GLTEXIMAGE2D(3G)
๐ธ NAME ๐ธ
okay bestie, welcome to GLTEXIMAGE2D(3G) โ the manual page for glTexImage2D, and its entire main character job is: glTexImage2D - specify a two-dimensional texture image. thatโs it, thatโs the assignment, and it ate. ๐
โจ
๐ C SPECIFICATION ๐
void glTexImage2D(GLenum target, GLint level, GLint internalformat,
GLsizei width, GLsizei height, GLint border,
GLenum format, GLenum type, const GLvoid * data);
โจ PARAMETERS โจ
targetโ says which texture target youโre aiming at. Must beGL_TEXTURE_2D,GL_PROXY_TEXTURE_2D,GL_TEXTURE_1D_ARRAY,GL_PROXY_TEXTURE_1D_ARRAY,GL_TEXTURE_RECTANGLE,GL_PROXY_TEXTURE_RECTANGLE,GL_TEXTURE_CUBE_MAP_POSITIVE_X,GL_TEXTURE_CUBE_MAP_NEGATIVE_X,GL_TEXTURE_CUBE_MAP_POSITIVE_Y,GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,GL_TEXTURE_CUBE_MAP_POSITIVE_Z,GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, orGL_PROXY_TEXTURE_CUBE_MAP. no mystery targets, bestie.levelโ the level-of-detail number. Level0is the base image level. Levelnis the nth mipmap reduction image. IftargetisGL_TEXTURE_RECTANGLEorGL_PROXY_TEXTURE_RECTANGLE,levelmust be0. rectangles stay at level zero, periodt.internalformatโ says how many color components are in the texture. Must be one of the base internal formats given in Table 1, one of the sized internal formats given in Table 2, or one of the compressed internal formats given in Table 3, below. we love a format with range.widthโ the width of the texture image. All implementations support texture images that are at least1024texels wide. yes, 1024 is the lowkey minimum flex.heightโ the height of the texture image, or the number of layers in a texture array whentargetisGL_TEXTURE_1D_ARRAYorGL_PROXY_TEXTURE_1D_ARRAY. All implementations support 2D texture images that are at least1024texels high, and texture arrays that are at least256layers deep. stack those layers, icon.borderโ this value must be0. literally zero. not a vibe option.formatโ the format of the pixel data. The following symbolic values are accepted:GL_RED,GL_RG,GL_RGB,GL_BGR,GL_RGBA,GL_BGRA,GL_RED_INTEGER,GL_RG_INTEGER,GL_RGB_INTEGER,GL_BGR_INTEGER,GL_RGBA_INTEGER,GL_BGRA_INTEGER,GL_STENCIL_INDEX,GL_DEPTH_COMPONENT,GL_DEPTH_STENCIL.typeโ 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_HALF_FLOAT,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, andGL_UNSIGNED_INT_2_10_10_10_REV.dataโ a pointer to the image data in memory. the actual pixels live here, bestie.
๐ฆ DESCRIPTION ๐ฆ
Texturing is literally how shaders get to read elements of an image array. ๐
To define texture images, you call glTexImage2D. The arguments describe the texture imageโs parameters โ stuff like 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. iykyk, memory layout matters.
If target is GL_PROXY_TEXTURE_2D, GL_PROXY_TEXTURE_1D_ARRAY, GL_PROXY_TEXTURE_CUBE_MAP, or GL_PROXY_TEXTURE_RECTANGLE, no data is read from data, but all of the texture image state is recalculated, checked for consistency, and checked against the implementationโs 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. proxy mode is giving โvibe check only, no pixels read.โ
If target is GL_TEXTURE_2D, GL_TEXTURE_RECTANGLE, or one of the GL_TEXTURE_CUBE_MAP targets, 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()). bit order said pay attention to me.
If target is GL_TEXTURE_1D_ARRAY, data is interpreted as an array of one-dimensional images.
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 objectโs data store. buffer-bound era, truly.
