1GLTEXIMAGE1D(3G)                [FIXME: manual]               GLTEXIMAGE1D(3G)
2
3
4

NAME

6       glTexImage1D - specify a one-dimensional texture image
7

C SPECIFICATION

9       void glTexImage1D(GLenum target, GLint level, GLint internalFormat,
10                         GLsizei width, GLint border, GLenum format,
11                         GLenum type, const GLvoid * data);
12

PARAMETERS

14       target
15           Specifies the target texture. Must be GL_TEXTURE_1D or
16           GL_PROXY_TEXTURE_1D.
17
18       level
19           Specifies the level-of-detail number. Level 0 is the base image
20           level. Level n is the nth mipmap reduction image.
21
22       internalFormat
23           Specifies the number of color components in the texture. Must be
24           one of base internal formats given in Table 1, one of the sized
25           internal formats given in Table 2, or one of the compressed
26           internal formats given in Table 3, below.
27
28       width
29           Specifies the width of the texture image. All implementations
30           support texture images that are at least 1024 texels wide. The
31           height of the 1D texture image is 1.
32
33       border
34           This value must be 0.
35
36       format
37           Specifies the format of the pixel data. The following symbolic
38           values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA,
39           GL_BGRA, GL_RED_INTEGER, GL_RG_INTEGER, GL_RGB_INTEGER,
40           GL_BGR_INTEGER, GL_RGBA_INTEGER, GL_BGRA_INTEGER, GL_STENCIL_INDEX,
41           GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL.
42
43       type
44           Specifies the data type of the pixel data. The following symbolic
45           values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT,
46           GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT,
47           GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
48           GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV,
49           GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
50           GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
51           GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV,
52           GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
53
54       data
55           Specifies a pointer to the image data in memory.
56

