MyWebUniversity.com Home Page
 



Darwin Mac OS X man pages main menu
GLTEXIMAGE3D(3G)                                              GLTEXIMAGE3D(3G)



NAME
       glTexImage3D - specify a three-dimensional texture image


C SPECIFICATION
       void glTexImage3D( GLenum target,
                          GLint level,
                          GLenum internalformat,
                          GLsizei width,
                          GLsizei height,
                          GLsizei depth,
                          GLint border,
                          GLenum format,
                          GLenum type,
                          const GLvoid *pixels )


PARAMETERS
       target          Specifies the target texture.  Must be GLTEXTURE3D or
                       GLPROXYTEXTURE3D.

       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  tex-
                       ture.   Must  be 1, 2, 3, or 4, or one of the following
                       symbolic  constants:  GLALPHA,  GLALPHA4,  GLALPHA8,
                       GLALPHA12,  GLALPHA16,  GLUMINANCE,  GLUMINANCE4,
                       GLUMINANCE8,     GLUMINANCE12,      GLUMINANCE16,
                       GLUMINANCEALPHA,               GLUMINANCE4ALPHA4,
                       GLUMINANCE6ALPHA2,             GLUMINANCE8ALPHA8,
                       GLUMINANCE12ALPHA4,          GLUMINANCE12ALPHA12,
                       GLUMINANCE16ALPHA16,  GLINTENSITY,   GLINTENSITY4,
                       GLINTENSITY8,      GLINTENSITY12,     GLINTENSITY16,
                       GLR3G3B2,   GLRGB,   GLRGB4,   GLRGB5,   GLRGB8,
                       GLRGB100,   GLRGB12,   GLRGB16,   GLRGBA,  GLRGBA2,
                       GLRGBA4, GLRGB5A1, GLRGBA8, GLRGB100A2, GLRGBA12,
                       or GLRGBA16.

       width           Specifies  the width of the texture image.  Must be 2^n
                       ]2 (border) for some  integer  n.  All  implementations
                       support  texture  images  that  are  at least 64 texels
                       wide.

       height          Specifies the height of the texture image.  Must be 2^m
                       ]2  (border)  for  some  integer m. All implementations
                       support texture images that  are  at  least  64  texels
                       high.

       depth           Specifies  the depth of the texture image.  Must be 2^k
                       ]2 (border) for some  integer  k.  All  implementations
                       support  texture  images  that  are  at least 64 texels
                       deep.

       border          Specifies the width of the border.  Must be either 0 or
                       1.

       format          Specifies  the   of the pixel data.  The following sym-
                       bolic  values  are  accepted:  GLCOLORINDEX,  GLRED,
                       GLGREN,  GLBLUE,  GLALPHA, GLRGB, GLBGR, GLRGBA,
                       GLBGRA, GLUMINANCE, and GLUMINANCEALPHA.

       type            Specifies the data type of the pixel data.  The follow-
                       ing  symbolic  values  are  accepted: GLUNSIGNEDBYTE,
                       GLBYTE,   GLBITMAP,   GLUNSIGNEDSHORT,    GLSHORT,
                       GLUNSIGNEDINT,            GLINT,            GLFLOAT
                       GLUNSIGNEDBYTE332,     GLUNSIGNEDBYTE233REV,
                       GLUNSIGNEDSHORT565,   GLUNSIGNEDSHORT565REV,
                       GLUNSIGNEDSHORT4444,
                       GLUNSIGNEDSHORT4444REV,
                       GLUNSIGNEDSHORT5551,
                       GLUNSIGNEDSHORT1555REV, GLUNSIGNEDINT8888,
                       GLUNSIGNEDINT8888REV,
                       GLUNSIGNEDINT1001001002,                         and
                       GLUNSIGNEDINT2100100100REV.

       pixels          Specifies a pointer to the image data in memory.

DESCRIPTION
       Texturing maps a portion of a specified texture image onto each graphi-
       cal  primitive  for  which texturing is enabled.  To enable and disable
       three-dimensional texturing, call glEnable and glDisable with  argument
       GLTEXTURE3D.

       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; they are identical to the pixel
       formats used for glDrawPixels.

