GLAPI/glTexImage3D: Difference between revisions
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== Function Definition == | == Function Definition == | ||
void '''glTexImage3D'''(GLenum | void '''glTexImage3D'''(GLenum {{param|target}}, GLint {{param|level}}, GLint {{param|internalFormat}}, GLsizei {{param|width}}, GLsizei {{param|height}}, GLsizei {{param|depth}}, GLint {{param|border}}, GLenum {{param|format}}, GLenum {{param|type}}, const GLvoid * {{param|data}}); | ||
; target | ; target | ||
: Specifies the target texture. Must be one of {{ | : Specifies the target texture. Must be one of {{enum|GL_TEXTURE_3D}}, {{enum|GL_PROXY_TEXTURE_3D}}, {{enum|GL_TEXTURE_2D_ARRAY}} or {{enum|GL_PROXY_TEXTURE_2D_ARRAY}}. | ||
; level | ; level | ||
: Specifies the level-of-detail number. Level 0 is the base image level. Level ''n'' is the ''n''th mipmap reduction image. | : Specifies the level-of-detail number. Level 0 is the base image level. Level ''n'' is the ''n''th mipmap reduction image. | ||
Line 24: | Line 24: | ||
; border | ; border | ||
: This value must be 0. | : This value must be 0. | ||
{{glapi pixeltransferupparams}} | |||
== Description == | == 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 | 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 {{apifunc|glEnable}} and {{apifunc|glDisable}} with argument {{enum|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 | 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 {{apifunc|glTexParameter}}), and number of color components provided. The last three arguments describe how the image is represented in memory. | ||
If | If {{param|target}} is {{enum|GL_PROXY_TEXTURE_3D}}, no data is read from {{param|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 {{apifunc|glGetError}}). To query for an entire mipmap array, use an image array level greater than or equal to 1. | ||
If | If {{param|target}} is {{enum|GL_TEXTURE_3D}}, data is read from {{param|data}} as a sequence of signed or unsigned bytes, shorts, or longs, or single-precision floating-point values, depending on {{param|type}}. These values are grouped into sets of one, two, three, or four values, depending on {{param|format}}, to form elements. Each data byte is treated as eight 1-bit elements, with bit ordering determined by {{enum|GL_UNPACK_LSB_FIRST}} (see {{apifunc|glPixelStore}}). | ||
If a non-zero named buffer object is bound to the {{ | If a non-zero named buffer object is bound to the {{enum|GL_PIXEL_UNPACK_BUFFER}} target (see {{apifunc|glBindBuffer}}) while a texture image is specified, {{param|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. | 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. | ||
{{param|format}} determines the composition of each element in {{param|data}}. It can assume one of these symbolic values: | |||
; {{ | ; {{enum|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 component is | : 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 clamped to the range [0,1]. | ||
; {{ | ; {{enum|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 | : 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 clamped to the range [0,1]. | ||
; {{ | ; {{enum|GL_RGB}} | ||
: ; {{ | : ; {{enum|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 | : 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 clamped to the range [0,1]. | ||
; {{ | ; {{enum|GL_RGBA}} | ||
: ; {{ | : ; {{enum|GL_BGRA}} | ||
: Each element contains all four components. Each component is | : Each element contains all four components. Each component is 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 {{param|internalFormat}}. The GL will choose an internal representation that closely approximates that requested by {{param|internalFormat}}, but it may not match exactly. (The representations specified by {{enum|GL_RED}}, {{enum|GL_RG}}, {{enum|GL_RGB}}, and {{enum|GL_RGBA}} must match exactly.) | |||
{{ | {{param|internalFormat}} may be one of the formats from the tables below: | ||
