ADC Home > Reference Library > Reference > Mac OS X > Mac OS X Man Pages

 

This document is a Mac OS X manual page. Manual pages are a command-line technology for providing documentation. You can view these manual pages locally using the man(1) command. These manual pages come from many different sources, and thus, have a variety of writing styles.

For more information about the manual page format, see the manual page for manpages(5).



GLTEXIMAGE2D(3G)                                                                            GLTEXIMAGE2D(3G)



NAME
       glTexImage2D - specify a two-dimensional texture image


C SPECIFICATION
       void glTexImage2D( GLenum target,
                          GLint level,
                          GLint internalformat,
                          GLsizei width,
                          GLsizei height,
                          GLint border,
                          GLenum format,
                          GLenum type,
                          const GLvoid *pixels )


PARAMETERS
       target          Specifies the target texture.  Must be GL_TEXTURE_2D or GL_PROXY_TEXTURE_2D.

       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 1, 2, 3, or  4,  or
                       one  of the following symbolic constants: GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12,
                       GL_ALPHA16,    GL_LUMINANCE,    GL_LUMINANCE4,     GL_LUMINANCE8,     GL_LUMINANCE12,
                       GL_LUMINANCE16,   GL_LUMINANCE_ALPHA,   GL_LUMINANCE4_ALPHA4,   GL_LUMINANCE6_ALPHA2,
                       GL_LUMINANCE8_ALPHA8,         GL_LUMINANCE12_ALPHA4,          GL_LUMINANCE12_ALPHA12,
                       GL_LUMINANCE16_ALPHA16,  GL_INTENSITY,  GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12,
                       GL_INTENSITY16, GL_R3_G3_B2, GL_RGB, GL_RGB4, GL_RGB5, GL_RGB8,  GL_RGB10,  GL_RGB12,
                       GL_RGB16,  GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12,
                       or GL_RGBA16.

       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.

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

       format          Specifies the format of the pixel data.  The following symbolic values are  accepted:
                       GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_BGR GL_RGBA, GL_BGRA,
                       GL_LUMINANCE, and GL_LUMINANCE_ALPHA.

       type            Specifies the data type of  the  pixel  data.   The  following  symbolic  values  are
                       accepted:   GL_UNSIGNED_BYTE,   GL_BYTE,   GL_BITMAP,   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.

       pixels          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 textur-ing texturing
       ing  is  enabled.   To enable and disable two-dimensional texturing, call glEnable and glDisable with
       argument GL_TEXTURE_2D.

       To define texture images, call glTexImage2D.  The arguments describe the parameters  of  the  texture
       image,  such  as height, width, 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 GL_PROXY_TEXTURE_2D, 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
       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_2D,  data  is  read from pixels 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.  If type
       is  GL_BITMAP,  the  data  is  considered  as  a  string  of  unsigned  bytes  (and  format  must  be
       GL_COLOR_INDEX).
       Each   data   byte   is   treated   as   eight  1-bit  elements,  with  bit  ordering  determined  by
       GL_UNPACK_LSB_FIRST (see glPixelStore).

       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 pixels.  It can assume one of eleven symbolic
       values:

       GL_COLOR_INDEX
                 Each element is a single value, a color index.  The GL converts 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 GL_INDEX_SHIFT, and added to GL_INDEX_OFFSET (see
                 glPixelTransfer).  The resulting index is converted to a set of color components using  the
                 GL_PIXEL_MAP_I_TO_R,   GL_PIXEL_MAP_I_TO_G,  GL_PIXEL_MAP_I_TO_B,  and  GL_PIXEL_MAP_I_TO_A
                 tables, and clamped to the range [0,1].

       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 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] (see glPixelTransfer).

       GL_GREEN  Each  element is a single green component.  The GL converts it to floating point and assem-bles assembles
                 bles it into an RGBA element by attaching 0 for red and blue, and 1 for alpha.  Each compo-nent component
                 nent  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] (see glPixelTransfer).

       GL_BLUE   Each element is a single blue component.  The GL converts it to floating point  and  assem-bles assembles
                 bles  it into an RGBA element by attaching 0 for red and green, and 1 for alpha.  Each com-ponent component
                 ponent 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] (see glPixelTransfer).

       GL_ALPHA  Each  element is a single alpha component.  The GL converts it to floating point and assem-bles assembles
                 bles it into an RGBA element by attaching 0 for red, green, and blue.   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] (see glPixelTransfer).

       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]
                 (see
                 glPixelTransfer).

       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]
                 (see glPixelTransfer).

       GL_LUMINANCE
                 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 GL_c_SCALE, added to the signed bias GL_c_BIAS, and clamped to the range [0,1]
                 (see glPixelTransfer).

