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glTexImage3D — specify a three-dimensional texture image
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 GL_TEXTURE_3D
or GL_PROXY_TEXTURE_3D
.
level
Specifies the level-of-detail number.
Level 0 is the base image level.
Level
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_COMPRESSED_ALPHA
,
GL_COMPRESSED_LUMINANCE
,
GL_COMPRESSED_LUMINANCE_ALPHA
,
GL_COMPRESSED_INTENSITY
,
GL_COMPRESSED_RGB
,
GL_COMPRESSED_RGBA
,
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
,
GL_RGBA16
,
GL_SLUMINANCE
,
GL_SLUMINANCE8
,
GL_SLUMINANCE_ALPHA
,
GL_SLUMINANCE8_ALPHA8
,
GL_SRGB
,
GL_SRGB8
,
GL_SRGB_ALPHA
, or
GL_SRGB8_ALPHA8
.
width
Specifies the width of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be
height
Specifies the height of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be
depth
Specifies the depth of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be
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
.
data
Specifies a pointer to the image data in memory.
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;
they are identical to the pixel formats used for glDrawPixels.
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.
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).
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_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 assembles it into an RGBA element
by attaching 0 for red 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_BLUE
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 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_ALPHA
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 GL_c_SCALE
,
added to the signed bias GL_c_BIAS
,
and clamped to the range [0,1]
(see glPixelTransfer).
GL_INTENSITY
Each element is a single intensity value.
The GL converts it to floating point,
then assembles it into an RGBA element by replicating the intensity value
three times for red, green, blue, and 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_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 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 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 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_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.)
If the internalFormat
parameter is one of the generic compressed formats,
GL_COMPRESSED_ALPHA
,
GL_COMPRESSED_INTENSITY
,
GL_COMPRESSED_LUMINANCE
,
GL_COMPRESSED_LUMINANCE_ALPHA
,
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
,
GL_SRGB8_ALPHA8
,
GL_SLUMINANCE
,
GL_SLUMINANCE8
,
GL_SLUMINANCE_ALPHA
, or
GL_SLUMINANCE8_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
Assume
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.
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 GL_STENCIL_INDEX
and GL_DEPTH_COMPONENT
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.
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.
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.
For OpenGL versions 1.3 and greater, or when the ARB_multitexture
extension is supported, glTexImage3D
specifies the three-dimensional texture for the current texture unit,
specified with glActiveTexture.
If the 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
GL_COLOR_TABLE
, if enabled. See glColorTable.
GL_POST_CONVOLUTION_COLOR_TABLE
, if enabled. See glColorTable.
GL_POST_COLOR_MATRIX_c_SCALE
,
and added to GL_POST_COLOR_MATRIX_c_BIAS
, if enabled. See
glPixelTransfer.
GL_POST_COLOR_MATRIX_COLOR_TABLE
, if enabled. See
glColorTable.
Non-power-of-two textures are supported if the GL version is 2.0 or greater, or if the implementation exports the GL_ARB_texture_non_power_of_two
extension.
The
GL_SRGB
,
GL_SRGB8
,
GL_SRGB_ALPHA
,
GL_SRGB8_ALPHA8
,
GL_SLUMINANCE
,
GL_SLUMINANCE8
,
GL_SLUMINANCE_ALPHA
, and
GL_SLUMINANCE8_ALPHA8
internal formats are only available if the GL version is 2.1 or greater.
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_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
GL_MAX_TEXTURE_SIZE
.
GL_INVALID_VALUE
is generated if internalFormat
is not 1, 2, 3, 4, or 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 2 + GL_MAX_TEXTURE_SIZE
.
GL_INVALID_VALUE
is generated if non-power-of-two textures are not supported and the width
, height
, or depth
cannot be represented as
GL_INVALID_VALUE
is generated if border
is not 0 or 1.
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
.
GL_INVALID_OPERATION
is generated if glTexImage3D
is executed between the execution of glBegin
and the corresponding execution of glEnd.
glIsEnabled with argument GL_TEXTURE_3D
glGet with argument GL_PIXEL_UNPACK_BUFFER_BINDING
glActiveTexture, glColorTable, glCompressedTexImage1D, glCompressedTexImage2D, glCompressedTexImage3D, glCompressedTexSubImage1D, glCompressedTexSubImage2D, glCompressedTexSubImage3D, glCopyPixels, glCopyTexImage1D, glCopyTexImage2D, glCopyTexSubImage1D, glCopyTexSubImage2D, glCopyTexSubImage3D, glDrawPixels, glGetCompressedTexImage, glMatrixMode, glPixelStore, glPixelTransfer, glTexEnv, glTexGen, glTexImage1D, glTexImage2D, glTexSubImage1D, glTexSubImage2D, glTexSubImage3D, glTexParameter
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