{{glapi baseformattable|line-height: 1.0em;}} | |||
{{glapi internalformattable}} | {{glapi internalformattable|line-height: 1.0em;}} | ||
{{glapi depthstencilformattable|line-height: 1.0em;}} | |||
{{glapi compressedformattable}} | {{glapi compressedformattable|line-height: 1.0em;}} | ||
If the | If the {{param|internalFormat}} parameter is one of the generic compressed formats, {{enum|GL_COMPRESSED_RED}}, {{enum|GL_COMPRESSED_RG}}, {{enum|GL_COMPRESSED_RGB}}, or {{enum|GL_COMPRESSED_RGBA}}, the GL will replace the internal format with the symbolic constant for a specific internal format and compress the texture before storage. If no corresponding internal format is available, or the GL can not compress that image for any reason, the internal format is instead replaced with a corresponding base internal format. | ||
If the | If the {{param|internalFormat}} parameter is {{enum|GL_SRGB}}, {{enum|GL_SRGB8}}, {{enum|GL_SRGB_ALPHA}}, or {{enum|GL_SRGB8_ALPHA8}}, the texture is treated as if the red, green, blue, or luminance components are encoded in the sRGB color space. Any alpha component is left unchanged. The conversion from the sRGB encoded component c<sub>s</sub> to a linear component c<sub>l</sub> is: | ||
{{glapi srgb equation}} | {{glapi srgb equation}} | ||
Line 79: | Line 73: | ||
Assume c<sub>s</sub> is the sRGB component in the range [0,1]. | Assume c<sub>s</sub> is the sRGB component in the range [0,1]. | ||
Use the {{ | Use the {{enum|GL_PROXY_TEXTURE_3D}} 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 then query this state, call {{apifunc|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 extracted from | A one-component texture image uses only the red component of the RGBA color extracted from {{param|data}}. 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 == | == Notes == | ||
The | The {{apifunc|glPixelStore}} mode affects texture images. | ||
{{param|data}} may be a null pointer. In this case texture memory is allocated to accommodate a texture of width {{param|width}}, height {{param|height}}, and depth {{param|depth}}. 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. | |||
'''glTexImage3D''' specifies the three-dimensional texture for the current texture unit, specified with | '''glTexImage3D''' specifies the three-dimensional texture for the current texture unit, specified with {{apifunc|glActiveTexture}}. | ||
{{enum|GL_STENCIL_INDEX}} may be used for {{param|format}} only if the GL version is 4.4 or higher. | |||
== Errors == | == Errors == | ||
{{ | {{enum|GL_INVALID_ENUM}} is generated if {{param|target}} is not {{enum|GL_TEXTURE_3D}} or {{enum|GL_PROXY_TEXTURE_3D}}. | ||
{{ | {{enum|GL_INVALID_ENUM}} is generated if {{param|format}} is not an accepted format constant. Format constants other than {{enum|GL_STENCIL_INDEX}} and {{enum|GL_DEPTH_COMPONENT}} are accepted. | ||
{{ | {{enum|GL_INVALID_ENUM}} is generated if {{param|type}} is not a type constant. | ||
{{ | {{enum|GL_INVALID_VALUE}} is generated if {{param|level}} is less than 0. | ||
{{ | {{enum|GL_INVALID_VALUE}} may be generated if {{param|level}} is greater than log<sub>2</sub>(''max''), where ''max'' is the returned value of {{enum|GL_MAX_TEXTURE_SIZE}}. | ||
{{ | {{enum|GL_INVALID_VALUE}} is generated if {{param|internalFormat}} is not one of the accepted resolution and format symbolic constants. | ||
{{ | {{enum|GL_INVALID_VALUE}} is generated if {{param|width}}, {{param|height}}, or {{param|depth}} is less than 0 or greater than {{enum|GL_MAX_TEXTURE_SIZE}}. | ||
{{ | {{enum|GL_INVALID_VALUE}} is generated if {{param|border}} is not 0. | ||
{{ | {{enum|GL_INVALID_OPERATION}} is generated if {{param|type}} is one of {{enum|GL_UNSIGNED_BYTE_3_3_2}}, {{enum|GL_UNSIGNED_BYTE_2_3_3_REV}}, {{enum|GL_UNSIGNED_SHORT_5_6_5}}, or {{enum|GL_UNSIGNED_SHORT_5_6_5_REV}} and {{param|format}} is not {{enum|GL_RGB}}. | ||
