GLTEXIMAGE2D(3G)
π GLTEXIMAGE2D(3G) π
okay so this is the 3G manual page, bestie β the one and only glTexImage2D is about to get the main character treatment. β¨
πΈ NAME πΈ
glTexImage2D β specify a two-dimensional texture image. Short name section, iconic behavior. π
π§ C SPECIFICATION π§
void glTexImage2D( GLenum target,
GLint level,
GLint internalFormat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const GLvoid *pixels )
π PARAMETERS π
targetβ specifies the target texture. Must beGL_TEXTURE_2DorGL_PROXY_TEXTURE_2D.levelβ specifies the level-of-detail number. Level0is the base image level. Levelnis thenth mipmap reduction image.internalFormatβ specifies the number of color components in the texture. Must be1,2,3, 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_R3_G3_B2,GL_RGB,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.widthβ specifies the width of the texture image. Must be2n+2(border)for some integern. All implementations support texture images that are at least 64 texels wide.heightβ specifies the height of the texture image. Must be2m+2(border)for some integerm. All implementations support texture images that are at least 64 texels high.borderβ specifies the width of the border. Must be either0or1.formatβ specifies the of the pixel data β yes, the original has a literal blank there, and Iβm not gonna invent a word for it, bestie π. The following symbolic values are accepted:GL_COLOR_INDEX,GL_RED,GL_GREEN,GL_BLUE,GL_ALPHA,GL_RGB,GL_BGRGL_RGBA,GL_BGRA,GL_LUMINANCE, andGL_LUMINANCE_ALPHA.typeβ 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, andGL_UNSIGNED_INT_2_10_10_10_REV.pixelsβ specifies a pointer to the image data in memory.
π¦ DESCRIPTION π¦
Texturing maps a portion of a specified texture image onto each graphical primitive for which texturing is enabled. To enable and disable two-dimensional texturing, call glEnable and glDisable with argument GL_TEXTURE_2D. π«Ά
To define texture images, call glTexImage2D. The arguments describe the parameters of the texture image, such as 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; they are identical to the pixel formats used for glDrawPixels. β¨
If target is GL_PROXY_TEXTURE_2D, 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. π
If target is GL_TEXTURE_2D, 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). π¦
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. π
format determines the composition of each element in pixels. It can assume one of eleven symbolic values:
GL_COLOR_INDEXβ 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 ofGL_INDEX_SHIFT, and added toGL_INDEX_OFFSET(seeglPixelTransfer). The resulting index is converted to a set of color components using theGL_PIXEL_MAP_I_TO_R,GL_PIXEL_MAP_I_TO_G,GL_PIXEL_MAP_I_TO_B, andGL_PIXEL_MAP_I_TO_Atables, and clamped to the range[0,1].GL_REDβ 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 then multiplied by the signed scale factorGL_c_SCALE, added to the signed biasGL_c_BIAS, and clamped to the range[0,1](seeglPixelTransfer).GL_GREENβ each element is a single green component. The GL converts it to floating point and assembles it into an RGBA element by attaching0for red and blue, and1for alpha. Each component is then multiplied by the signed scale factorGL_c_SCALE, added to the signed biasGL_c_BIAS, and clamped to the range[0,1](seeglPixelTransfer).GL_BLUEβ each element is a single blue component. The GL converts it to floating point and assembles it into an RGBA element by attaching0for red and green, and1for alpha. Each component is then multiplied by the signed scale factorGL_c_SCALE, added to the signed biasGL_c_BIAS, and clamped to the range[0,1](seeglPixelTransfer).GL_ALPHAβ each element is a single alpha component. The GL converts it to floating point and assembles it into an RGBA element by attaching0for red, green, and blue. Each component is then multiplied by the signed scale factorGL_c_SCALE, added to the signed biasGL_c_BIAS, and clamped to the range[0,1](seeglPixelTransfer).GL_RGBandGL_BGRβ 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 then multiplied by the signed scale factorGL_c_SCALE, added to the signed biasGL_c_BIAS, and clamped to the range[0,1](seeglPixelTransfer).GL_RGBAandGL_BGRAβ each element contains all four components. Each component is multiplied by the signed scale factorGL_c_SCALE, added to the signed biasGL_c_BIAS, and clamped to the range[0,1](seeglPixelTransfer).GL_LUMINANCEβ 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 attaching1for alpha. Each component is then multiplied by the signed scale factorGL_c_SCALE, added to the signed biasGL_c_BIAS, and clamped to the range[0,1](seeglPixelTransfer).GL_LUMINANCE_ALPHAβ each element is a luminance/alpha pair. 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. Each component is then multiplied by the signed scale factorGL_c_SCALE, added to the signed biasGL_c_BIAS, and clamped to the range[0,1](seeglPixelTransfer).