DESCRIPTION

58       Texturing maps a portion of a specified texture image onto each
59       graphical primitive for which texturing is enabled. To enable and
60       disable one-dimensional texturing, call glEnable() and
61
62       glDisable with argument GL_TEXTURE_1D.
63
64       Texture images are defined with glTexImage1D. The arguments describe
65       the parameters of the texture image, such as width, width of the
66       border, level-of-detail number (see glTexParameter()), and the internal
67       resolution and format used to store the image. The last three arguments
68       describe how the image is represented in memory.
69
70       If target is GL_PROXY_TEXTURE_1D, no data is read from data, but all of
71       the texture image state is recalculated, checked for consistency, and
72       checked against the implementation's capabilities. If the
73       implementation cannot handle a texture of the requested texture size,
74       it sets all of the image state to 0, but does not generate an error
75       (see glGetError()). To query for an entire mipmap array, use an image
76       array level greater than or equal to 1.
77
78       If target is GL_TEXTURE_1D, data is read from data as a sequence of
79       signed or unsigned bytes, shorts, or longs, or single-precision
80       floating-point values, depending on type. These values are grouped into
81       sets of one, two, three, or four values, depending on format, to form
82       elements. Each data byte is treated as eight 1-bit elements, with bit
83       ordering determined by GL_UNPACK_LSB_FIRST (see glPixelStore()).
84
85       If a non-zero named buffer object is bound to the
86       GL_PIXEL_UNPACK_BUFFER target (see glBindBuffer()) while a texture
87       image is specified, data is treated as a byte offset into the buffer
88       object's data store.
89
90       The first element corresponds to the left end of the texture array.
91       Subsequent elements progress left-to-right through the remaining texels
92       in the texture array. The final element corresponds to the right end of
93       the texture array.
94
95       format determines the composition of each element in data. It can
96       assume one of these symbolic values:
97
98       GL_RED
99           Each element is a single red component. The GL converts it to
100           floating point and assembles it into an RGBA element by attaching 0
101           for green and blue, and 1 for alpha. Each component is clamped to
102           the range [0,1].
103
104       GL_RG
105           Each element is a single red/green double The GL converts it to
106           floating point and assembles it into an RGBA element by attaching 0
107           for blue, and 1 for alpha. Each component is clamped to the range
108           [0,1].
109
110       GL_RGB, GL_BGR
111           Each element is an RGB triple. The GL converts it to floating point
112           and assembles it into an RGBA element by attaching 1 for alpha.
113           Each component is clamped to the range [0,1].
114
115       GL_RGBA, GL_BGRA
116           Each element contains all four components. Each component clamped
117           to the range [0,1].
118
119       GL_DEPTH_COMPONENT
120           Each element is a single depth value. The GL converts it to
121           floating point and clamps to the range [0,1].
122
123       If an application wants to store the texture at a certain resolution or
124       in a certain format, it can request the resolution and format with
125       internalFormat. The GL will choose an internal representation that
126       closely approximates that requested by internalFormat, but it may not
127       match exactly. (The representations specified by GL_RED, GL_RG, GL_RGB
128       and GL_RGBA must match exactly.)
129
130       internalFormat may be one of the base internal formats shown in Table
131       1, below
132
133       Table 1. Base Internal Formats
134       ┌───────────────────┬───────────────────┬─────────────────────┐
135Base Internal      RGBA, Depth and   Internal Components 
136Format             Stencil Values    │                     │
137       ├───────────────────┼───────────────────┼─────────────────────┤
138GL_DEPTH_COMPONENT │ Depth             │ D                   │
139       ├───────────────────┼───────────────────┼─────────────────────┤
140GL_DEPTH_STENCIL   │ Depth, Stencil    │ D, S                │
141       ├───────────────────┼───────────────────┼─────────────────────┤
142GL_RED             │ Red               │ R                   │
143       ├───────────────────┼───────────────────┼─────────────────────┤
144GL_RG              │ Red, Green        │ R, G                │
145       ├───────────────────┼───────────────────┼─────────────────────┤
146GL_RGB             │ Red, Green, Blue  │ R, G, B             │
147       ├───────────────────┼───────────────────┼─────────────────────┤
148GL_RGBA            │ Red, Green, Blue, │ R, G, B, A          │
149       │                   │ Alpha             │                     │
150       └───────────────────┴───────────────────┴─────────────────────┘
151
152       internalFormat may also be one of the sized internal formats shown in
153       Table 2, below
154
155       Table 2. Sized Internal Formats
156       ┌──────────────────┬──────────┬──────────┬────────────┬───────────┬────────────┬────────┐
157Sized             Base     Red Bits Green Bits Blue Bits Alpha Bits Shared 
158Internal          Internal │          │            │           │            │ Bits   
159Format            Format   │          │            │           │            │        │
160       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
161GL_R8             GL_RED   │    8     │            │           │            │        │
162       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
163GL_R8_SNORM       GL_RED   │    s8    │            │           │            │        │
164       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
165GL_R16            GL_RED   │    16    │            │           │            │        │
166       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
167GL_R16_SNORM      GL_RED   │   s16    │            │           │            │        │
168       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
169GL_RG8            GL_RG    │    8     │     8      │           │            │        │
170       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
171GL_RG8_SNORM      GL_RG    │    s8    │     s8     │           │            │        │