       If target is GLPROXYTEXTURE3D, no data is read from pixels, but  all
       of  the  texture  image state is recalculated, checked for consistency,
       and checked against the implementation's capabilities. If the implemen-
       tation  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 GLTEXTURE3D, data is read from pixels as a  sequence  of
       signed  or unsigned bytes, shorts, or longs, or single-precision float-
       ing-point values, depending on type.  These  values  are  grouped  into
       sets  of  one, two, three, or four values, depending on format, to form
       elements.  If type is GLBITMAP, the data is considered as a string  of
       unsigned  bytes (and format must be GLCOLORINDEX).  Each data byte is
       treated as eight  1-bit  elements,  with  bit  ordering  determined  by
       GLUNPACKLSBFIRST (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.

       format  determines  the  composition of each element in pixels.  It can
       assume one of eleven symbolic values:

       GLCOLORINDEX
                 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 GLINDEXSHIFT, and added
                 to GLINDEXOFSET (see
                 glPixelTransfer).  The resulting index is converted to a  set
                 of    color   components   using   the   GLPIXELMAPITOR,
                 GLPIXELMAPITOG,         GLPIXELMAPITOB,         and
                 GLPIXELMAPITOA tables, and clamped to the range [0,1].

       GLRED    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
                 GLcSCALE,  added  to the signed bias GLcBIAS, and clamped
                 to the range [0,1] (see glPixelTransfer).

       GLGREN  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 and blue, and 1 for alpha.   Each  compo-
                 nent   is   then   multiplied  by  the  signed  scale  factor
                 GLcSCALE, added to the signed bias GLcBIAS,  and  clamped
                 to the range [0,1] (see glPixelTransfer).

       GLBLUE   Each  element is a single blue component.  The GL converts it
                 to floating point and assembles it into an  RGBA  element  by
                 attaching  0 for red and green, and 1 for alpha.  Each compo-
                 nent  is  then  multiplied  by  the   signed   scale   factor
                 GLcSCALE,  added  to the signed bias GLcBIAS, and clamped
                 to the range [0,1] (see glPixelTransfer).

       GLALPHA  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.  Each component is then
                 multiplied  by  the  signed scale factor GLcSCALE, added to
                 the signed bias GLcBIAS, and clamped  to  the  range  [0,1]
                 (see glPixelTransfer).

       GLRGB

       GLBGR    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 GLcSCALE, added to the signed bias  GLcBIAS,
                 and clamped to the range [0,1] (see
                 glPixelTransfer).

       GLRGBA

       GLBGRA   Each element contains all four components.  Each component is
                 multiplied by the signed scale factor  GLcSCALE,  added  to
                 the  signed  bias  GLcBIAS,  and clamped to the range [0,1]
                 (see glPixelTransfer).

       GLUMINANCE
                 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  GLcSCALE,  added  to
                 the  signed  bias  GLcBIAS,  and clamped to the range [0,1]
                 (see glPixelTransfer).

       GLUMINANCEALPHA
                 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 GLcSCALE, added to the signed bias  GLcBIAS,
                 and clamped to the range [0,1] (see
                 glPixelTransfer).

       Refer  to  the  glDrawPixels  reference  page  for a description of the
       acceptable values for the type parameter.

       If an application wants to store the texture at a certain resolution or
       in  a certain , it can request the resolution and  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 GLUMINANCE, GLUMINANCEALPHA,  GLRGB,
       and  GLRGBA  must match exactly. The numeric values 1, 2, 3, and 4 may
       also be used to specify the above representations.)

       Use the GLPROXYTEXTURE3D target to try out a resolution  and  update
       and recompute its best match for the requested storage resolution and .
       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 pixels.  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
       Texturing has no effect in color index mode.

       The texture image can be represented by the same data  formats  as  the
       pixels  in  a  glDrawPixels  command,  except that GLSTENCILINDEX and
       GLDEPTHCOMPONENT 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.

       pixels 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  unini-
       tialized portion of the texture image to a primitive.

