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<?xml-stylesheet type="text/xsl" href="mathml.xsl"?><html xmlns="http://www.w3.org/1999/xhtml" xmlns:pref="http://www.w3.org/2002/Math/preference" pref:renderer="mathplayer-dl"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /><link rel="stylesheet" type="text/css" href="opengl-man.css" /><title>glCompressedTexImage3D - OpenGL ES 3.0 Reference Pages</title><meta name="generator" content="DocBook XSL Stylesheets V1.75.2" /></head><body><div class="refentry" title="glCompressedTexImage3D"><a id="glCompressedTexImage3D"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glCompressedTexImage3D — specify a three-dimensional texture image in a compressed format</p></div><div class="refsynopsisdiv" title="C Specification"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" class="funcprototype-table"><tr><td><code class="funcdef">void <b class="fsfunc">glCompressedTexImage3D</b>(</code></td><td>GLenum <var class="pdparam">target</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">level</var>, </td></tr><tr><td> </td><td>GLenum <var class="pdparam">internalformat</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">width</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">height</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">depth</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">border</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">imageSize</var>, </td></tr><tr><td> </td><td>const GLvoid * <var class="pdparam">data</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div></div></div><div class="refsect1" title="Parameters"><a id="parameters"></a><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><em class="parameter"><code>target</code></em></span></dt><dd><p>
                    Specifies the target texture.
                    Must be <code class="constant">GL_TEXTURE_3D</code>, or <code class="constant">GL_TEXTURE_2D_ARRAY</code>.
                </p></dd><dt><span class="term"><em class="parameter"><code>level</code></em></span></dt><dd><p>
                    Specifies the level-of-detail number.
                    Level 0 is the base image level.
                    Level <span class="emphasis"><em>n</em></span> is the <span class="emphasis"><em>n</em></span>th mipmap reduction image.
                </p></dd><dt><span class="term"><em class="parameter"><code>internalformat</code></em></span></dt><dd><p>
                    Specifies the format of the compressed image data stored at address <em class="parameter"><code>data</code></em>.
                </p></dd><dt><span class="term"><em class="parameter"><code>width</code></em></span></dt><dd><p>
                    Specifies the width of the texture image.
                </p></dd><dt><span class="term"><em class="parameter"><code>height</code></em></span></dt><dd><p>
                    Specifies the height of the texture image.
                </p></dd><dt><span class="term"><em class="parameter"><code>depth</code></em></span></dt><dd><p>
                    Specifies the depth of the texture image.
                </p></dd><dt><span class="term"><em class="parameter"><code>border</code></em></span></dt><dd><p>
                    This value must be 0.
                </p></dd><dt><span class="term"><em class="parameter"><code>imageSize</code></em></span></dt><dd><p>
                    Specifies the number of unsigned bytes of image data starting at the
                    address specified by <em class="parameter"><code>data</code></em>.
                </p></dd><dt><span class="term"><em class="parameter"><code>data</code></em></span></dt><dd><p>
                    Specifies a pointer to the compressed image data in memory.
                </p></dd></dl></div></div><div class="refsect1" title="Description"><a id="description"></a><h2>Description</h2><p>
            Texturing allows elements of an image array to be read by shaders.
        </p><p>
            <code class="function">glCompressedTexImage3D</code> loads a previously defined, and retrieved, compressed three-dimensional
            texture image if <em class="parameter"><code>target</code></em> is <code class="constant">GL_TEXTURE_3D</code> (see <a class="citerefentry" href="glTexImage3D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage3D</span></span></a>).
        </p><p>
            If <em class="parameter"><code>target</code></em> is <code class="constant">GL_TEXTURE_2D_ARRAY</code>, <em class="parameter"><code>data</code></em> is
            treated as an array of compressed 2D textures.
        </p><p>
            <em class="parameter"><code>internalformat</code></em> must be a compressed image format from Table 1 below,
            or an extension-specified compressed-texture format. 
        </p><p>
			<em class="parameter"><code>imageSize</code></em> must be appropriate for the <em class="parameter"><code>width</code></em>, <em class="parameter"><code>height</code></em> and
			<em class="parameter"><code>depth</code></em> of the <em class="parameter"><code>internalformat</code></em> specified. The size for a single slice of ETC/EAC
			is given in Table 1 below.
