</parameter>
    determines the composition of each element in 
    <parameter>pixels</parameter>.
    It can assume one of the following symbolic values:</para>

    <variablelist>
      <varlistentry>
        <term>
          <constant>GL_ALPHA</constant>
        </term>

        <listitem>
          <para>Each element is a single alpha component. The GL
          converts it to floating point and assembles it into an
          RGBA element by attaching 0 for red, green, and blue.</para>
        </listitem>
      </varlistentry>

      <varlistentry>
        <term>
          <constant>GL_RGB</constant>
        </term>

        <listitem>
          <para>Each element is an RGB triple. The GL converts it
          to fixed-point or floating-point and assembles it into an
          RGBA element by attaching 1 for alpha.</para>
        </listitem>
      </varlistentry>

      <varlistentry>
        <term>
          <constant>GL_RGBA</constant>
        </term>

        <listitem>
          <para>Each element contains all four components. The GL
          converts it to fixed-point or floating-point.</para>
        </listitem>
      </varlistentry>

      <varlistentry>
        <term>
          <constant>GL_LUMINANCE</constant>
        </term>

        <listitem>
          <para>Each element is a single luminance value. The GL
          converts it to fixed-point or 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.</para>
        </listitem>
      </varlistentry>

      <varlistentry>
        <term>
          <constant>GL_LUMINANCE_ALPHA</constant>
        </term>

        <listitem>
          <para>Each element is a luminance/alpha pair. The GL
          converts it to fixed-point or floating point, then
          assembles it into an RGBA element by replicating the
          luminance value three times for red, green, and blue.</para>
        </listitem>
      </varlistentry>
    </variablelist>
<!--
    <para>If an application wants to store the texture at a certain
    resolution or in a certain format, it can request the resolution and
    with <parameter>internalformat</parameter>.
    The GL will choose an internal representation that closely
    approximates that requested by 
    <parameter>internalformat</parameter>,
    but it may not match exactly. (The representations specified by 
    <constant>GL_LUMINANCE</constant>, 
    <constant>GL_LUMINANCE_ALPHA</constant>, 
    <constant>GL_RGB</constant>, and 
    <constant>GL_RGBA</constant> must match exactly.)</para>
-->

<!--
    <para>A one-component texture image uses only the red component
    of the RGBA color extracted from <parameter>pixels</parameter>.
    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.</para>
-->
  </refsect1>

  <refsect1>
    <title>Notes</title>

    <para><parameter>pixels</parameter>
    may be <constant>NULL</constant>. In this case texture memory is allocated
    to accommodate a texture of width <parameter>width</parameter> and height 
    <parameter>height</parameter>.
    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.</para>

    <para><function>glTexImage2D</function>
    specifies the two-dimensional texture for the currently bound texture
    specified with
    <citerefentry><refentrytitle>glBindTexture</refentrytitle></citerefentry>,
    and the current texture
    unit, specified with 
    <citerefentry><refentrytitle>glActiveTexture</refentrytitle></citerefentry>.
    </para>
  </refsect1>

  <refsect1>
    <title>Errors</title>

    <para><constant>GL_INVALID_ENUM</constant> is generated if 
    <parameter>target</parameter> is not 
    <constant>GL_TEXTURE_2D</constant>.</para>

    <para><constant>GL_INVALID_ENUM</constant> is generated if 
    <parameter>format</parameter> is not an accepted constant.</para>

    <para><constant>GL_INVALID_ENUM</constant> is generated if 
    <parameter>type</parameter> is not a type constant.</para>

    <para><constant>GL_INVALID_VALUE</constant> is generated if 
    <parameter>level</parameter> is less than 0.</para>

    <para><constant>GL_INVALID_VALUE</constant> may be generated if 
    <parameter>level</parameter> is greater than
    <inlineequation><math>
      <msub><mo>log</mo><mn>2</mn></msub><mi>max</mi>
    </math></inlineequation>, where
    <replaceable>max</replaceable> is the returned value of 
    <constant>GL_MAX_TEXTURE_SIZE</constant>.</para>

    <para><constant>GL_INVALID_VALUE</constant> is generated if 
    <parameter>internalformat</parameter> 
    is not an accepted constant.</para>

    <para><constant>GL_INVALID_VALUE</constant> is generated if 
    <parameter>width</parameter> or <parameter>height</parameter> 
    is less than 0 or greater than <constant>GL_MAX_TEXTURE_SIZE</constant>,
    or if either cannot be represented as 
    <inlineequation><math>
      <msup><mn>2</mn><mi>k</mi></msup><mo>+</mo><mn>2</mn><mi>border</mi>
    </math></inlineequation>
    for some integer <replaceable>k</replaceable>.</para>

    <para><constant>GL_INVALID_VALUE</constant> is generated if 
    <parameter>border</parameter> is not 0.</para>

    <para><constant>GL_INVALID_OPERATION</constant> is generated if 
    <parameter>internalformat</parameter> and
    <parameter>format</parameter> are not the same.</para>

    <para><constant>GL_INVALID_OPERATION</constant> is generated if 
    <parameter>type</parameter> is 
    <constant>GL_UNSIGNED_SHORT_5_6_5</constant> and 
    <parameter>format</parameter> is not 
    <constant>GL_RGB</constant>.</para>

    <para><constant>GL_INVALID_OPERATION</constant> is generated if 
    <parameter>type</parameter>is one of 
    <constant>GL_UNSIGNED_SHORT_4_4_4_4</constant>,  or
    <constant>GL_UNSIGNED_SHORT_5_5_5_1</constant> and
    <parameter>format</parameter>is not 
    <constant>GL_RGBA</constant>.</para>
  </refsect1>

  <refsect1>
    <title>Associated Gets</title>

    <para>
    <citerefentry><refentrytitle>glGetInteger</refentrytitle></citerefentry>
    with argument <constant>GL_MAX_TEXTURE_SIZE</constant></para>
  </refsect1>

  <refsect1>
    <title>See Also</title>

    <para>
    <citerefentry><refentrytitle>glActiveTexture</refentrytitle></citerefentry>,
    <citerefentry><refentrytitle>glBindTexture</refentrytitle></citerefentry>,
    <citerefentry><refentrytitle>glCopyTexImage2D</refentrytitle></citerefentry>, 
    <citerefentry><refentrytitle>glCopyTexSubImage2D</refentrytitle></citerefentry>, 
    <citerefentry><refentrytitle>glGetInteger</refentrytitle></citerefentry>, 
    <citerefentry><refentrytitle>glMatrixMode</refentrytitle></citerefentry>, 
    <citerefentry><refentrytitle>glPixelStore</refentrytitle></citerefentry>, 
    <citerefentry><refentrytitle>glTexEnv</refentrytitle></citerefentry>, 
    <citerefentry><refentrytitle>glTexSubImage2D</refentrytitle></citerefentry>, 
    <citerefentry><refentrytitle>glTexParameter</refentrytitle></citerefentry>
    </para>
  </refsect1>
</refentry>