Refer to the glDrawPixels reference page for a description of the acceptable values for the type parameter. π
If an application wants to store the texture at a certain resolution or in a certain [literal blank in the original], it can request the resolution and [another literal blank in the original] 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 above representations.) π
Use the GL_PROXY_TEXTURE_2D target to try out a resolution and update and recompute its best match for the requested storage resolution and [literal blank in the original]. To then query this state, call glGetTexLevelParameter. If the texture cannot be accommodated, texture state is set to 0. π₯
A one-component texture image uses only the red component of the RGBA color extracted from pixels. 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. π
π NOTES π
Okay so, real talk: texturing has no effect in color index mode. Periodt.
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]:
- Color component replacement by the color table specified for
GL_COLOR_TABLE, if enabled. SeeglColorTable. - Two-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 2n+2(height), for some integer n, and height must 2m+(border), for some integer m, after filtering.
- RGBA components may be multiplied by
GL_POST_CONVOLUTION_c_SCALE, and added toGL_POST_CONVOLUTION_c_BIAS, if enabled. SeeglPixelTransfer. - Color component replacement by the color table specified for
GL_POST_CONVOLUTION_COLOR_TABLE, if enabled. SeeglColorTable. - Transformation by the color matrix. See
glMatrixMode. - RGBA components may be multiplied by
GL_POST_COLOR_MATRIX_c_SCALE, and added toGL_POST_COLOR_MATRIX_c_BIAS, if enabled. SeeglPixelTransfer. - Color component replacement by the color table specified for
GL_POST_COLOR_MATRIX_COLOR_TABLE, if enabled. SeeglColorTable.
The texture image can be represented by the same data formats as the pixels in a glDrawPixels command, 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. No cap.
glTexImage2D and GL_PROXY_TEXTURE_2D are available 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 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.
π«Ά Tiny warning bestie: that βundefinedβ is not a vibe. Donβt rely on uninitialized texture bits.
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, glTexImage2D specifies the two-dimensional texture for the current texture unit, specified with glActiveTextureARB.
π¨ ERRORS π¨
Not me listing every way this can go off the rails π but here we are:
GL_INVALID_ENUMis generated iftargetis notGL_TEXTURE_2DorGL_PROXY_TEXTURE_2D.GL_INVALID_ENUMis generated ifformatis not an accepted constant. Format constants other thanGL_STENCIL_INDEXandGL_DEPTH_COMPONENTare accepted.GL_INVALID_ENUMis generated iftypeis not a type constant.GL_INVALID_ENUMis generated iftypeisGL_BITMAPandformatis notGL_COLOR_INDEX.GL_INVALID_VALUEis generated iflevelis less than0.GL_INVALID_VALUEmay be generated iflevelis greater thanlog2max, wheremaxis the returned value ofGL_MAX_TEXTURE_SIZE.GL_INVALID_VALUEis generated ifinternalFormatis not1,2,3,4, or one of the accepted resolution and symbolic constants.GL_INVALID_VALUEis generated ifwidthorheightis less than0or greater than2 + GL_MAX_TEXTURE_SIZE, or if either cannot be represented as2k+2(border)for some integer value ofk.GL_INVALID_VALUEis generated ifborderis not0or1.GL_INVALID_OPERATIONis generated ifglTexImage2Dis executed between the execution ofglBeginand the corresponding execution ofglEnd.GL_INVALID_OPERATIONis generated iftypeis one ofGL_UNSIGNED_BYTE_3_3_2,GL_UNSIGNED_BYTE_2_3_3_REV,GL_UNSIGNED_SHORT_5_6_5, orGL_UNSIGNED_SHORT_5_6_5_REVandformatis notGL_RGB.GL_INVALID_OPERATIONis generated 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, orGL_UNSIGNED_INT_2_10_10_10_REVandformatis neitherGL_RGBAnorGL_BGRA.
π ASSOCIATED GETS π
glGetTexImageglIsEnabledwith argumentGL_TEXTURE_2D
π SEE ALSO π
glColorTable(3G)glConvolutionFilter2D(3G)glCopyPixels(3G)glCopyTexImage1D(3G)glCopyTexImage2D(3G)glCopyTexSubImage1D(3G)glCopyTexSubImage2D(3G)glCopyTexSubImage3D(3G)glDrawPixels(3G)glMatrixMode(3G)glPixelStore(3G)glPixelTransfer(3G)glSeparableFilter2D(3G)glTexEnv(3G)glTexGen(3G)glTexImage1D(3G)glTexImage3D(3G)glTexSubImage1D(3G)glTexSubImage2D(3G)glTexSubImage3D(3G)glTexParameter(3G)
And thatβs a wrap on GLTEXIMAGE2D(3G), bestie πβ¨ The footer here is just GLTEXIMAGE2D(3G) β no extra source/version/date line in this copy to copy. π
π¦ where this page comes from
- opensuse-leap 16.0: Mesa-libGL-devel 24.1.7-160000.3.1 Β· MIT
- opensuse-leap 16.0: Mesa-libGL-devel 24.3.3-160000.3.1 Β· MIT
- opensuse-leap 16.0: Mesa-libGL-devel 24.3.3-160000.3.1 Β· MIT
- opensuse-leap 16.0: Mesa-libGL-devel 24.3.3-160000.3.1 Β· MIT
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash-1017 on : a language model's rewrite of the original, under its terms