       GL_LUMINANCE_ALPHA
                 Each  element is a luminance/alpha pair.  The GL converts it to floating point, then assem-bles assembles
                 bles 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 GL_c_SCALE, added
                 to the signed bias GL_c_BIAS, 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 GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_RGB, and GL_RGBA must match  exactly.  The  numeric
       values 1, 2, 3, and 4 may also be used to specify the above representations.)

       Use  the  GL_PROXY_TEXTURE_2D  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.

       If  the  GL_ARB_imaging  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
          GL_COLOR_TABLE, if enabled. See glColorTable.

       2. Two-dimensional Convolution filtering, if enabled. See
          glConvolutionFilter1D.

          If   a   convolution   filter   changes   the  __width  of  the  texture  (by  processing  with  a
          GL_CONVOLUTION_BORDER_MODE of GL_REDUCE, for example), the width must 2^n +  2(height),  for  some
          integer n, and height must be 2^m +2 (border), for some integer m,  after filtering.

       3. RGBA components may be multiplied by GL_POST_CONVOLUTION_c_SCALE,
          and added to GL_POST_CONVOLUTION_c_BIAS, if enabled.  See glPixelTransfer.

       4. Color component replacement by the color table specified for
          GL_POST_CONVOLUTION_COLOR_TABLE, if enabled.  See glColorTable.

       5. Transformation by the color matrix.  See glMatrixMode.

       6. RGBA components may be multiplied by GL_POST_COLOR_MATRIX_c_SCALE,
          and added to GL_POST_COLOR_MATRIX_c_BIAS, if enabled.  See glPixelTransfer.

       7. Color component replacement by the color table specified for
          GL_POST_COLOR_MATRIX_COLOR_TABLE, if enabled.  See glColorTable.

       The  texture  image  can be represented by the same data formats as the pixels in a glDrawPixels com-mand, command,
       mand,  except  that  GL_STENCIL_INDEX  and  GL_DEPTH_COMPONENT  cannot  be  used.   glPixelStore  and
       glPixelTransfer modes affect texture images in exactly the way they affect glDrawPixels.


       glTexImage2D and GL_PROXY_TEXTURE_2D are available only if the GL version is 1.1 or greater.

       Internal formats other than 1, 2, 3, or 4 may be used only if the GL version is 1.1 or greater.

       In GL version 1.1 or greater, pixels may be a null pointer.  In this case texture memory is allocated
       to accommodate a texture of width width and height height.  You can then download subtextures to ini-tialize initialize
       tialize this texture memory.  The image is undefined if the user tries to apply an uninitialized por-tion portion
       tion of the texture image to a primitive.

       Formats  GL_BGR,  and   GL_BGRA   and   types   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 are available only if the GL version is 1.2 or greater.

       When the GL_ARB_multitexture extension is supported, glTexImage2D specifies the two-dimensional  tex-ture texture
       ture for the current texture unit, specified with glActiveTextureARB.

ERRORS
       GL_INVALID_ENUM is generated if target is not GL_TEXTURE_2D or GL_PROXY_TEXTURE_2D.

       GL_INVALID_ENUM is generated if format is not an accepted
        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_ENUM is generated if type is GL_BITMAP and format is not GL_COLOR_INDEX.

       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 1, 2, 3, 4, or one of the accepted  resolution
       and  symbolic constants.

       GL_INVALID_VALUE   is   generated   if  width  or  height  is  less  than  0  or  greater  than  2  +
       GL_MAX_TEXTURE_SIZE, or if either cannot be represented as 2^k +2 (border) for some integer value  of
       k.

       GL_INVALID_VALUE is generated if border is not 0 or 1.

       GL_INVALID_OPERATION  is  generated  if glTexImage2D is executed between the execution of glBegin and
       the corresponding execution of glEnd.

       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.

ASSOCIATED GETS
       glGetTexImage
       glIsEnabled with argument GL_TEXTURE_2D

SEE ALSO
       glColorTable(3G),     glConvolutionFilter2D(3G),     glCopyPixels(3G),     glCopyTexImage1D(3G),    glCopyTexImage2D(3G),
       glCopyTexSubImage1D(3G),   glCopyTexSubImage2D(3G),    glCopyTexSubImage3D(3G),    glDrawPixels(3G),    glMatrixMode(3G),
       glPixelStore(3G),  glPixelTransfer(3G),  glSeparableFilter2D(3G), glTexEnv(3G), glTexGen(3G), glTexImage1D(3G), glTexImage3D(3G),
       glTexSubImage1D(3G), glTexSubImage2D(3G), glTexSubImage3D(3G), glTexParameter(3G)





                                                                                            GLTEXIMAGE2D(3G)

Did this document help you?
Yes: Tell us what works for you.
It’s good, but: Report typos, inaccuracies, and so forth.
It wasn’t helpful: Tell us what would have helped.