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GLTEXIMAGE3D(3G) OpenGL 3.3 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 * data);
PARAMETERS
target
Specifies the target texture. Must be one of GL_TEXTURE_3D, GL_PROXY_TEXTURE_3D,
GL_TEXTURE_2D_ARRAY or GL_PROXY_TEXTURE_2D_ARRAY.
level
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the n th mipmap
reduction image.
internalFormat
Specifies the number of color components in the texture. Must be one of the following symbolic
constants: GL_RGBA32F, GL_RGBA32I, GL_RGBA32UI, GL_RGBA16, GL_RGBA16F, GL_RGBA16I, GL_RGBA16UI,
GL_RGBA8, GL_RGBA8UI, GL_SRGB8_ALPHA8, GL_RGB10_A2, GL_RGBA10_A2UI, GL_R11_G11_B10F, GL_RG32F,
GL_RG32I, GL_RG32UI, GL_RG16, GL_RG16F, GL_RGB16I, GL_RGB16UI, GL_RG8, GL_RG8I, GL_RG8UI,
GL_R23F, GL_R32I, GL_R32UI, GL_R16F, GL_R16I, GL_R16UI, GL_R8, GL_R8I, GL_R8UI, GL_RGBA16_UNORM,
GL_RGBA8_SNORM, GL_RGB32F, GL_RGB32I, GL_RGB32UI, GL_RGB16_SNORM, GL_RGB16F, GL_RGB16I,
GL_RGB16UI, GL_RGB16, GL_RGB8_SNORM, GL_RGB8, GL_RGB8I, GL_RGB8UI, GL_SRGB8, GL_RGB9_E5,
GL_RG16_SNORM, GL_RG8_SNORM, GL_COMPRESSED_RG_RGTC2, GL_COMPRESSED_SIGNED_RG_RGTC2, GL_R16_SNORM,
GL_R8_SNORM, GL_COMPRESSED_RED_RGTC1, GL_COMPRESSED_SIGNED_RED_RGTC1, GL_DEPTH_COMPONENT32F,
GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT16, GL_DEPTH32F_STENCIL8, GL_DEPTH24_STENCIL8.
width
Specifies the width of the texture image. All implementations support 3D texture images that are
at least 16 texels wide.
height
Specifies the height of the texture image. All implementations support 3D texture images that are
at least 256 texels high.
depth
Specifies the depth of the texture image, or the number of layers in a texture array. All
implementations support 3D texture images that are at least 256 texels deep, and texture arrays
that are at least 256 layers deep.
border
This value must be 0.
format
Specifies the format of the pixel data. The following symbolic values are accepted: GL_RED,
GL_RG, GL_RGB, GL_BGR, GL_RGBA, and GL_BGRA.
type
Specifies the data type of the pixel data. The following symbolic values are accepted:
GL_UNSIGNED_BYTE, GL_BYTE, 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.
DESCRIPTION
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.
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. 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_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].
GL_RG
Each element is a red and green pair. The GL converts each to floating point and assembles it
into an RGBA element by attaching 0 for 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].
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].
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].
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_RED, GL_RG, GL_RGB, and GL_RGBA must match exactly.)
If the internalFormat parameter is one of the generic compressed formats, GL_COMPRESSED_RED,
GL_COMPRESSED_RG, 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, or GL_SRGB8_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 c s to a linear
component c l is:
c l = { c s 12.92 if c s ^o 0.04045 ( c s + 0.055 1.055 ) 2.4 if c s > 0.04045
Assume c s is the sRGB component in the range [0,1].
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.
NOTES
The glPixelStore() mode affects texture images.
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.
glTexImage3D specifies the three-dimensional texture for the current texture unit, specified with
glActiveTexture().
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 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_VALUE is generated if level is less than 0.
GL_INVALID_VALUE may be generated if level is greater than log 2 ^, max, where max is the returned
value of GL_MAX_TEXTURE_SIZE.
GL_INVALID_VALUE is generated if internalFormat is not 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
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 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 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.
ASSOCIATED GETS
glGetTexImage()
glGet() with argument GL_PIXEL_UNPACK_BUFFER_BINDING
SEE ALSO
glActiveTexture(), glCompressedTexImage1D(), glCompressedTexImage2D(), glCompressedTexImage3D(),
glCompressedTexSubImage1D(), glCompressedTexSubImage2D(), glCompressedTexSubImage3D(),
glCopyTexImage1D(), glCopyTexImage2D(), glCopyTexSubImage1D(), glCopyTexSubImage2D(),
glCopyTexSubImage3D(), glGetCompressedTexImage(), glPixelStore(), glTexImage1D(), glTexImage2D(),
glTexSubImage1D(), glTexSubImage2D(), glTexSubImage3D(), glTexParameter()
COPYRIGHT
Copyright (C) 1991-2006 Silicon Graphics, Inc. This document is licensed under the SGI Free Software
B License. For details, see http://oss.sgi.com/projects/FreeB/.
OpenGL 3.3 03/08/2011 GLTEXIMAGE3D(3G)
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