GLTEXIMAGE3D(3G)
π¦ GLTEXIMAGE3D(3G) π¦
bestie, welcome to the 3G manual page for glTexImage3D β it's literally the main character of 3D texture setup, no cap. PSA: if you spot a weird blank gap in the original wording below, that's the source's vibe, not me skipping words π.
β¨ NAME β¨
glTexImage3D β specify a three-dimensional texture image π
π C SPECIFICATION π
void glTexImage3D( GLenum target,
GLint level,
GLint internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
const GLvoid *pixels )
πΈ PARAMETERS πΈ
targetβ specifies the target texture. Must beGL_TEXTURE_3DorGL_PROXY_TEXTURE_3D.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 least64texels wide.heightβ specifies the height of the texture image. Must be2m+2(border)for some integerm. All implementations support texture images that are at least64texels high.depthβ specifies the depth of the texture image. Must be2k+2(border)for some integerk. All implementations support texture images that are at least64texels deep.borderβ specifies the width of the border. Must be either0or1.formatβ specifies the of the pixel data. The following symbolic values are accepted:GL_COLOR_INDEX,GL_RED,GL_GREEN,GL_BLUE,GL_ALPHA,GL_RGB,GL_BGR,GL_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,
and GL_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 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; they are identical to the pixel formats used for glDrawPixels.
If target is GL_PROXY_TEXTURE_3D, 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.
If target is GL_TEXTURE_3D, 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).
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 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_RGB,GL_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_RGBA,GL_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.
If an application wants to store the texture at a certain resolution or in a certain , it can request the resolution and 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.)
Use the GL_PROXY_TEXTURE_3D target to try out a resolution and update and recompute its best match for the requested storage resolution and . 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 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
ok so first thing's first, bestie: texturing has no effect in color index mode. literally none. it's giving "why am I even here" energy, but that's the rule. π«
the texture image can be represented by the same data formats as the pixels in a glDrawPixels command β except GL_STENCIL_INDEX and GL_DEPTH_COMPONENT cannot be used (those two are not invited to the party π
). and glPixelStore and glPixelTransfer modes affect texture images in exactly the way they affect glDrawPixels. same energy, same rules, no cap. β¨
glTexImage3D is available only if the GL version is 1.2 or greater. internal formats other than 1, 2, 3, or 4 may be used only if the GL version is 1.1 or greater. yes, the version gate is real, check it before you come crying to me π
pixels may be a null pointer. and when it is? 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. but listen β the image is undefined if the user tries to apply an uninitialized portion of the texture image to a primitive. like, undefined. don't do it. that's the π part of the page.
these formats: GL_BGR, and GL_BGRA and these 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. all of them. every single one. write it down bestie π
when the GL_ARB_multitexture extension is supported, glTexImage3D specifies the three-dimensional texture for the current texture unit, specified with glActiveTextureARB. so like, whichever unit is main character right now, that's the one getting the texture π
ok this next bit is the fancy one π§ 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. - 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.
five whole stages, in that exact order, before the clamp. the pipeline said "let me cook" ππ₯
π¨ ERRORS π¨
ok the error section. this is where things get real. buckle up, because there are so many ways to mess this up and the drivers will absolutely tell on you. π
GL_INVALID_ENUMis generated iftargetis notGL_TEXTURE_3DorGL_PROXY_TEXTURE_3D.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 than log2max, where max is 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 ifwidth,height, ordepthis less than0or greater than2 + GL_MAX_TEXTURE_SIZE, or if either cannot be represented as2k+2(border)for some integer value of k.GL_INVALID_VALUEis generated ifborderis not0or1.GL_INVALID_OPERATIONis generated ifglTexImage3Dis executed between the execution ofglBeginand the corresponding execution ofglEnd. (yeah. don't call it inside a begin/end block. that's a hard no. π)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.
like I said. so many ways. but you got this π«Ά
π ASSOCIATED GETS π
glGetTexImageglIsEnabledwith argumentGL_TEXTURE_3D
that's how you peek back at what you did π
π SEE ALSO π
the whole friend group, in order:
glActiveTextureARB(3G)glCopyPixels(3G)glCopyTexImage1D(3G)glCopyTexImage2D(3G)glCopyTexSubImage1D(3G)glCopyTexSubImage2D(3G)glCopyTexSubImage3D(3G)glDrawPixels(3G)glPixelStore(3G)glPixelTransfer(3G)glTexEnv(3G)glTexGen(3G)glTexImage1D(3G)glTexImage2D(3G)glTexSubImage1D(3G)glTexSubImage2D(3G)glTexSubImage3D(3G)glTexParameter(3G)
and that's the whole page, bestie!! πβ¨ this all came from the GLTEXIMAGE3D(3G) manual page β that's the source/version tag, and it's dated like a proper vintage icon π go forth and texture your 3D things responsibly. mwah ππ
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