GLUBUILD3DMIPMAPS(3G)
π GLUBUILD3DMIPMAPS β the 3D mipmap builder π
okay bestie, welcome to the GLU manual, section 3G π this is the page for gluBuild3DMipmaps, and yes it's a whole glow-up for your 3D textures. sit down, hydrate, let's go π§
β¨ NAME β¨
gluBuild3DMipmaps β builds a three-dimensional mipmap π¦
πΈ C SPECIFICATION πΈ
GLint gluBuild3DMipmaps( GLenum target,
GLint internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *data )
π PARAMETERS π
targetβ specifies the target texture. it must beGL_TEXTURE_3D, no exceptions, no vibes otherwise πinternalFormatβ this is the request for how the texture image gets stored internally. now listen, the most current version of the SGI implementation of GLU does not check this value for validity before passing it on to the underlying OpenGL implementation. so if the OpenGL implementation doesn't accept it, you get an OpenGL error, periodt π the benefit of not checking at the GLU level is that OpenGL extensions can add brand new internal texture formats without anyone needing to revise the GLU implementation. iconique behavior honestly π older implementations of GLU do check this value, and they raise a GLU error if it isn't1,2,3, or4, or one of these 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, orGL_RGBA16. so many formats bestie, a whole menu πwidth,height,depthβ these specify in pixels the width, height and depth respectively, in pixels of the texture image. yes, the manual really says "in pixels" twice. we love redundancy β¨formatβ specifies the format of the pixel data. must be one ofGL_COLOR_INDEX,GL_DEPTH_COMPONENT,GL_RED,GL_GREEN,GL_BLUE,GL_ALPHA,GL_RGB,GL_RGBA,GL_BGR,GL_BGRA,GL_LUMINANCE, orGL_LUMINANCE_ALPHA. pick one, bestie, don't be shy πtypeβ specifies the data type fordata. must be one of: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, orGL_UNSIGNED_INT_2_10_10_10_REV. that's the whole roster π₯dataβ specifies a pointer to the image data in memory. hand it over π«Ά
π DESCRIPTION π
gluBuild3DMipmaps builds a series of prefiltered three-dimensional texture maps of decreasing resolutions, and that whole collection is called a mipmap. it's used for the antialiasing of texture-mapped primitives. so like, smoothing out the crunch π
a return value of zero means success, otherwise a GLU error code gets returned (see gluErrorString). zero is the good number, remember that β
first things first: the width, height and depth of data are checked to see if they're a power of 2. if they're not, a copy of data (not data itself, bestie, the copy) gets scaled up or down to the nearest power of 2. and here's the lil detail nobody expects: if width, height or depth is exactly between powers of 2, then that copy of data will scale upwards. this copy is what gets used for the subsequent mipmapping operations described below. for example, if width is 57, height is 23 and depth is 24, then a copy of data will scale up to 64 in width, down to 16 in height and up to 32 in depth, before mipmapping takes place. math girlies rise π§
then, proxy textures (see glTexImage3D) are used to figure out whether the implementation can even fit the requested texture. if it can't, all three dimensions are continually halved until it fits. compromise era π
next, a series of mipmap levels gets built by decimating a copy of data in half along all three dimensions until size 1Γ1Γ1 is reached. at each level, each texel in the halved mipmap level is an average of the corresponding eight texels in the larger mipmap level. (if exactly one of the dimensions is 1, four texels are averaged. if exactly two of the dimensions are 1, two texels are averaged.) averaging is the whole vibe π
glTexImage3D is called to load each of these mipmap levels. Level 0 is a copy of data. the highest level is log2(max(width,height,depth)). for example, if width is 64, height is 16 and depth is 32, and the implementation can store a texture of this size, the following mipmap levels are built: 64Γ16Γ32, 32Γ8Γ16, 16Γ4Γ8, 8Γ2Γ4, 4Γ1Γ2, 2Γ1Γ1 and 1Γ1Γ1. these correspond to levels 0 through 6, respectively. look at that glow-down, stunning πΈ
see the glTexImage1D reference page for a description of the acceptable values for the format parameter. see the glDrawPixels reference page for a description of the acceptable values for the type parameter.
π NOTES π
heads up: there is no direct way of querying the maximum level. rude, i know π you can derive it indirectly via glGetTexLevelParameter. first, query for the width, height and depth actually used at level 0. (the width, height and depth may not be equal to width, height and depth respectively, since proxy textures might have scaled them to fit the implementation. yes. the same words. i'm as shook as you π) then the maximum level can be derived from the formula log2(max(width,height,depth)).
gluBuild3DMipmaps is only available if the GLU version is 1.3 or greater. gatekeeping fr β
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 only available if the GL version is 1.2 or greater. vintage exclusive π
π ERRORS π
GLU_INVALID_VALUEis returned ifwidth,height, ordepthis< 1.GLU_INVALID_ENUMis returned ifinternalFormat,format, ortypeis not legal.GLU_INVALID_OPERATIONis returned iftypeisGL_UNSIGNED_BYTE_3_3_2orGL_UNSIGNED_BYTE_2_3_3_REVandformatis notGL_RGB.GLU_INVALID_OPERATIONis returned iftypeisGL_UNSIGNED_SHORT_5_6_5orGL_UNSIGNED_SHORT_5_6_5_REVandformatis notGL_RGB.GLU_INVALID_OPERATIONis returned iftypeisGL_UNSIGNED_SHORT_4_4_4_4orGL_UNSIGNED_SHORT_4_4_4_4_REVandformatis neitherGL_RGBAnorGL_BGRA.GLU_INVALID_OPERATIONis returned iftypeisGL_UNSIGNED_SHORT_5_5_5_1orGL_UNSIGNED_SHORT_1_5_5_5_REVandformatis neitherGL_RGBAnorGL_BGRA.GLU_INVALID_OPERATIONis returned iftypeisGL_UNSIGNED_INT_8_8_8_8orGL_UNSIGNED_INT_8_8_8_8_REVandformatis neitherGL_RGBAnorGL_BGRA.GLU_INVALID_OPERATIONis returned iftypeisGL_UNSIGNED_INT_10_10_10_2orGL_UNSIGNED_INT_2_10_10_10_REVandformatis neitherGL_RGBAnorGL_BGRA.
fr fr, match yourtypeand yourformator the GLU will simply not. π
π«Ά SEE ALSO π«Ά
glDrawPixels(3G), glTexImage1D(3G), glTexImage2D(3G), glTexImage3D(3G), gluBuild1DMipmaps(3G), gluBuild3DMipmaps(3G), gluErrorString(3G), glGetTexImage(3G), glGetTexLevelParameter(3G), gluBuild1DMipmapLevels(3G), gluBuild2DMipmapLevels(3G), gluBuild3DMipmapLevels(3G)
go read the whole friend group, they all ate π₯
and that's the page bestie!! this one's from the GLUBUILD3DMIPMAPS(3G) manual, 3G gang forever π mwah, go build some mipmaps, ily, bye πβ¨π¦
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