GLTEXPARAMETER(3G)
okay bestie, welcome to the GLTEXPARAMETER(3G) page β yes, that's the 3G manual, and the raw header has a little [FIXME: manual] moment going on. We're not gonna let that kill the vibe. This is the texture-parameter glow-up, and it's lowkey important.
π NAME π
glTexParameter, glTextureParameter β set texture parameters.
π C SPECIFICATION π
void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
void glTexParameteri(GLenum target, GLenum pname, GLint param);
void glTextureParameterf(GLuint texture, GLenum pname, GLfloat param);
void glTextureParameteri(GLuint texture, GLenum pname, GLint param);
void glTexParameterfv(GLenum target, GLenum pname,
const GLfloat * params);
void glTexParameteriv(GLenum target, GLenum pname,
const GLint * params);
void glTexParameterIiv(GLenum target, GLenum pname,
const GLint * params);
void glTexParameterIuiv(GLenum target, GLenum pname,
const GLuint * params);
void glTextureParameterfv(GLuint texture, GLenum pname,
const GLfloat *params);
void glTextureParameteriv(GLuint texture, GLenum pname,
const GLint *params);
void glTextureParameterIiv(GLuint texture, GLenum pname,
const GLint *params);
void glTextureParameterIuiv(GLuint texture, GLenum pname,
const GLuint *params);
β¨ PARAMETERS β¨
targetβ the target the texture is bound to for theglTexParameterfunctions. Bestie, it must be one of:GL_TEXTURE_1D,GL_TEXTURE_1D_ARRAY,GL_TEXTURE_2D,GL_TEXTURE_2D_ARRAY,GL_TEXTURE_2D_MULTISAMPLE,GL_TEXTURE_2D_MULTISAMPLE_ARRAY,GL_TEXTURE_3D,GL_TEXTURE_CUBE_MAP,GL_TEXTURE_CUBE_MAP_ARRAY, orGL_TEXTURE_RECTANGLE.textureβ the texture object name for theglTextureParameterfunctions. Iconic little handle, no cap.pnameβ the symbolic name of a single-valued texture parameter.pnamecan be one of:GL_DEPTH_STENCIL_TEXTURE_MODE,GL_TEXTURE_BASE_LEVEL,GL_TEXTURE_COMPARE_FUNC,GL_TEXTURE_COMPARE_MODE,GL_TEXTURE_LOD_BIAS,GL_TEXTURE_MIN_FILTER,GL_TEXTURE_MAG_FILTER,GL_TEXTURE_MIN_LOD,GL_TEXTURE_MAX_LOD,GL_TEXTURE_MAX_LEVEL,GL_TEXTURE_SWIZZLE_R,GL_TEXTURE_SWIZZLE_G,GL_TEXTURE_SWIZZLE_B,GL_TEXTURE_SWIZZLE_A,GL_TEXTURE_WRAP_S,GL_TEXTURE_WRAP_T, orGL_TEXTURE_WRAP_R.
For the vector commands (glTexParameter*v), pname can also be one of GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA. Periodt.
paramβ for the scalar commands, this specifies the value ofpname.paramsβ for the vector commands, this is a pointer to an array where the value or values ofpnameare stored.
π¦ DESCRIPTION π¦
glTexParameter and glTextureParameter assign the value or values in params to the texture parameter specified as pname. For glTexParameter, target defines the target texture, either GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_3D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY, or GL_TEXTURE_RECTANGLE.
The following symbols are accepted in pname:
GL_DEPTH_STENCIL_TEXTURE_MODEβ specifies the mode used to read from depth-stencil format textures.paramsmust be one ofGL_DEPTH_COMPONENTorGL_STENCIL_COMPONENT. If the depth stencil mode isGL_DEPTH_COMPONENT, then reads from depth-stencil format textures will return the depth component of the texel inRtand the stencil component will be discarded. If the depth stencil mode isGL_STENCIL_COMPONENTthen the stencil component is returned inRtand the depth component is discarded. The initial value isGL_DEPTH_COMPONENT.GL_TEXTURE_BASE_LEVELβ specifies the index of the lowest defined mipmap level. This is an integer value. The initial value is0.GL_TEXTURE_BORDER_COLORβ the data inparamsspecifies four values that define the border values that should be used for border texels. If a texel is sampled from the border of the texture, the values ofGL_TEXTURE_BORDER_COLORare interpreted as an RGBA color to match the texture's internal format and substituted for the non-existent texel data. If the texture contains depth components, the first component ofGL_TEXTURE_BORDER_COLORis interpreted as a depth value. The initial value is0.0 , 0.0 , 0.0 , 0.0.
