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спецификации, руководства, описания, API
Spec-Zone .ru
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GLTEXIMAGE1D(3G)                                                                            GLTEXIMAGE1D(3G)



NAME
       glTexImage1D - specify a one-dimensional texture image


C SPECIFICATION
       void glTexImage1D( GLenum target,
                          GLint level,
                          GLint internalformat,
                          GLsizei width,
                          GLint border,
                          GLenum format,
                          GLenum type,
                          const GLvoid *pixels )


PARAMETERS
       target          Specifies the target texture.  Must be GL_TEXTURE_1D or GL_PROXY_TEXTURE_1D.

       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_RGB, GL_R3_G3_B2, 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. The
                       height of the 1D texture image is 1.

       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 one-dimensional texturing, call glEnable and glDisable with
       argument GL_TEXTURE_1D.

       Texture images are defined with glTexImage1D.  The arguments describe the parameters of  the  texture
       image,  such  as  width,  width  of  the border, level-of-detail number (see glTexParameter), and the
       internal resolution and  used to store the image.  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_1D, 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_1D,  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 left end of the texture  array.   Subsequent  elements  progress
       left-to-right  through  the  remaining texels in the texture array.  The final element corresponds to
       the right end of the texture array.

       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 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
                 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).

       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 preceding representations.)

       Use the GL_PROXY_TEXTURE_1D target to try out a resolution and update and recompute  its  best  match
       for  the requested storage resolution and . To 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 from pixels.  A  two-com-ponent two-component
       ponent  image uses the R and A values.  A three-component image uses the R, G, and B values.  A four-component fourcomponent
       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. One-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(border), for some
          integer n, 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.

       GL_PROXY_TEXTURE_1D may be used 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.  You can then download subtextures to initialize the texture
       memory. The image is undefined if the program 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, glTexImage1D specifies the one-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_1D or GL_PROXY_TEXTURE_1D.

       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 is less than 0 or greater than 2 + GL_MAX_TEXTURE_SIZE, or  if
       it cannot be represented as 2^n + 2(border) for some integer value of n.

       GL_INVALID_VALUE is generated if border is not 0 or 1.

       GL_INVALID_OPERATION  is  generated  if glTexImage1D 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_1D

SEE ALSO
       glActiveTextureARB(3G),     glColorTable(3G),    glConvolutionFilter1D(3G),    glCopyPixels(3G),    glCopyTexImage1D(3G),
       glCopyTexImage2D(3G),  glCopyTexSubImage1D(3G),   glCopyTexSubImage2D(3G),   glCopyTexSubImage3D(3G),   glDrawPixels(3G),
       glMatrixMode(3G),   glPixelStore(3G),   glPixelTransfer(3G),   glTexEnv(3G),  glTexGen(3G),  glTexImage2D(3G),  glTexImage3D(3G),
       glTexSubImage1D(3G), glTexSubImage2D(3G), glTexSubImage3D(3G), glTexParameter(3G)





                                                                                            GLTEXIMAGE1D(3G)

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