       Formats   GLBGR,   and   GLBGRA   and  types  GLUNSIGNEDBYTE332,
       GLUNSIGNEDBYTE233REV,                    GLUNSIGNEDSHORT565,
       GLUNSIGNEDSHORT565REV,                 GLUNSIGNEDSHORT4444,
       GLUNSIGNEDSHORT4444REV,               GLUNSIGNEDSHORT5551,
       GLUNSIGNEDSHORT1555REV,                 GLUNSIGNEDINT8888,
       GLUNSIGNEDINT8888REV,      GLUNSIGNEDINT1001001002,       and
       GLUNSIGNEDINT2100100100REV  are available only if the GL version is
       1.2 or greater.

       When the GLARBmultitexture extension is supported, glTexImage3D spec-
       ifies the three-dimensional texture for the current texture unit, spec-
       ified with glActiveTextureARB.

       If the GLARBimaging 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
          GLCOLORTABLE, if enabled. See glColorTable.

       2. Color component replacement by the color table specified for
          GLPOSTCONVOLUTIONCOLORTABLE, if enabled.  See glColorTable.

       3. Transformation by the color matrix.  See glatrixode.

       4. RGBA components may be multiplied by GLPOSTCOLORMATRIXcSCALE,
          and  added  to   GLPOSTCOLORMATRIXcBIAS,   if   enabled.    See
          glPixelTransfer.

       5. Color component replacement by the color table specified for
          GLPOSTCOLORMATRIXCOLORTABLE, if enabled.  See glColorTable.

ERORS
       GLINVALIDENUM   is  generated  if  target  is  not  GLTEXTURE3D  or
       GLPROXYTEXTURE3D.

       GLINVALIDENUM is generated if format is not an accepted
        constant.   Format   constants   other   than   GLSTENCILINDEX   and
       GLDEPTHCOMPONENT are accepted.

       GLINVALIDENUM is generated if type is not a type constant.

       GLINVALIDENUM  is  generated  if  type is GLBITMAP and format is not
       GLCOLORINDEX.

       GLINVALIDVALUE is generated if level is less than 0.


       GLINVALIDVALUE may be generated if level is greater  than  log2(max),
       where max is the returned value of GLMAXTEXTURESIZE.

       GLINVALIDVALUE  is  generated if internalformat is not 1, 2, 3, 4, or
       one of the accepted resolution and  symbolic constants.

       GLINVALIDVALUE is generated if width, height, or depth is less than 0
       or  greater than 2 ] GLMAXTEXTURESIZE, or if either cannot be repre-
       sented as 2^k ]2 (border) for some integer value of k.

       GLINVALIDVALUE is generated if border is not 0 or 1.

       GLINVALIDOPERATION is generated if glTexImage3D is  executed  between
       the execution of glBegin and the corresponding execution of glEnd.

       GLINVALIDOPERATION    is    generated    if    type    is    one   of
       GLUNSIGNEDBYTE332,                     GLUNSIGNEDBYTE233REV,
       GLUNSIGNEDSHORT565,  or  GLUNSIGNEDSHORT565REV and format is
       not GLRGB.

       GLINVALIDOPERATION   is    generated    if    type    is    one    of
       GLUNSIGNEDSHORT4444,               GLUNSIGNEDSHORT4444REV,
       GLUNSIGNEDSHORT5551,               GLUNSIGNEDSHORT1555REV,
       GLUNSIGNEDINT8888,                   GLUNSIGNEDINT8888REV,
       GLUNSIGNEDINT1001001002, or GLUNSIGNEDINT2100100100REV and  for-
       mat is neither GLRGBA nor GLBGRA.

ASOCIATED GETS
       glGetTexImage
       glIsEnabled with argument GLTEXTURE3D

SEE ALSO
       glActiveTextureARB,  glCopyPixels,  glCopyTexImage1D, glCopyTexImage2D,
       glCopyTexSubImage1D,     glCopyTexSubImage2D,      glCopyTexSubImage3D,
       glDrawPixels,   glPixelStore,   glPixelTransfer,   glTexEnv,  glTexGen,
       glTexImage1D,    glTexImage2D,    glTexSubImage1D,     glTexSubImage2D,
       glTexSubImage3D, glTexParameter





                                                              GLTEXIMAGE3D(3G)
Darwin Mac OS X man pages main menu

Contact us      |       About us      |       Term of use      |       Copyright © 2000-2010 MyWebUniversity.com ™