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. we start bottom-left and climb, no cap.
format determines the composition of each element in data. It can assume one of these symbolic values:
GL_REDโ each element is a single red component. The GL converts it to floating point and assembles it into an RGBA element by attaching0for green and blue, and1for alpha. Each component is clamped to the range[0,1].GL_RGโ each element is a red/green double. The GL converts it to floating point and assembles it into an RGBA element by attaching0for blue, and1for alpha. Each component is clamped to the range[0,1].GL_RGB,GL_BGRโ each element is an RGB triple. The GL converts it to floating point and assembles it into an RGBA element by attaching1for alpha. Each component is clamped to the range[0,1].GL_RGBA,GL_BGRAโ each element contains all four components. Each component is clamped to the range[0,1]. full RGBA main character energy.GL_DEPTH_COMPONENTโ each element is a single depth value. The GL converts it to floating point and clamps to the range[0,1].GL_DEPTH_STENCILโ each element is a pair of depth and stencil values. The depth component of the pair is interpreted as inGL_DEPTH_COMPONENT. The stencil component is interpreted based on the specified depth + stencil internal format.
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 the one 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.) close enough is fine for most, but those four said exact or nothing.
internalformat may be one of the base internal formats shown in Table 1, below.
๐ Table 1. Base Internal Formats ๐
the columns are Base Internal Format, RGBA, Depth and Stencil Values, and Internal Components โ hereโs the whole lineup:
GL_DEPTH_COMPONENTโ RGBA, Depth and Stencil Values: Depth; Internal Components:DGL_DEPTH_STENCILโ RGBA, Depth and Stencil Values: Depth, Stencil; Internal Components:D, SGL_REDโ RGBA, Depth and Stencil Values: Red; Internal Components:RGL_RGโ RGBA, Depth and Stencil Values: Red, Green; Internal Components:R, GGL_RGBโ RGBA, Depth and Stencil Values: Red, Green, Blue; Internal Components:R, G, BGL_RGBAโ RGBA, Depth and Stencil Values: Red, Green, Blue, Alpha; Internal Components:R, G, B, A
internalformat may also be one of the sized internal formats shown in Table 2, below.
Table 2. Sized Internal Formats
Okay bestie, column vibe check โจ: Sized Internal Format, Base Internal Format, Red Bits, Green Bits, Blue Bits, Alpha Bits, Shared Bits. The Shared Bits column is blank for every single row here, so just picture a sparkly lil empty column and don't come for me ๐ . Blank means the cell is empty in the original, not that I forgot it.
GL_R8โ baseGL_RED; red8; green blank; blue blank; alpha blank; shared blank.GL_R8_SNORMโ baseGL_RED; reds8; green blank; blue blank; alpha blank; shared blank.GL_R16โ baseGL_RED; red16; green blank; blue blank; alpha blank; shared blank.GL_R16_SNORMโ baseGL_RED; reds16; green blank; blue blank; alpha blank; shared blank.GL_RG8โ baseGL_RG; red8; green8; blue blank; alpha blank; shared blank.GL_RG8_SNORMโ baseGL_RG; reds8; greens8; blue blank; alpha blank; shared blank.GL_RG16โ baseGL_RG; red16; green16; blue blank; alpha blank; shared blank.GL_RG16_SNORMโ baseGL_RG; reds16; greens16; blue blank; alpha blank; shared blank.GL_R3_G3_B2โ baseGL_RGB; red3; green3; blue2; alpha blank; shared blank.GL_RGB4โ baseGL_RGB; red4; green4; blue4; alpha blank; shared blank.GL_RGB5โ baseGL_RGB; red5; green5; blue5; alpha blank; shared blank.GL_RGB8โ baseGL_RGB; red8; green8; blue8; alpha blank; shared blank.GL_RGB8_SNORMโ baseGL_RGB; reds8; greens8; blues8; alpha blank; shared blank.GL_RGB10โ baseGL_RGB; red10; green10; blue10; alpha blank; shared blank.GL_RGB12โ baseGL_RGB; red12; green12; blue12; alpha blank; shared blank.GL_RGB16_SNORMโ baseGL_RGB; red16; green16; blue16; alpha blank; shared blank.GL_RGBA2โ baseGL_RGB; red2; green2; blue2; alpha2; shared blank. Yes, the base saysGL_RGBโ I'm copying it exactly, no edits ๐.GL_RGBA4โ baseGL_RGB; red4; green4; blue4; alpha4; shared blank.GL_RGB5_A1โ baseGL_RGBA; red5; green5; blue5; alpha1; shared blank.GL_RGBA8โ baseGL_RGBA; red8; green8; blue8; alpha8; shared blank.GL_RGBA8_SNORMโ baseGL_RGBA; reds8; greens8; blues8; alphas8; shared blank.GL_RGB10_A2โ baseGL_RGBA; red10; green10; blue10; alpha2; shared blank.GL_RGB10_A2UIโ baseGL_RGBA; redui10; greenui10; blueui10; alphaui2; shared blank.GL_RGBA12โ baseGL_RGBA; red12; green12; blue12; alpha12; shared blank.GL_RGBA16โ baseGL_RGBA; red16; green16; blue16; alpha16; shared blank.GL_SRGB8โ baseGL_RGB; red8; green8; blue8; alpha blank; shared blank.GL_SRGB8_ALPHA8โ baseGL_RGBA; red8; green8; blue8; alpha8; shared blank.GL_R16Fโ baseGL_RED; redf16; green blank; blue blank; alpha blank; shared blank.
...and we're still going, bestie ๐ญ the table is long but we're so close. Quick legend so you don't get lost: each row is internal format โ the format it pairs with โ the component types for R, G, B, A in that order โ and the last slot is the shared exponent bits ๐
GL_RG16Fโ formatGL_RG, componentsf16(R),f16(G) โจGL_RGB16Fโ formatGL_RGB, componentsf16(R),f16(G),f16(B) ๐GL_RGBA16Fโ formatGL_RGBA, componentsf16(R),f16(G),f16(B),f16(A) ๐GL_R32Fโ formatGL_RED, componentf32(R) ๐ฆGL_RG32Fโ formatGL_RG, componentsf32(R),f32(G)GL_RGB32Fโ formatGL_RGB, componentsf32(R),f32(G),f32(B)GL_RGBA32Fโ formatGL_RGBA, componentsf32(R),f32(G),f32(B),f32(A) ๐ฅGL_R11F_G11F_B10Fโ formatGL_RGB, componentsf11(R),f11(G),f10(B) ๐ธGL_RGB9_E5โ formatGL_RGB, components9(R),9(G),9(B), and5shared ๐GL_R8Iโ formatGL_RED, componenti8(R)GL_R8UIโ formatGL_RED, componentui8(R)GL_R16Iโ formatGL_RED, componenti16(R)GL_R16UIโ formatGL_RED, componentui16(R)GL_R32Iโ formatGL_RED, componenti32(R)GL_R32UIโ formatGL_RED, componentui32(R)GL_RG8Iโ formatGL_RG, componentsi8(R),i8(G)GL_RG8UIโ formatGL_RG, componentsui8(R),ui8(G)GL_RG16Iโ formatGL_RG, componentsi16(R),i16(G)GL_RG16UIโ formatGL_RG, componentsui16(R),ui16(G)GL_RG32Iโ formatGL_RG, componentsi32(R),i32(G)GL_RG32UIโ formatGL_RG, componentsui32(R),ui32(G)GL_RGB8Iโ formatGL_RGB, componentsi8(R),i8(G),i8(B)GL_RGB8UIโ formatGL_RGB, componentsui8(R),ui8(G),ui8(B)GL_RGB16Iโ formatGL_RGB, componentsi16(R),i16(G),i16(B)GL_RGB16UIโ formatGL_RGB, componentsui16(R),ui16(G),ui16(B)GL_RGB32Iโ formatGL_RGB, componentsi32(R),i32(G),i32(B)GL_RGB32UIโ formatGL_RGB, componentsui32(R),ui32(G),ui32(B)GL_RGBA8Iโ formatGL_RGBA, componentsi8(R),i8(G),i8(B),i8(A)GL_RGBA8UIโ formatGL_RGBA, componentsui8(R),ui8(G),ui8(B),ui8(A)GL_RGBA16Iโ formatGL_RGBA, componentsi16(R),i16(G),i16(B),i16(A)GL_RGBA16UIโ formatGL_RGBA, componentsui16(R),ui16(G),ui16(B),ui16(A) ๐
