glTexImage3D

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GLTEXIMAGE3D(3G)					     GLTEXIMAGE3D(3G)



NAME
       glTexImage3D - specify a three-dimensional texture image


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


PARAMETERS
       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 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:  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
		       2n+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
		       2m+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
		       2k+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:  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	 fol-
		       lowing 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 graph-
       ical  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 pixels, but all
       of  the	texture image state is recalculated, checked for consistency,
       and checked against the implementation’s capabilities. If  the  imple-
       mentation  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 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 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 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  corre-
       sponds 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	 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 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	 com-
		 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_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 com-
		 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_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 compo-
		 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_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_RGB

       GL_BGR	 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	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 , it can request the resolution and  with internalFor-
       mat.  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_3D 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	 tex-
       ture 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 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.

       pixels  may  be	a null pointer.	 In this case texture memory is allo-
       cated 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.

       When the	 GL_ARB_multitexture  extension	 is  supported,	 glTexImage3D
       specifies  the three-dimensional texture for the current texture unit,
       specified with glActiveTextureARB.

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

       3. Transformation by the color matrix.  See glMatrixMode.

       4. 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.

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

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
	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 log2max,
       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, height, or depth is less than
       0 or greater than 2 + GL_MAX_TEXTURE_SIZE, or if either cannot be rep-
       resented as 2k+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 glTexImage3D 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 for-
       mat is neither GL_RGBA nor GL_BGRA.

ASSOCIATED GETS
       glGetTexImage
       glIsEnabled with argument GL_TEXTURE_3D

SEE ALSO
       glActiveTextureARB(3G),	  glCopyPixels(3G),	glCopyTexImage1D(3G),
       glCopyTexImage2D(3G),			     glCopyTexSubImage1D(3G),
       glCopyTexSubImage2D(3G),	 glCopyTexSubImage3D(3G),   glDrawPixels(3G),
       glPixelStore(3G),   glPixelTransfer(3G),	 glTexEnv(3G),	glTexGen(3G),
       glTexImage1D(3G),	glTexImage2D(3G),	 glTexSubImage1D(3G),
       glTexSubImage2D(3G), glTexSubImage3D(3G), glTexParameter(3G)





							     GLTEXIMAGE3D(3G)