If the values for GL_TEXTURE_BORDER_COLOR are specified with glTexParameterIiv or glTexParameterIuiv, the values are stored unmodified with an internal data type of integer. If specified with glTexParameteriv, they are converted to floating point with the following equation: f = 2 c + 1 2 b - 1. If specified with glTexParameterfv, they are stored unmodified as floating-point values.
GL_TEXTURE_COMPARE_FUNC β okay so this parameter specifies the comparison operator used when GL_TEXTURE_COMPARE_MODE is set to GL_COMPARE_REF_TO_TEXTURE. π
The tableβs two columns are Texture Comparison Function and Computed result, and the permissible values are:
GL_LEQUALβresultis the step between1.0and0.0:result=1.0on ther <= D_tbranch, andresult=0.0on ther > D_tbranch. β¨ The little graph is plottingresultagainstr, withD_tmarked on the axis.GL_GEQUALβ flipped comparison energy:result=1.0on ther >= D_tbranch, andresult=0.0on ther < D_tbranch. πΈ The graph labelsr,D_t,1.0, and0.0, no cap.GL_LESSβ theComputed resultcell showsresultwith the1.0/0.0step, and the comparison markedr < D_twithD_ton the axis. π¦ This row is mid-drawing in this chunk, so its graph keeps going past whatβs shown here.
ok so now we hit the β¨graph eraβ¨ of this page and honestly? it's giving math-class-but-make-it-couture ππ
This whole stretch is a big table, and the left column is the parameter name while the right column is a little graph showing result on the vertical axis β it runs from 1.0 at the top down to 0.0 at the bottom β plotted against r on the horizontal axis, with Dt marked there too. Every row also has those cute little comparison labels like r >= Dt scribbled on the curve, so you can tell which shape you're looking at. iykyk π₯
fair warning bestie: these tables are wide, and my redraw here keeps every label but loses some of the original's vertical bar padding so it doesn't eat your whole terminal π nothing is missing, i promise π«Ά
π GL_GREATER
The graph for this one is labeled with all three of these:
GL_GREATER result
1.0
0.0
r >= Dt
r > Dt
r <= Dt
Vertical axis: result, topping out at 1.0 and bottoming out at 0.0. Horizontal axis: r, with Dt on it. The three operator labels sit on the curves, so you can see exactly which shape goes with which comparison. slay π
π¦ GL_EQUAL
Same axis situation β result up the side from 1.0 to 0.0, r along the bottom with Dt β but the curve labels are these two:
GL_EQUAL result
1.0
0.0
r = Dt
r β Dt
yep, that's the equals one and the not-equals one living in the same row, iconic behavior honestly π
π GL_NOTEQUAL
and then this row starts up:
GL_NOTEQUAL result
1.0
0.0
β¦aaaand that's exactly where this chunk of the table cuts off in my copy π the graphs keep going in the next bit, don't panic, we're not done β the table literally just keeps rolling and there's more coming fr fr π§π
GL_NOTEQUALβresult = 1.0ifr β Dt,0.0otherwise. (the "not equal" vibe π )GL_EQUALβresult = 1.0ifr = Dt,0.0otherwise. (matchy-matchy β¨)GL_ALWAYSβresult = 1.0. (always slaying π₯)GL_NEVERβresult = 0.0. (never beating the allegations π)
where r is the current interpolated texture coordinate, and Dt is the depth texture value sampled from the currently bound depth texture. result is assigned to the red channel. (red channel main character energy π)
π GL_TEXTURE_COMPARE_MODE π
Specifies the texture comparison mode for currently bound depth textures. That is, a texture whose internal format is GL_DEPTH_COMPONENT_*; see glTexImage2D(). Permissible values are:
GL_COMPARE_REF_TO_TEXTUREβ Specifies that the interpolated and clampedrtexture coordinate should be compared to the value in the currently bound depth texture. See the discussion ofGL_TEXTURE_COMPARE_FUNCfor details of how the comparison is evaluated. The result of the comparison is assigned to the red channel. (so it's like a little referee for your depth values π§ββοΈ)GL_NONEβ Specifies that the red channel should be assigned the appropriate value from the currently bound depth texture. (just take the depth value as-is, no comparison drama π ββοΈ)
πΈ GL_TEXTURE_LOD_BIAS πΈ
params specifies a fixed bias value that is to be added to the level-of-detail parameter for the texture before texture sampling. The specified value is added to the shader-supplied bias value (if any) and subsequently clamped into the implementation-defined range -bias max to bias max, where bias max is the value of the implementation defined constant GL_MAX_TEXTURE_LOD_BIAS. The initial value is 0.0. (a little nudge to your LOD, but don't push it too far bestie π)
β¨ GL_TEXTURE_MIN_FILTER β¨
The texture minifying function is used whenever the level-of-detail function used when sampling from the texture determines that the texture should be minified. There are six defined minifying functions. Two of them use either the nearest texture elements or a weighted average of multiple texture elements to compute the texture value. The other four use mipmaps.