Lowkey this list is the moment, ngl โ every internal format, its matching format, and exactly what each channel holds, all laid out so you can just vibe-check your texture setup against it ๐ซถ
โฆand those last integer rows from the internal-format table finish out like this ๐ซถ
GL_RGBA32Iโ base internal formatGL_RGBA; R =i32, G =i32, B =i32, A =i32; last column blank.GL_RGBA32UIโ base internal formatGL_RGBA; R =ui32, G =ui32, B =ui32, A =ui32; last column blank.
okay and internalformat can also be one of the generic or compressed texture formats, bestie โ Table 3 below has the whole lineup ๐
Table 3. Compressed Internal Formats
The columns are Compressed Internal Format, Base Internal Format, and Type. Every row, no skipping:
GL_COMPRESSED_REDโ base internal formatGL_REDโ GenericGL_COMPRESSED_RGโ base internal formatGL_RGโ GenericGL_COMPRESSED_RGBโ base internal formatGL_RGBโ GenericGL_COMPRESSED_RGBAโ base internal formatGL_RGBAโ GenericGL_COMPRESSED_SRGBโ base internal formatGL_RGBโ GenericGL_COMPRESSED_SRGB_ALPHAโ base internal formatGL_RGBAโ GenericGL_COMPRESSED_RED_RGTC1โ base internal formatGL_REDโ SpecificGL_COMPRESSED_SIGNED_RED_RGTC1โ base internal formatGL_REDโ SpecificGL_COMPRESSED_RG_RGTC2โ base internal formatGL_RGโ SpecificGL_COMPRESSED_SIGNED_RG_RGTC2โ base internal formatGL_RGโ SpecificGL_COMPRESSED_RGBA_BPTC_UNORMโ base internal formatGL_RGBAโ SpecificGL_COMPRESSED_SRGB_ALPHA_BPTC_UNORMโ base internal formatGL_RGBAโ SpecificGL_COMPRESSED_RGB_BPTC_SIGNED_FLOATโ base internal formatGL_RGBโ SpecificGL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOATโ base internal formatGL_RGBโ Specific
If the internalformat parameter is one of the generic compressed formats โ GL_COMPRESSED_RED, GL_COMPRESSED_RG, GL_COMPRESSED_RGB, or GL_COMPRESSED_RGBA โ 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. ๐
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, or blue 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 โค 0.04045
c_l = ((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_2D, GL_PROXY_TEXTURE_1D_ARRAY, GL_PROXY_TEXTURE_RECTANGLE, or GL_PROXY_TEXTURE_CUBE_MAP 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. ๐ญ
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 G values. A three-component image uses the R, G, and B values. A four-component image uses all of the RGBA components. ๐
Image-based shadowing can be enabled by comparing texture r coordinates to depth texture values to generate a boolean result. See glTexParameter() for details on texture comparison.
โจ NOTES โจ
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 and height height. 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. ๐ซถ
glTexImage2D specifies the two-dimensional texture for the current texture unit, specified with glActiveTexture().
