GLTEXPARAMETER(3G)

πŸ“¦ version 24.3.3, in opensuse-leap 16.0

🌸 GLTEXPARAMETER(3G) 🌸

hiii bestie 🫢 welcome to the 3G manual page for the glTexParameter* girlies β€” all four of them β€” and honestly? they're lowkey the main-character energy of texture setup. no cap, they're just out here assigning values to texture parameters like it's nothing ✨ let's get into it.

✨ NAME ✨

glTexParameterf, glTexParameteri, glTexParameterfv, glTexParameteriv β€” set texture parameters πŸ’…

πŸŽ€ C SPECIFICATION πŸŽ€

void glTexParameterf( GLenum target,
                      GLenum pname,
                      GLfloat param )
void glTexParameteri( GLenum target,
                      GLenum pname,
                      GLint param )

πŸŽ€ PARAMETERS πŸŽ€

  • target β€” the target texture, and it must be either GL_TEXTURE_1D, GL_TEXTURE_2D, or GL_TEXTURE_3D. she does not do "other", okurrr πŸ’…
  • pname β€” the symbolic name of a single-valued texture parameter. pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, or GL_TEXTURE_PRIORITY.
  • param β€” the value of pname. that's her. that's the whole thing she brings to the function πŸŽ€

πŸŽ€ C SPECIFICATION (vector edition) πŸŽ€

void glTexParameterfv( GLenum target,
                       GLenum pname,
                       const GLfloat *params )
void glTexParameteriv( GLenum target,
                       GLenum pname,
                       const GLint *params )

πŸŽ€ PARAMETERS (vector edition) πŸŽ€

  • target β€” the target texture, which must be either GL_TEXTURE_1D, GL_TEXTURE_2D or GL_TEXTURE_3D.
  • pname β€” the symbolic name of a texture parameter. pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR, or GL_TEXTURE_PRIORITY. (yes bestie, the vector version gets GL_TEXTURE_BORDER_COLOR and the single-value one doesn't β€” iykyk πŸ‘€)
  • params β€” a pointer to an array where the value or values of pname are stored.

πŸ¦‹ DESCRIPTION πŸ¦‹

okay so first, the vibe check on texture mapping: it's a technique that applies an image onto an object's surface as if the image were a decal or cellophane shrink-wrap. literally like wrapping your lunch but make it graphics 🌈 the image is created in texture space, with an (s, t) coordinate system. a texture is a one- or two-dimensional image and a set of parameters that determine how samples are derived from the image.

glTexParameter assigns the value or values in params to the texture parameter specified as pname. target defines the target texture, either GL_TEXTURE_1D, GL_TEXTURE_2D, or GL_TEXTURE_3D. the following symbols are accepted in pname:

πŸ”₯ GL_TEXTURE_MIN_FILTER πŸ”₯

the texture minifying function is used whenever the pixel being textured maps to an area greater than one texture element. there are six defined minifying functions. two of them use the nearest one or nearest four 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 2nΓ—2m, there are max(n,m)+1 mipmaps. the first mipmap is the original texture, with dimensions 2nΓ—2m. each subsequent mipmap has dimensions 2kβˆ’1Γ—2lβˆ’1, where 2kΓ—2l are the dimensions of the previous mipmap, until either k=0 or l=0. at that point, subsequent mipmaps have dimension 1Γ—2lβˆ’1 or 2kβˆ’1Γ—1 until the final mipmap, which has dimension 1Γ—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 1Γ—1 mipmap 🫢

params supplies a function for minifying the texture as one of the following:

  • GL_NEAREST β€” returns the value of the texture element that is nearest (in Manhattan distance) to the center of the pixel being textured.
  • GL_LINEAR β€” returns the weighted average of the four texture elements that are closest to the center of the pixel being textured. these can include border texture elements, depending on the values of GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T, and on the exact mapping.
  • GL_NEAREST_MIPMAP_NEAREST β€” chooses the mipmap that most closely matches the size of the pixel being textured and uses the GL_NEAREST criterion (the texture element nearest to the center of the pixel) to produce a texture value.
  • GL_LINEAR_MIPMAP_NEAREST β€” chooses the mipmap that most closely matches the size of the pixel being textured and uses the GL_LINEAR criterion (a weighted average of the four texture elements that are closest to the center of the pixel) to produce a texture value.
  • GL_NEAREST_MIPMAP_LINEAR β€” chooses the two mipmaps that most closely match the size of the pixel being textured and uses the GL_NEAREST criterion (the texture element nearest to the center of the pixel) to produce a texture value from each mipmap. the final texture value is a weighted average of those two values.
  • GL_LINEAR_MIPMAP_LINEAR β€” chooses the two mipmaps that most closely match the size of the pixel being textured and uses the GL_LINEAR criterion (a weighted average of the four texture elements that are closest to the center of the pixel) to produce a texture value from each mipmap. the final texture value is a weighted average of those two values.

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 four 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 πŸ’–

πŸ’œ GL_TEXTURE_MAG_FILTER πŸ’œ

the texture magnification function is used when the pixel being textured maps to an area less than or equal to one texture element. 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 ✨

  • GL_NEAREST β€” returns the value of the texture element that is nearest (in Manhattan distance) to the center of the pixel being textured.
  • GL_LINEAR β€” returns the weighted average of the four texture elements that are closest to the center of the pixel being textured. these can include border texture elements, depending on the values of GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T, and on the exact mapping.