A mipmap is an ordered set of arrays representing the same image at progressively lower resolutions. If the texture has dimensions 2^n Γ 2^m, there are max(n, m) + 1 mipmaps. The first mipmap is the original texture, with dimensions 2^n Γ 2^m. Each subsequent mipmap has dimensions 2^(k-1) Γ 2^(l-1), where 2^k Γ 2^l are the dimensions of the previous mipmap, until either k = 0 or l = 0. At that point, subsequent mipmaps have dimension 1 Γ 2^(l-1) or 2^(k-1) Γ 1 until the final mipmap, which has dimension 1 Γ 1. To define the mipmaps, call glTexImage1D(), glTexImage2D(), glTexImage3D(), glCopyTexImage1D(), or glCopyTexImage2D() with the level argument indicating the order of the mipmaps. Level 0 is the original texture; level max(n, m) is the final 1 Γ 1 mipmap. (mipmaps are literally the matryoshka dolls of textures πͺ)
params supplies a function for minifying the texture as one of the following:
GL_NEARESTβ Returns the value of the texture element that is nearest (in Manhattan distance) to the specified texture coordinates. (closest one wins, no blending π)GL_LINEARβ Returns the weighted average of the four texture elements that are closest to the specified texture coordinates. These can include items wrapped or repeated from other parts of a texture, depending on the values ofGL_TEXTURE_WRAP_SandGL_TEXTURE_WRAP_T, and on the exact mapping. (smooth like butter π§)GL_NEAREST_MIPMAP_NEARESTβ Chooses the mipmap that most closely matches the size of the pixel being textured and uses theGL_NEARESTcriterion (the texture element closest to the specified texture coordinates) to produce a texture value. (nearest mipmap + nearest texel = double nearest, extra speedy β‘)GL_LINEAR_MIPMAP_NEARESTβ Chooses the mipmap that most closely matches the size of the pixel being textured and uses theGL_LINEARcriterion (a weighted average of the four texture elements that are closest to the specified texture coordinates) to produce a texture value. (nearest mipmap but smooth texels, a classic combo π )GL_NEAREST_MIPMAP_LINEARβ Chooses the two mipmaps that most closely match the size of the pixel being textured and uses theGL_NEARESTcriterion (the texture element closest to the specified texture coordinates) to produce a texture value from each mipmap. The final texture value is a weighted average of those two values. (two mipmaps, nearest texels, then blend the results β lowkey fancy β¨)GL_LINEAR_MIPMAP_LINEARβ Chooses the two mipmaps that most closely match the size of the pixel being textured and uses theGL_LINEARcriterion (a weighted average of the texture elements that are closest to the specified texture coordinates) to produce a texture value from each mipmap. The final texture value is a weighted average of those two values. (the full smooth experience, aka trilinear filtering, and it ate π₯)
As more texture elements are sampled in the minification process, fewer aliasing artifacts will be apparent. While the GL_NEAREST and GL_LINEAR minification functions can be faster than the other four, they sample only one or multiple texture elements to determine the texture value of the pixel being rendered and can produce moire patterns or ragged transitions. The initial value of GL_TEXTURE_MIN_FILTER is GL_NEAREST_MIPMAP_LINEAR. (so it's a trade-off: speed vs. pretty. choose wisely bestie π«Ά)
π¦ GL_TEXTURE_MAG_FILTER π¦
The texture magnification function is used whenever the level-of-detail function used when sampling from the texture determines that the texture should be magified. It sets the texture magnification function to either GL_NEAREST or GL_LINEAR (see below). GL_NEAREST is generally faster than GL_LINEAR, but it can produce textured images with sharper edges because the transition between texture elements is not as smooth. The initial value of GL_TEXTURE_MAG_FILTER is GL_LINEAR. (magnification is when you zoom in, and GL_LINEAR is the default because smoothness is usually the vibe π)