{{ | {{enum|GL_INVALID_OPERATION}} is generated if {{param|type}} is one of {{enum|GL_UNSIGNED_SHORT_4_4_4_4}}, {{enum|GL_UNSIGNED_SHORT_4_4_4_4_REV}}, {{enum|GL_UNSIGNED_SHORT_5_5_5_1}}, {{enum|GL_UNSIGNED_SHORT_1_5_5_5_REV}}, {{enum|GL_UNSIGNED_INT_8_8_8_8}}, {{enum|GL_UNSIGNED_INT_8_8_8_8_REV}}, {{enum|GL_UNSIGNED_INT_10_10_10_2}}, or {{enum|GL_UNSIGNED_INT_2_10_10_10_REV}} and {{param|format}} is neither {{enum|GL_RGBA}} nor {{enum|GL_BGRA}}. | ||
{{ | {{enum|GL_INVALID_OPERATION}} is generated if {{param|format}} or {{param|internalFormat}} is {{enum|GL_DEPTH_COMPONENT}}, {{enum|GL_DEPTH_COMPONENT16}}, {{enum|GL_DEPTH_COMPONENT24}}, or {{enum|GL_DEPTH_COMPONENT32}}. | ||
{{ | {{enum|GL_INVALID_OPERATION}} is generated if a non-zero buffer object name is bound to the {{enum|GL_PIXEL_UNPACK_BUFFER}} target and the buffer object's data store is currently mapped. | ||
{{ | {{enum|GL_INVALID_OPERATION}} is generated if a non-zero buffer object name is bound to the {{enum|GL_PIXEL_UNPACK_BUFFER}} target and the data would be unpacked from the buffer object such that the memory reads required would exceed the data store size. | ||
{{ | {{enum|GL_INVALID_OPERATION}} is generated if a non-zero buffer object name is bound to the {{enum|GL_PIXEL_UNPACK_BUFFER}} target and {{param|data}} is not evenly divisible into the number of bytes needed to store in memory a datum indicated by {{param|type}}. | ||
== Associated Gets == | == Associated Gets == | ||
{{apifunc|glGetTexImage}} | |||
{{apifunc|glGet}} with argument {{enum|GL_PIXEL_UNPACK_BUFFER_BINDING}} | |||
== See Also == | == See Also == | ||
{{apifunc|glActiveTexture}}, {{apifunc|glBindTexture}}, {{apifunc|glTexImage1D}}, {{apifunc|glTexImage2D}}, {{apifunc|glTexImage2DMultisample}}, {{apifunc|glTexImage3DMultisample}}, {{apifunc|glTexSubImage3D}}, {{apifunc|glPixelStore}} | |||
== Copyright == | == 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 [ | Copyright © 1991-2006 Silicon Graphics, Inc. Copyright © 2011-2013 Khronos Group. This document is licensed under the SGI Free Software B License. For details, see [https://khronos.org/registry/OpenGL-Refpages/LICENSES/LicenseRef-FreeB.txt LicenseRef-FreeB]. | ||
[[Category:API Reference | [[Category:Core API Reference|TexImage3D]] | ||
[[Category: | [[Category:Core API Ref Texturing|TexImage3D]] | ||
[[Category:Texture Object API State Functions|TexImage3D]] |
Latest revision as of 22:04, 5 February 2021
Core in version | 4.6 | |
---|---|---|
Core since version | 1.2 |
glTexImage3D: specify a three-dimensional texture image
Function Definition
void glTexImage3D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * data);
- target
- Specifies 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 nth 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. For transfers of depth, stencil, or depth/stencil data, you must use GL_DEPTH_COMPONENT, GL_STENCIL_INDEX, or GL_DEPTH_STENCIL, where appropriate. For transfers of normalized integer or floating-point color image data, you must use one of the following: GL_RED, GL_GREEN, GL_BLUE, GL_RG, GL_RGB, GL_BGR, GL_RGBA, and GL_BGRA. For transfers of non-normalized integer data, you must use one of the following: GL_RED_INTEGER, GL_GREEN_INTEGER, GL_BLUE_INTEGER, GL_RG_INTEGER, GL_RGB_INTEGER, GL_BGR_INTEGER, GL_RGBA_INTEGER, and GL_BGRA_INTEGER.
- 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, or if a buffer is bound to GL_PIXEL_UNPACK_BUFFER, this provides an integer offset into the bound buffer object. If a buffer is not bound to GL_PIXEL_UNPACK_BUFFER, and this parameter is NULL, no Pixel Transfer will be performed.
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.
format determines the composition of each element in data. It can assume one of these symbolic values:
- 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 component is 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 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 clamped to the range [0,1].