GL_STENCIL_INDEX may be used for format only if the GL version is 4.4 or higher. ๐
๐ ERRORS ๐
okay bestie, this is the part where OpenGL yells at you. listen up, because these are the receipts it throws back ๐งพโจ
GL_INVALID_ENUMโ bestie you gave it atargetthat is literally not one of these:GL_TEXTURE_2D,GL_TEXTURE_1D_ARRAY,GL_TEXTURE_RECTANGLE,GL_PROXY_TEXTURE_2D,GL_PROXY_TEXTURE_1D_ARRAY,GL_PROXY_TEXTURE_RECTANGLE,GL_PROXY_TEXTURE_CUBE_MAP,GL_TEXTURE_CUBE_MAP_POSITIVE_X,GL_TEXTURE_CUBE_MAP_NEGATIVE_X,GL_TEXTURE_CUBE_MAP_POSITIVE_Y,GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,GL_TEXTURE_CUBE_MAP_POSITIVE_Z, orGL_TEXTURE_CUBE_MAP_NEGATIVE_Z. like, pick one that's on the list babe ๐ญGL_INVALID_ENUMโ also fires iftargetis one of the six cube map 2D image targets and yourwidthandheightare not equal. cubes gotta be square, that's the whole vibe ๐ฒGL_INVALID_ENUMโ iftypeis not a type constant. any type constant. just not that one ๐GL_INVALID_VALUEโ ifwidthis less than 0 or greater thanGL_MAX_TEXTURE_SIZE.GL_INVALID_VALUEโ iftargetis notGL_TEXTURE_1D_ARRAYorGL_PROXY_TEXTURE_1D_ARRAYandheightis less than 0 or greater thanGL_MAX_TEXTURE_SIZE.GL_INVALID_VALUEโ iftargetisGL_TEXTURE_1D_ARRAYorGL_PROXY_TEXTURE_1D_ARRAYandheightis less than 0 or greater thanGL_MAX_ARRAY_TEXTURE_LAYERS. different ceiling for array girlies, iykyk ๐GL_INVALID_VALUEโ iflevelis less than 0. negative mip levels are not a thing, periodt.GL_INVALID_VALUEโ may be generated iflevelis greater than log 2 โก max, where max is the returned value ofGL_MAX_TEXTURE_SIZE. (yes, may. it's giving mysterious โจ)GL_INVALID_VALUEโ ifinternalformatis not one of the accepted resolution and format symbolic constants.GL_INVALID_VALUEโ ifwidthorheightis less than 0 or greater thanGL_MAX_TEXTURE_SIZE. (yeah she's on here twice, she's thorough ๐)GL_INVALID_VALUEโ ifborderis not 0. zero. only zero. no border era, we're done with it ๐ซGL_INVALID_OPERATIONโ iftypeis one ofGL_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, orGL_UNSIGNED_INT_10F_11F_11F_REV, andformatis notGL_RGB. these ones are RGB-only, no exceptions bestie ๐GL_INVALID_OPERATIONโ iftypeis one ofGL_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,GL_UNSIGNED_INT_2_10_10_10_REV, orGL_UNSIGNED_INT_5_9_9_9_REV, andformatis neitherGL_RGBAnorGL_BGRA. these pack alpha, so they need their alpha-coded format. main character requirements ๐GL_INVALID_OPERATIONโ iftargetis notGL_TEXTURE_2D,GL_PROXY_TEXTURE_2D,GL_TEXTURE_RECTANGLE, orGL_PROXY_TEXTURE_RECTANGLE, andinternalformatisGL_DEPTH_COMPONENT,GL_DEPTH_COMPONENT16,GL_DEPTH_COMPONENT24, orGL_DEPTH_COMPONENT32F. depth formats are 2D/rectangle girlies only ๐GL_INVALID_OPERATIONโ ifformatisGL_DEPTH_COMPONENTandinternalformatis notGL_DEPTH_COMPONENT,GL_DEPTH_COMPONENT16,GL_DEPTH_COMPONENT24, orGL_DEPTH_COMPONENT32F. depth