GL_NEARESTβ Returns the value of the texture element that is nearest (in Manhattan distance) to the specified texture coordinates. (pixelated realness πΎ)GL_LINEARβ Returns the weighted average of the texture elements that are closest to the specified texture coordinates. These can include items wrapped or repeated from other parts of a texture, depending on the values ofGL_TEXTURE_WRAP_SandGL_TEXTURE_WRAP_T, and on the exact mapping. (soft and blurry, like a dream βοΈ)
π GL_TEXTURE_MIN_LOD π
Sets the minimum level-of-detail parameter. This floating-point value limits the selection of highest resolution mipmap (lowest mipmap level). The initial value is -1000. (a lower bound so you don't go too crisp π)
β GL_TEXTURE_MAX_LOD β
Sets the maximum level-of-detail parameter. This floating-point value limits the selection of the lowest resolution mipmap (highest mipmap level). The initial value is 1000. (an upper bound so you don't go too blurry π)
π GL_TEXTURE_MAX_LEVEL π
Sets the index of the highest defined mipmap level. This is an integer value. The initial value is 1000. (basically says "this is the smallest mipmap you're allowed to use" β keep it iconic π
)
GL_TEXTURE_SWIZZLE_Rβ okay so this sets the swizzle applied to the r component of a texel before it gets returned to the shader. Valid values for param areGL_RED,GL_GREEN,GL_BLUE,GL_ALPHA,GL_ZERO, andGL_ONE. IfGL_TEXTURE_SWIZZLE_RisGL_RED, the value for r comes from the first channel of the fetched texel. If itβsGL_GREEN, r comes from the second channel. If itβsGL_BLUE, r comes from the third channel. If itβsGL_ALPHA, r comes from the fourth channel. If itβsGL_ZERO, r gets swapped for0.0. If itβsGL_ONE, r gets swapped for1.0. The initial value isGL_RED. πGL_TEXTURE_SWIZZLE_Gβ sets the swizzle applied to the g component of a texel before it is returned to the shader. Valid values for param and their effects are similar to those ofGL_TEXTURE_SWIZZLE_R. The initial value isGL_GREEN. πGL_TEXTURE_SWIZZLE_Bβ sets the swizzle applied to the b component of a texel before it is returned to the shader. Valid values for param and their effects are similar to those ofGL_TEXTURE_SWIZZLE_R. The initial value isGL_BLUE. π¦GL_TEXTURE_SWIZZLE_Aβ sets the swizzle applied to the a component of a texel before it is returned to the shader. Valid values for param and their effects are similar to those ofGL_TEXTURE_SWIZZLE_R. The initial value isGL_ALPHA. β¨GL_TEXTURE_SWIZZLE_RGBAβ sets the swizzles applied to the r, g, b, and a components of a texel before they are returned to the shader. Valid values for params and their effects are similar to those ofGL_TEXTURE_SWIZZLE_R, except that all channels are specified simultaneously. Setting the value ofGL_TEXTURE_SWIZZLE_RGBAis equivalent (assuming no errors are generated) to setting the parameters of each ofGL_TEXTURE_SWIZZLE_R,GL_TEXTURE_SWIZZLE_G,GL_TEXTURE_SWIZZLE_B, andGL_TEXTURE_SWIZZLE_Asuccessively. πGL_TEXTURE_WRAP_Sβ sets the wrap parameter for texture coordinate s to eitherGL_CLAMP_TO_EDGE,GL_CLAMP_TO_BORDER,GL_MIRRORED_REPEAT,GL_REPEAT, orGL_MIRROR_CLAMP_TO_EDGE.GL_CLAMP_TO_EDGEcauses s coordinates to be clamped to the range1 2N 1 - 1 2N, whereNis the size of the texture in the direction of clamping.GL_CLAMP_TO_BORDERevaluates s coordinates in a similar manner toGL_CLAMP_TO_EDGE. However, in cases where clamping would have occurred inGL_CLAMP_TO_EDGEmode, the fetched texel data is substituted with the values specified byGL_TEXTURE_BORDER_COLOR.GL_REPEATcauses the integer part of the s coordinate to be ignored; the GL uses only the fractional part, thereby creating a repeating