πŸ“ GL_TEXTURE_MIN_LOD πŸ“

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.

πŸ“ GL_TEXTURE_MAX_LOD πŸ“

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.

🧚 GL_TEXTURE_BASE_LEVEL 🧚

specifies the index of the lowest defined mipmap level. this is an integer value. the initial value is 0.

🧚 GL_TEXTURE_MAX_LEVEL 🧚

sets the index of the highest defined mipmap level. this is an integer value. the initial value is 1000.

🌈 GL_TEXTURE_WRAP_S 🌈

sets the wrap parameter for texture coordinate s to either GL_CLAMP, GL_CLAMP_TO_EDGE, or GL_REPEAT. GL_CLAMP causes s coordinates to be clamped to the range [0,1] and is useful for preventing wrapping artifacts when mapping a single image onto an object. GL_CLAMP_TO_EDGE causes s coordinates to be clamped to the range ⎣__,1βˆ’__⎦, where N is the size of the texture in the direction of clamping. GL_REPEAT causes the integer part of the s coordinate to be ignored; the GL uses only the fractional part, thereby creating a repeating pattern. border texture elements are accessed only if wrapping is set to GL_CLAMP. initially, GL_TEXTURE_WRAP_S is set to GL_REPEAT πŸŽ€

🌈 GL_TEXTURE_WRAP_T 🌈

sets the wrap parameter for texture coordinate t to either GL_CLAMP, GL_CLAMP_TO_EDGE, or GL_REPEAT. see the discussion under GL_TEXTURE_WRAP_S. initially, GL_TEXTURE_WRAP_T is set to GL_REPEAT.

🌈 GL_TEXTURE_WRAP_R 🌈

sets the wrap parameter for texture coordinate r to either GL_CLAMP, GL_CLAMP_TO_EDGE, or GL_REPEAT. see the discussion under GL_TEXTURE_WRAP_S. initially, GL_TEXTURE_WRAP_R is set to GL_REPEAT.

🎨 GL_TEXTURE_BORDER_COLOR 🎨

sets a border color. params contains four values that comprise the RGBA color of the texture border. integer color components are interpreted linearly such that the most positive integer maps to 1.0, and the most negative integer maps to -1.0. the values are clamped to the range [0,1] when they are specified. initially, the border color is (0, 0, 0, 0) πŸ’…

πŸ‘‘ GL_TEXTURE_PRIORITY πŸ‘‘

specifies the texture residence priority of the currently bound texture. permissible values are in the range [0, 1]. see glPrioritizeTextures and glBindTexture for more information 🫢


okay that's the parameter tea so far β€” there's more coming in the next part, so don't go anywhere bestie πŸ‘€

πŸ“ NOTES πŸ“

Okay so first lil availability check, bestie: GL_TEXTURE_3D, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL are only available if the GL version is 1.2 or greater. That's the vibe check for those five, periodt.

Now picture this mipmap situation, because it's giving chaos potential 😭. Suppose a program has enabled texturing (by calling glEnable with argument GL_TEXTURE_1D, GL_TEXTURE_2D, or GL_TEXTURE_3D) and has set GL_TEXTURE_MIN_FILTER to one of the functions that requires a mipmap. Then 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 it is as if texture mapping were disabled. Like, the whole thing just acts off. No cap. πŸ’€

Linear filtering accesses the four nearest texture elements only in 2D textures. In 1D textures, linear filtering accesses the two nearest texture elements. Cute and specific, we love that for us ✨.

When the GL_ARB_multitexture extension is supported, glTexParameter specifies the texture parameters for the active texture unit, specified by calling glActiveTextureARB. That's the active-unit tea β˜•.


🚨 ERRORS 🚨

These are the "bestie, something went wrong" moments:

  • GL_INVALID_ENUM gets generated if target or pname is not one of the accepted defined values. πŸ™ˆ
  • GL_INVALID_ENUM gets generated if params should have a defined constant value (based on the value of pname) and does not. Ma'am, pick a valid constant please πŸ’….
  • GL_INVALID_OPERATION gets generated if glTexParameter is executed between the execution of glBegin and the corresponding execution of glEnd. So not in the middle of that, okay? 😭

πŸ‘€ ASSOCIATED GETS πŸ‘€

The little functions that peek back at you:

  • glGetTexParameter
  • glGetTexLevelParameter

πŸ”— SEE ALSO πŸ”—

Go give these besties a read when you need the full lore:

  • glActiveTextureARB(3G)
  • glBindTexture(3G)
  • glCopyPixels(3G)
  • glCopyTexImage1D(3G)
  • glCopyTexImage2D(3G)
  • glCopyTexSubImage1D(3G)
  • glCopyTexSubImage2D(3G)
  • glCopyTexSubImage3D(3G)
  • glDrawPixels(3G)
  • glPixelStore(3G)
  • glPixelTransfer(3G)
  • glPrioritizeTextures(3G)
  • glTexEnv(3G)
  • glTexGen(3G)
  • glTexImage1D(3G)
  • glTexImage2D(3G)
  • glTexImage3D(3G)
  • glTexSubImage1D(3G)
  • glTexSubImage2D(3G)
  • glTexSubImage3D(3G)

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