172       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
173GL_RG16           GL_RG    │    16    │     16     │           │            │        │
174       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
175GL_RG16_SNORM     GL_RG    │   s16    │    s16     │           │            │        │
176       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
177GL_R3_G3_B2       GL_RGB   │    3     │     3      │     2     │            │        │
178       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
179GL_RGB4           GL_RGB   │    4     │     4      │     4     │            │        │
180       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
181GL_RGB5           GL_RGB   │    5     │     5      │     5     │            │        │
182       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
183GL_RGB8           GL_RGB   │    8     │     8      │     8     │            │        │
184       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
185GL_RGB8_SNORM     GL_RGB   │    s8    │     s8     │    s8     │            │        │
186       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
187GL_RGB10          GL_RGB   │    10    │     10     │    10     │            │        │
188       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
189GL_RGB12          GL_RGB   │    12    │     12     │    12     │            │        │
190       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
191GL_RGB16_SNORM    GL_RGB   │    16    │     16     │    16     │            │        │
192       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
193GL_RGBA2          GL_RGB   │    2     │     2      │     2     │     2      │        │
194       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
195GL_RGBA4          GL_RGB   │    4     │     4      │     4     │     4      │        │
196       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
197GL_RGB5_A1        GL_RGBA  │    5     │     5      │     5     │     1      │        │
198       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
199GL_RGBA8          GL_RGBA  │    8     │     8      │     8     │     8      │        │
200       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
201GL_RGBA8_SNORM    GL_RGBA  │    s8    │     s8     │    s8     │     s8     │        │
202       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
203GL_RGB10_A2       GL_RGBA  │    10    │     10     │    10     │     2      │        │
204       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
205GL_RGB10_A2UI     GL_RGBA  │   ui10   │    ui10    │   ui10    │    ui2     │        │
206       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
207GL_RGBA12         GL_RGBA  │    12    │     12     │    12     │     12     │        │
208       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
209GL_RGBA16         GL_RGBA  │    16    │     16     │    16     │     16     │        │
210       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
211GL_SRGB8          GL_RGB   │    8     │     8      │     8     │            │        │
212       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
213GL_SRGB8_ALPHA8   GL_RGBA  │    8     │     8      │     8     │     8      │        │
214       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
215GL_R16F           GL_RED   │   f16    │            │           │            │        │
216       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
217GL_RG16F          GL_RG    │   f16    │    f16     │           │            │        │
218       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
219GL_RGB16F         GL_RGB   │   f16    │    f16     │    f16    │            │        │
220       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
221GL_RGBA16F        GL_RGBA  │   f16    │    f16     │    f16    │    f16     │        │
222       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
223GL_R32F           GL_RED   │   f32    │            │           │            │        │
224       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
225GL_RG32F          GL_RG    │   f32    │    f32     │           │            │        │
226       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
227GL_RGB32F         GL_RGB   │   f32    │    f32     │    f32    │            │        │
228       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
229GL_RGBA32F        GL_RGBA  │   f32    │    f32     │    f32    │    f32     │        │
230       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
231GL_R11F_G11F_B10F GL_RGB   │   f11    │    f11     │    f10    │            │        │
232       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
233GL_RGB9_E5        GL_RGB   │    9     │     9      │     9     │            │   5    │
234       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
235GL_R8I            GL_RED   │    i8    │            │           │            │        │
236       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
237GL_R8UI           GL_RED   │   ui8    │            │           │            │        │
238       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
239GL_R16I           GL_RED   │   i16    │            │           │            │        │
240       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
241GL_R16UI          GL_RED   │   ui16   │            │           │            │        │
242       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
243GL_R32I           GL_RED   │   i32    │            │           │            │        │
244       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
245GL_R32UI          GL_RED   │   ui32   │            │           │            │        │
246       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
247GL_RG8I           GL_RG    │    i8    │     i8     │           │            │        │
248       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
249GL_RG8UI          GL_RG    │   ui8    │    ui8     │           │            │        │
250       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
251GL_RG16I          GL_RG    │   i16    │    i16     │           │            │        │
252       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
253GL_RG16UI         GL_RG    │   ui16   │    ui16    │           │            │        │
254       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
255GL_RG32I          GL_RG    │   i32    │    i32     │           │            │        │
256       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