in, depth out, matching set only โจGL_INVALID_OPERATIONโ ifinternalformatisGL_DEPTH_COMPONENT,GL_DEPTH_COMPONENT16,GL_DEPTH_COMPONENT24, orGL_DEPTH_COMPONENT32F, andformatis notGL_DEPTH_COMPONENT. yeah, she's the mirror of the one above. both directions, no cap ๐ชGL_INVALID_OPERATIONโ if a non-zero buffer object name is bound to theGL_PIXEL_UNPACK_BUFFERtarget and the buffer object's data store is currently mapped. bestie you can't read from something that's mid-edit ๐คGL_INVALID_OPERATIONโ if a non-zero buffer object name is bound to theGL_PIXEL_UNPACK_BUFFERtarget and the data would be unpacked from the buffer object such that the memory reads required would exceed the data store size. stay in your lane, memory-wise ๐งGL_INVALID_OPERATIONโ if a non-zero buffer object name is bound to theGL_PIXEL_UNPACK_BUFFERtarget and data is not evenly divisible into the number of bytes needed to store in memory a datum indicated bytype. the math has to math, fr fr ๐งฎGL_INVALID_VALUEโ iftargetisGL_TEXTURE_RECTANGLEorGL_PROXY_TEXTURE_RECTANGLEandlevelis not 0. rectangles have exactly one level and they're at peace with it ๐ธ
๐ ASSOCIATED GETS ๐
the reverse-uno cards you can peek with, bestie:
glGetTexImage()glGet()with argumentGL_PIXEL_UNPACK_BUFFER_BINDING
๐ VERSION SUPPORT ๐
the original ships this as a big grid, and since we're out here in terminal-land with no tables, here's the same tea in list form ๐ตโจ
glTexImage2D
2.0โ โ2.1โ โ3.0โ โ3.1โ โ3.2โ โ3.3โ โ4.0โ โ4.1โ โ4.2โ โ4.3โ โ4.4โ โ4.5โ โ
she ate every single column, no notes ๐
GL_HALF_FLOAT
2.0โ -2.1โ -3.0โ โ3.1โ โ3.2โ โ3.3โ โ4.0โ โ4.1โ โ4.2โ โ4.3โ โ4.4โ โ4.5โ โ
so GL_HALF_FLOAT sat out 2.0 and 2.1 and then showed up in 3.0 like a glow-up montage ๐ฆ
๐ซถ SEE ALSO ๐ซถ
your little friend group of related calls, go say hi:
glActiveTexture()glCopyTexImage1D()glCopyTexImage2D()glCopyTexSubImage1D()glCopyTexSubImage2D()glCopyTexSubImage3D()glPixelStore()glTexImage1D()glTexImage3D()glTexSubImage1D()glTexSubImage2D()glTexSubImage3D()glTexParameter()
ยฉ๏ธ COPYRIGHT ยฉ๏ธ
Copyright ยฉ 1991-2006 Silicon Graphics, Inc. Copyright ยฉ 2011-2014 Khronos Group. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.
ยฉ๏ธ COPYRIGHT (yes, again, she said it twice) ยฉ๏ธ
Copyright ยฉ 1991-2006 Silicon Graphics, Inc.
and that's the whole page, bestie!! ๐โจ
okay final sign-off moment ๐ธ this gem's source line is a placeholder โ it literally says [FIXME: source] ๐ โ and it's dated 08/09/2021, filed under GLTEXIMAGE2D(3G). so like, yeah, vintage-adjacent but still serving ๐
bye bestie, go make some textures!! ๐ฆ๐๐ฅ
๐ฆ where this page comes from
- centos-stream 9: gl-manpages 1.1-24.20190306.el9 ยท MIT and Open Publication
- ๐ girlified by deepseek-ai/DeepSeek-V4.1-Flash-1017 on : a language model's rewrite of the original, under its terms