- GL_RGBA
- ; GL_BGRA
- Each element contains all four components. Each component is 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.)
internalFormat may be one of the formats from the tables below:
Base Internal Format | RGBA, Depth and Stencil Values | Internal Components |
---|---|---|
GL_DEPTH_COMPONENT | Depth | D |
GL_DEPTH_STENCIL | Depth, Stencil | D, S |
GL_STENCIL_INDEX | Stencil | 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 |
Component Bitdepth | ||||||
---|---|---|---|---|---|---|
Sized Internal Format | Base Internal Format | Red | Green | Blue | Alpha | Shared |
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 |
Component Bitdepth | |||
---|---|---|---|
Sized Internal Format | Base Internal Format | Depth | Stencil |
GL_DEPTH_COMPONENT16 | GL_DEPTH_COMPONENT | 16 | |
GL_DEPTH_COMPONENT24 | GL_DEPTH_COMPONENT | 24 | |
GL_DEPTH_COMPONENT32 | GL_DEPTH_COMPONENT | 32 | |
GL_DEPTH_COMPONENT32F | GL_DEPTH_COMPONENT | f32 | |
GL_DEPTH24_STENCIL8 | GL_DEPTH_STENCIL | 24 | 8 |
GL_DEPTH32F_STENCIL8 | GL_DEPTH_STENCIL | f32 | 8 |
GL_STENCIL_INDEX8 | GL_STENCIL_INDEX | 8 |
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 |
S3TC formats | ||
GL_COMPRESSED_RGB_S3TC_DXT1_EXT | GL_RGB | Specific |
GL_COMPRESSED_SRGB_S3TC_DXT1_EXT | GL_RGB | Specific |
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT | GL_RGBA | Specific |
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT | GL_RGBA | Specific |
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT | GL_RGBA | Specific |
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT | GL_RGBA | Specific |
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT | GL_RGBA | Specific |
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT | GL_RGBA | Specific |
If the internalFormat parameter is one of the generic compressed formats, GL_COMPRESSED_RED, GL_COMPRESSED_RG, GL_COMPRESSED_RGB, or GL_COMPRESSED_RGBA, the GL will replace the internal format with the symbolic constant for a specific internal format and compress the texture before storage. If no corresponding internal format is available, or the GL can not compress that image for any reason, the internal format is instead replaced with a corresponding base internal format.
If the internalFormat parameter is GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8, the texture is treated as if the red, green, blue, or luminance components are encoded in the sRGB color space. Any alpha component is left unchanged. The conversion from the sRGB encoded component cs to a linear component cl is:
Assume cs is the sRGB component in the range [0,1].
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 requested storage resolution and format. To then 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 extracted from data. 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
The glPixelStore mode affects texture images.
data may be a null pointer. In this case texture memory is allocated to accommodate a texture of width width, height height, and depth depth. 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.
glTexImage3D specifies the three-dimensional texture for the current texture unit, specified with glActiveTexture.
GL_STENCIL_INDEX may be used for format only if the GL version is 4.4 or higher.
Errors
GL_INVALID_ENUM is generated if target is not GL_TEXTURE_3D or GL_PROXY_TEXTURE_3D.
GL_INVALID_ENUM is generated if format is not an accepted format constant. Format constants other than GL_STENCIL_INDEX and GL_DEPTH_COMPONENT are accepted.
GL_INVALID_ENUM is generated if type is not a type constant.
GL_INVALID_VALUE is generated if level is less than 0.
GL_INVALID_VALUE may be generated if level is greater than log2(max), where max is the returned value of GL_MAX_TEXTURE_SIZE.
GL_INVALID_VALUE is generated if internalFormat is not one of the accepted resolution and format symbolic constants.
GL_INVALID_VALUE is generated if width, height, or depth is less than 0 or greater than GL_MAX_TEXTURE_SIZE.
GL_INVALID_VALUE is generated if border is not 0.
GL_INVALID_OPERATION is generated if type 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 format is not GL_RGB.
GL_INVALID_OPERATION is generated if type 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 format is neither GL_RGBA nor GL_BGRA.
GL_INVALID_OPERATION is generated if format or internalFormat is GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, or GL_DEPTH_COMPONENT32.
GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER target and the buffer object's data store is currently mapped.
GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER target and the data would be unpacked from the buffer object such that the memory reads required would exceed the data store size.
GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER target and data is not evenly divisible into the number of bytes needed to store in memory a datum indicated by type.
Associated Gets
glGet with argument GL_PIXEL_UNPACK_BUFFER_BINDING
See Also
glActiveTexture, glBindTexture, glTexImage1D, glTexImage2D, glTexImage2DMultisample, glTexImage3DMultisample, glTexSubImage3D, glPixelStore
Copyright
Copyright © 1991-2006 Silicon Graphics, Inc. Copyright © 2011-2013 Khronos Group. This document is licensed under the SGI Free Software B License. For details, see LicenseRef-FreeB.