pattern.GL_MIRRORED_REPEATcauses the s coordinate to be set to the fractional part of the texture coordinate if the integer part of s is even; if the integer part of s is odd, then the s texture coordinate is set to1 - frac β‘ s, wherefrac β‘ srepresents the fractional part of s.GL_MIRROR_CLAMP_TO_EDGEcauses the s coordinate to be repeated as forGL_MIRRORED_REPEATfor one repetition of the texture, at which point the coordinate gets clamped as inGL_CLAMP_TO_EDGE. Initially,GL_TEXTURE_WRAP_Sis set toGL_REPEAT. πGL_TEXTURE_WRAP_Tβ sets the wrap parameter for texture coordinate t to eitherGL_CLAMP_TO_EDGE,GL_CLAMP_TO_BORDER,GL_MIRRORED_REPEAT,GL_REPEAT, orGL_MIRROR_CLAMP_TO_EDGE. See the discussion underGL_TEXTURE_WRAP_S. Initially,GL_TEXTURE_WRAP_Tis set toGL_REPEAT. πGL_TEXTURE_WRAP_Rβ sets the wrap parameter for texture coordinate r to eitherGL_CLAMP_TO_EDGE,GL_CLAMP_TO_BORDER,GL_MIRRORED_REPEAT,GL_REPEAT, orGL_MIRROR_CLAMP_TO_EDGE. See the discussion underGL_TEXTURE_WRAP_S. Initially,GL_TEXTURE_WRAP_Ris set toGL_REPEAT. π
π¦ NOTES π¦
Suppose that a program attempts to sample from a texture and has set GL_TEXTURE_MIN_FILTER to one of the functions that requires a mipmap. If either the dimensions of the texture images currently defined (with previous calls to glTexImage1D(), glTexImage2D(), glTexImage3D(), glCopyTexImage1D(), or glCopyTexImage2D()) do not follow the proper sequence for mipmaps (described above), or there are fewer texture images defined than are needed, or the set of texture images have differing numbers of texture components, then the texture is considered incomplete. π
Linear filtering accesses the four nearest texture elements only in 2D textures. In 1D textures, linear filtering accesses the two nearest texture elements. In 3D textures, linear filtering accesses the eight nearest texture elements. π₯
glTexParameter specifies the texture parameters for the active texture unit, specified by calling glActiveTexture(). glTextureParameter specifies the texture parameters for the texture object with ID texture. π«Ά
GL_DEPTH_STENCIL_TEXTURE_MODE is available only if the GL version is 4.3 or greater.
GL_MIRROR_CLAMP_TO_EDGE is available only if the GL version is 4.4 or greater.
π ERRORS π
GL_INVALID_ENUMis generated byglTexParameterif target is not one of the accepted defined values. πGL_INVALID_ENUMis generated if pname is not one of the accepted defined values.GL_INVALID_ENUMis generated if params should have a defined constant value (based on the value of pname) and does not.GL_INVALID_ENUMis generated ifglTexParameter{if}orglTextureParameter{if}is called for a non-scalar parameter (pnameGL_TEXTURE_BORDER_COLORorGL_TEXTURE_SWIZZLE_RGBA).GL_INVALID_ENUMis generated if the effective target is eitherGL_TEXTURE_2D_MULTISAMPLEorGL_TEXTURE_2D_MULTISAMPLE_ARRAY, and pname is any of the sampler states.GL_INVALID_ENUMis generated if the effective target isGL_TEXTURE_RECTANGLEand either of pnamesGL_TEXTURE_WRAP_SorGL_TEXTURE_WRAP_Tis set to eitherGL_MIRROR_CLAMP_TO_EDGE,GL_MIRRORED_REPEATorGL_REPEAT.GL_INVALID_ENUMis generated if the effective target isGL_TEXTURE_RECTANGLEand pnameGL_TEXTURE_MIN_FILTERis set to a value other thanGL_NEARESTorGL_LINEAR(no mipmap filtering is permitted).GL_INVALID_OPERATIONis generated if the effective target is eitherGL_TEXTURE_2D_MULTISAMPLEorGL_TEXTURE_2D_MULTISAMPLE_ARRAY, and pnameGL_TEXTURE_BASE_LEVELis set to a value other than zero.GL_INVALID_OPERATIONis generated byglTextureParameterif texture is not the name of an existing texture object.GL_INVALID_OPERATIONis generated if the effective target isGL_TEXTURE_RECTANGLEand pnameGL_TEXTURE_BASE_LEVELis set to any value other than zero.GL_INVALID_VALUEis generated if pname isGL_TEXTURE_BASE_LEVELorGL_TEXTURE_MAX_LEVEL, and param or params is negative.