257GL_RG32UI         GL_RG    │   ui32   │    ui32    │           │            │        │
258       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
259GL_RGB8I          GL_RGB   │    i8    │     i8     │    i8     │            │        │
260       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
261GL_RGB8UI         GL_RGB   │   ui8    │    ui8     │    ui8    │            │        │
262       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
263GL_RGB16I         GL_RGB   │   i16    │    i16     │    i16    │            │        │
264       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
265GL_RGB16UI        GL_RGB   │   ui16   │    ui16    │   ui16    │            │        │
266       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
267GL_RGB32I         GL_RGB   │   i32    │    i32     │    i32    │            │        │
268       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
269GL_RGB32UI        GL_RGB   │   ui32   │    ui32    │   ui32    │            │        │
270       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
271GL_RGBA8I         GL_RGBA  │    i8    │     i8     │    i8     │     i8     │        │
272       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
273GL_RGBA8UI        GL_RGBA  │   ui8    │    ui8     │    ui8    │    ui8     │        │
274       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
275GL_RGBA16I        GL_RGBA  │   i16    │    i16     │    i16    │    i16     │        │
276       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
277GL_RGBA16UI       GL_RGBA  │   ui16   │    ui16    │   ui16    │    ui16    │        │
278       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
279GL_RGBA32I        GL_RGBA  │   i32    │    i32     │    i32    │    i32     │        │
280       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
281GL_RGBA32UI       GL_RGBA  │   ui32   │    ui32    │   ui32    │    ui32    │        │
282       └──────────────────┴──────────┴──────────┴────────────┴───────────┴────────────┴────────┘
283
284       Finally, internalFormat may also be one of the generic or compressed
285       compressed texture formats shown in Table 3 below
286
287       Table 3. Compressed Internal Formats
288       ┌──────────────────────────────────────┬───────────────┬──────────┐
289Compressed Internal                   Base Internal Type     
290Format                                Format        │          │
291       ├──────────────────────────────────────┼───────────────┼──────────┤
292GL_COMPRESSED_RED                     GL_RED        │ Generic  │
293       ├──────────────────────────────────────┼───────────────┼──────────┤
294GL_COMPRESSED_RG                      GL_RG         │ Generic  │
295       ├──────────────────────────────────────┼───────────────┼──────────┤
296GL_COMPRESSED_RGB                     GL_RGB        │ Generic  │
297       ├──────────────────────────────────────┼───────────────┼──────────┤
298GL_COMPRESSED_RGBA                    GL_RGBA       │ Generic  │
299       ├──────────────────────────────────────┼───────────────┼──────────┤
300GL_COMPRESSED_SRGB                    GL_RGB        │ Generic  │
301       ├──────────────────────────────────────┼───────────────┼──────────┤
302GL_COMPRESSED_SRGB_ALPHA              GL_RGBA       │ Generic  │
303       ├──────────────────────────────────────┼───────────────┼──────────┤
304GL_COMPRESSED_RED_RGTC1               GL_RED        │ Specific │
305       ├──────────────────────────────────────┼───────────────┼──────────┤
306GL_COMPRESSED_SIGNED_RED_RGTC1        GL_RED        │ Specific │
307       ├──────────────────────────────────────┼───────────────┼──────────┤
308GL_COMPRESSED_RG_RGTC2                GL_RG         │ Specific │
309       ├──────────────────────────────────────┼───────────────┼──────────┤
310GL_COMPRESSED_SIGNED_RG_RGTC2         GL_RG         │ Specific │
311       ├──────────────────────────────────────┼───────────────┼──────────┤
312GL_COMPRESSED_RGBA_BPTC_UNORM         GL_RGBA       │ Specific │
313       ├──────────────────────────────────────┼───────────────┼──────────┤
314GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM   GL_RGBA       │ Specific │
315       ├──────────────────────────────────────┼───────────────┼──────────┤
316GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT   GL_RGB        │ Specific │
317       ├──────────────────────────────────────┼───────────────┼──────────┤
318GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT GL_RGB        │ Specific │
319       └──────────────────────────────────────┴───────────────┴──────────┘
320
321       If the internalFormat parameter is one of the generic compressed
322       formats, GL_COMPRESSED_RED, GL_COMPRESSED_RG, GL_COMPRESSED_RGB, or
323       GL_COMPRESSED_RGBA, the GL will replace the internal format with the
324       symbolic constant for a specific internal format and compress the
325       texture before storage. If no corresponding internal format is
326       available, or the GL can not compress that image for any reason, the
327       internal format is instead replaced with a corresponding base internal
328       format.
329
330       If the internalFormat parameter is GL_SRGB, GL_SRGB8, GL_SRGB_ALPHAor
331       GL_SRGB8_ALPHA8, the texture is treated as if the red, green, or blue
332       components are encoded in the sRGB color space. Any alpha component is
333       left unchanged. The conversion from the sRGB encoded component c s to a
334       linear component c l is:
335
336       c l = { c s 12.92 if c s ≤ 0.04045 ( c s + 0.055 1.055 ) 2.4 if c s >
337       0.04045
338
339       Assume c s is the sRGB component in the range [0,1].
340
341       Use the GL_PROXY_TEXTURE_1D target to try out a resolution and format.
342       The implementation will update and recompute its best match for the
343       requested storage resolution and format. To then query this state, call
344       glGetTexLevelParameter(). If the texture cannot be accommodated,
345       texture state is set to 0.
346
347       A one-component texture image uses only the red component of the RGBA
348       color from data. A two-component image uses the R and A values. A
349       three-component image uses the R, G, and B values. A four-component
350       image uses all of the RGBA components.
351
352       Image-based shadowing can be enabled by comparing texture r coordinates
353       to depth texture values to generate a boolean result. See
354       glTexParameter() for details on texture comparison.
355