        </p><p>
            If a non-zero named buffer object is bound to the <code class="constant">GL_PIXEL_UNPACK_BUFFER</code> target 
            (see <a class="citerefentry" href="glBindBuffer.xml"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>) while a texture image is
            specified, <em class="parameter"><code>data</code></em> is treated as a byte offset into the buffer object's data store.
        </p><p>
            </p><div class="table"><a id="idp10567168"></a><p class="title"><b>Table 1. Compressed Internal Formats</b></p><div class="table-contents"><table summary="Compressed Internal Formats" border="1"><colgroup><col align="center" /><col align="center" /><col align="center" /></colgroup><thead><tr><th align="center"><span class="bold"><strong>
            Compressed Internal Format
            </strong></span></th><th align="center"><span class="bold"><strong>
            Base Internal Format
            </strong></span></th><th align="center"><span class="bold"><strong>
            Image Size
            </strong></span></th></tr></thead><tbody><tr><td align="center"><code class="constant">GL_COMPRESSED_R11_EAC</code></td><td align="center"><code class="constant">GL_RED</code></td><td align="center"><code class="constant">ceil(<em class="parameter"><code>width</code></em>/4) * ceil(<em class="parameter"><code>height</code></em>/4) * 8</code></td></tr><tr><td align="center"><code class="constant">GL_COMPRESSED_SIGNED_R11_EAC</code></td><td align="center"><code class="constant">GL_RED</code></td><td align="center"><code class="constant">ceil(<em class="parameter"><code>width</code></em>/4) * ceil(<em class="parameter"><code>height</code></em>/4) * 8</code></td></tr><tr><td align="center"><code class="constant">GL_COMPRESSED_RG11_EAC</code></td><td align="center"><code class="constant">GL_RG</code></td><td align="center"><code class="constant">ceil(<em class="parameter"><code>width</code></em>/4) * ceil(<em class="parameter"><code>height</code></em>/4) * 16</code></td></tr><tr><td align="center"><code class="constant">GL_COMPRESSED_SIGNED_RG11_EAC</code></td><td align="center"><code class="constant">GL_RG</code></td><td align="center"><code class="constant">ceil(<em class="parameter"><code>width</code></em>/4) * ceil(<em class="parameter"><code>height</code></em>/4) * 16</code></td></tr><tr><td align="center"><code class="constant">GL_COMPRESSED_RGB8_ETC2</code></td><td align="center"><code class="constant">GL_RGB</code></td><td align="center"><code class="constant">ceil(<em class="parameter"><code>width</code></em>/4) * ceil(<em class="parameter"><code>height</code></em>/4) * 8</code></td></tr><tr><td align="center"><code class="constant">GL_COMPRESSED_SRGB8_ETC2</code></td><td align="center"><code class="constant">GL_RGB</code></td><td align="center"><code class="constant">ceil(<em class="parameter"><code>width</code></em>/4) * ceil(<em class="parameter"><code>height</code></em>/4) * 8</code></td></tr><tr><td align="center"><code class="constant">GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2</code></td><td align="center"><code class="constant">GL_RGBA</code></td><td align="center"><code class="constant">ceil(<em class="parameter"><code>width</code></em>/4) * ceil(<em class="parameter"><code>height</code></em>/4) * 8</code></td></tr><tr><td align="center"><code class="constant">GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2</code></td><td align="center"><code class="constant">GL_RGBA</code></td><td align="center"><code class="constant">ceil(<em class="parameter"><code>width</code></em>/4) * ceil(<em class="parameter"><code>height</code></em>/4) * 8</code></td></tr><tr><td align="center"><code class="constant">GL_COMPRESSED_RGBA8_ETC2_EAC</code></td><td align="center"><code class="constant">GL_RGBA</code></td><td align="center"><code class="constant">ceil(<em class="parameter"><code>width</code></em>/4) * ceil(<em class="parameter"><code>height</code></em>/4) * 16</code></td></tr><tr><td align="center"><code class="constant">GL_COMPRESSED_SRGBA8_ETC2_EAC</code></td><td align="center"><code class="constant">GL_RGBA</code></td><td align="center"><code class="constant">ceil(<em class="parameter"><code>width</code></em>/4) * ceil(<em class="parameter"><code>height</code></em>/4) * 16</code></td></tr></tbody></table></div></div><p><br class="table-break" />
        </p></div><div class="refsect1" title="Errors"><a id="errors"></a><h2>Errors</h2><p>
          <code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>internalformat</code></em> is not one of the specific
          compressed internal formats:
          <code class="constant">GL_COMPRESSED_R11_EAC</code>,
          <code class="constant">GL_COMPRESSED_SIGNED_R11_EAC</code>,
          <code class="constant">GL_COMPRESSED_RG11_EAC</code>,
          <code class="constant">GL_COMPRESSED_SIGNED_RG11_EAC</code>,
          <code class="constant">GL_COMPRESSED_RGB8_ETC2</code>,
          <code class="constant">GL_COMPRESSED_SRGB8_ETC2</code>,
          <code class="constant">GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2</code>,
          <code class="constant">GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2</code>,
          <code class="constant">GL_COMPRESSED_RGBA8_ETC2_EAC</code>, or
          <code class="constant">GL_COMPRESSED_SRGBA8_ETC2_EAC</code>.