π ASSOCIATED GETS π
glGetTexParameter()
glGetTextureParameter
glGetTexLevelParameter()
glGetTextureLevelParameter
β¨ VERSION SUPPORT β¨
Okay bestie, this is the β¨vibe checkβ¨ table β every single function and which OpenGL versions actually show up for it. β means she's invited to the party, - means she is not on the guest list. No cap. π
The versions, in order: 2.0, 2.1, 3.0, 3.1, 3.2, 3.3, 4.0, 4.1, 4.2, 4.3, 4.4, 4.5.
glTexParameterIivβ-in 2.0,-in 2.1, thenβin 3.0, 3.1, 3.2, 3.3, 4.0, 4.1, 4.2, 4.3, 4.4 and 4.5. She showed up late to the group chat but she's been here ever since π«ΆglTexParameterIuivβ exact same timeline:-in 2.0,-in 2.1,βfrom 3.0 all the way through 3.1, 3.2, 3.3, 4.0, 4.1, 4.2, 4.3, 4.4, 4.5.glTexParameterfββin literally all twelve: 2.0, 2.1, 3.0, 3.1, 3.2, 3.3, 4.0, 4.1, 4.2, 4.3, 4.4, 4.5. Day one icon πglTexParameterfvββin all twelve as well: 2.0, 2.1, 3.0, 3.1, 3.2, 3.3, 4.0, 4.1, 4.2, 4.3, 4.4, 4.5. Slay.glTexParameteriββacross the whole board: 2.0, 2.1, 3.0, 3.1, 3.2, 3.3, 4.0, 4.1, 4.2, 4.3, 4.4, 4.5.glTexParameterivββin every single one too: 2.0, 2.1, 3.0, 3.1, 3.2, 3.3, 4.0, 4.1, 4.2, 4.3, 4.4, 4.5.glTextureParameterIivβ-in 2.0,-in 2.1,-in 3.0,-in 3.1,-in 3.2,-in 3.3,-in 4.0,-in 4.1,-in 4.2,-in 4.3,-in 4.4, and finallyβin 4.5. She's the new girl and she's main character energy only from 4.5 onward πglTextureParameterIuivβ same story:-for 2.0, 2.1, 3.0, 3.1, 3.2, 3.3, 4.0, 4.1, 4.2, 4.3, 4.4, andβonly at 4.5.glTextureParameterfβ-in 2.0, 2.1, 3.0, 3.1, 3.2, 3.3, 4.0, 4.1, 4.2, 4.3, 4.4;βin 4.5.glTextureParameterfvβ-in 2.0, 2.1, 3.0, 3.1, 3.2, 3.3, 4.0, 4.1, 4.2, 4.3, 4.4;βin 4.5.glTextureParameteriβ-in 2.0, 2.1, 3.0, 3.1, 3.2, 3.3, 4.0, 4.1, 4.2, 4.3, 4.4;βin 4.5.glTextureParameterivβ-in 2.0, 2.1, 3.0, 3.1, 3.2, 3.3, 4.0, 4.1, 4.2, 4.3, 4.4;βin 4.5.
So like, the glTextureParameter* girlies are OpenGL 4.5 exclusives. Don't come for them in 3.3, they simply are not there π
π SEE ALSO π
Go read these next, they're all in the same friend group:
glActiveTexture()glBindTexture()glCopyTexImage1D()glCopyTexImage2D()glCopyTexSubImage1D()glCopyTexSubImage2D()glCopyTexSubImage3D()glPixelStore()glSamplerParameter()glTexImage1D()glTexImage2D()glTexImage3D()glTexSubImage1D()glTexSubImage2D()glTexSubImage3D()
π COPYRIGHT π
Copyright Β© 1991-2006 Silicon Graphics, Inc. Copyright Β© 2012-2014 Khronos Group. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.
π COPYRIGHT (again, yes really) π
Copyright Β© 1991-2006 Silicon Graphics, Inc. Copyright Β© 2012-2014 Khronos Group
That's the whole page bestie, you made it to the end π¦β¨ This one's source is [FIXME: source], version 08/09/2021, and it lives in the manual as GLTEXPARAMETER(3G). Go forth and set those texture parameters, ily, bye π
π¦ where this page comes from
- centos-stream 9: gl-manpages 1.1-24.20190306.el9 Β· MIT and Open Publication
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash-1017 on : a language model's rewrite of the original, under its terms