NOTES

357       glPixelStore() modes affect texture images.
358
359       data may be a null pointer. In this case texture memory is allocated to
360       accommodate a texture of width width. You can then download subtextures
361       to initialize the texture memory. The image is undefined if the program
362       tries to apply an uninitialized portion of the texture image to a
363       primitive.
364
365       glTexImage1D specifies the one-dimensional texture for the current
366       texture unit, specified with glActiveTexture().
367
368       GL_STENCIL_INDEX may be used for format only if the GL version is 4.4
369       or higher.
370

ERRORS

372       GL_INVALID_ENUM is generated if target is not GL_TEXTURE_1D or
373       GL_PROXY_TEXTURE_1D.
374
375       GL_INVALID_ENUM is generated if format is not an accepted format
376       constant. Format constants other than GL_STENCIL_INDEX are accepted.
377
378       GL_INVALID_ENUM is generated if type is not a type constant.
379
380       GL_INVALID_VALUE is generated if level is less than 0.
381
382       GL_INVALID_VALUE may be generated if level is greater than log 2 ⁡ max,
383       where max is the returned value of GL_MAX_TEXTURE_SIZE.
384
385       GL_INVALID_VALUE is generated if internalFormat is not one of the
386       accepted resolution and format symbolic constants.
387
388       GL_INVALID_VALUE is generated if width is less than 0 or greater than
389       GL_MAX_TEXTURE_SIZE.
390
391       GL_INVALID_VALUE is generated if border is not 0.
392
393       GL_INVALID_OPERATION is generated if type is one of
394       GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
395       GL_UNSIGNED_SHORT_5_6_5, or GL_UNSIGNED_SHORT_5_6_5_REV and format is
396       not GL_RGB.
397
398       GL_INVALID_OPERATION is generated if type is one of
399       GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
400       GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
401       GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV,
402       GL_UNSIGNED_INT_10_10_10_2, or GL_UNSIGNED_INT_2_10_10_10_REV and
403       format is neither GL_RGBA nor GL_BGRA.
404
405       GL_INVALID_OPERATION is generated if format is GL_DEPTH_COMPONENT and
406       internalFormat is not GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16,
407       GL_DEPTH_COMPONENT24, or GL_DEPTH_COMPONENT32.
408
409       GL_INVALID_OPERATION is generated if internalFormat is
410       GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, or
411       GL_DEPTH_COMPONENT32, and format is not GL_DEPTH_COMPONENT.
412
413       GL_INVALID_OPERATION is generated if a non-zero buffer object name is
414       bound to the GL_PIXEL_UNPACK_BUFFER target and the buffer object's data
415       store is currently mapped.
416
417       GL_INVALID_OPERATION is generated if a non-zero buffer object name is
418       bound to the GL_PIXEL_UNPACK_BUFFER target and the data would be
419       unpacked from the buffer object such that the memory reads required
420       would exceed the data store size.
421
422       GL_INVALID_OPERATION is generated if a non-zero buffer object name is
423       bound to the GL_PIXEL_UNPACK_BUFFER target and data is not evenly
424       divisible into the number of bytes needed to store in memory a datum
425       indicated by type.
426

ASSOCIATED GETS

428       glGetTexImage()
429
430       glGet() with argument GL_PIXEL_UNPACK_BUFFER_BINDING
431

VERSION SUPPORT

433       ┌─────────────┬───────────────────────────────────────────────────────────────────────┐
434       │             │                OpenGL Version                                         
435       ├─────────────┼─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┤
436Function     2.0 2.1 3.0 3.1 3.2 3.3 4.0 4.1 4.2 4.3 4.4 4.5 
437/            │     │     │     │     │     │     │     │     │     │     │     │     │
438Feature      │     │     │     │     │     │     │     │     │     │     │     │     │
439Name         │     │     │     │     │     │     │     │     │     │     │     │     │
440       ├─────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
441glTexImage1D │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │
442       └─────────────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┘
443

SEE ALSO

445       glActiveTexture(), glCompressedTexImage1D(),
446       glCompressedTexSubImage1D(), glCopyTexImage1D(), glCopyTexSubImage1D(),
447       glGetCompressedTexImage(), glPixelStore(), glTexImage2D(),
448       glTexImage3D(), glTexSubImage1D(), glTexSubImage2D(),
449       glTexSubImage3D(), glTexParameter()
450
452       Copyright © 1991-2006 Silicon Graphics, Inc. Copyright © 2011-2014
453       Khronos Group. This document is licensed under the SGI Free Software B
454       License. For details, see http://oss.sgi.com/projects/FreeB/.
455
457       Copyright © 1991-2006 Silicon Graphics, Inc.
458
459
460
461[FIXME: source]                   07/13/2018                  GLTEXIMAGE1D(3G)
Impressum