        </p><p>
            <code class="constant">GL_INVALID_VALUE</code> is generated if <em class="parameter"><code>imageSize</code></em> is not consistent with
            the format, dimensions, and contents of the specified compressed image data.
        </p><p>
            <code class="constant">GL_INVALID_VALUE</code> is generated if <em class="parameter"><code>border</code></em> is not 0.
        </p><p>
            <code class="constant">GL_INVALID_OPERATION</code> is generated if parameter combinations are not
            supported by the specific compressed internal format as specified in the
            specific texture compression extension. The ETC2/EAC texture compression algorithm
			supports only two-dimensional images. If internalformat is an ETC2/EAC format,
			<code class="function">glCompressedTexImage3D</code> will generate an INVALID_OPERATION error if target is not TEXTURE_2D_ARRAY.
		</p><p>
            <code class="constant">GL_INVALID_OPERATION</code> is generated if a non-zero buffer object name is bound to the
            <code class="constant">GL_PIXEL_UNPACK_BUFFER</code> target and the buffer object's data store is currently mapped.
        </p><p>
            <code class="constant">GL_INVALID_OPERATION</code> is generated if a non-zero buffer object name is bound to the
            <code class="constant">GL_PIXEL_UNPACK_BUFFER</code> target and the data would be unpacked from the buffer 
            object such that the memory reads required would exceed the data store size.
        </p><p>
            Undefined results, including abnormal program termination, are generated if <em class="parameter"><code>data</code></em> is not encoded in a manner consistent with the extension specification defining the internal compression format.
        </p></div><div class="refsect1" title="Associated Gets"><a id="associatedgets"></a><h2>Associated Gets</h2><p>
            <a class="citerefentry" href="glGet.xml"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_PIXEL_UNPACK_BUFFER_BINDING</code>
        </p></div><div class="refsect1" title="See Also"><a id="seealso"></a><h2>See Also</h2><p>
            <a class="citerefentry" href="glActiveTexture.xml"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>,
            <a class="citerefentry" href="glCompressedTexImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glCompressedTexImage2D</span></span></a>,
            <a class="citerefentry" href="glCompressedTexSubImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glCompressedTexSubImage2D</span></span></a>,
            <a class="citerefentry" href="glCompressedTexSubImage3D.xml"><span class="citerefentry"><span class="refentrytitle">glCompressedTexSubImage3D</span></span></a>,
            <a class="citerefentry" href="glCopyTexSubImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glCopyTexSubImage2D</span></span></a>,
            <a class="citerefentry" href="glCopyTexSubImage3D.xml"><span class="citerefentry"><span class="refentrytitle">glCopyTexSubImage3D</span></span></a>,
            <a class="citerefentry" href="glPixelStorei.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStorei</span></span></a>,
            <a class="citerefentry" href="glTexImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>,
            <a class="citerefentry" href="glTexSubImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glTexSubImage2D</span></span></a>,
            <a class="citerefentry" href="glTexSubImage3D.xml"><span class="citerefentry"><span class="refentrytitle">glTexSubImage3D</span></span></a>,
            <a class="citerefentry" href="glTexParameter.xml"><span class="citerefentry"><span class="refentrytitle">glTexParameter</span></span></a>
        </p></div><div class="refsect1" title="Copyright"><a id="Copyright"></a><h2>Copyright</h2><p>
            Copyright <span class="trademark"></span>© 1991-2006
            Silicon Graphics, Inc. This document is licensed under the SGI
            Free Software B License. For details, see
            <a class="ulink" href="http://oss.sgi.com/projects/FreeB/" target="_top">http://oss.sgi.com/projects/FreeB/</a>.
        </p></div></div></body></html>
