1GLTEXIMAGE3D(3G)                [FIXME: manual]               GLTEXIMAGE3D(3G)
2
3
4

NAME

6       glTexImage3D - specify a three-dimensional texture image
7

C SPECIFICATION

9       void glTexImage3D(GLenum target, GLint level, GLint internalformat,
10                         GLsizei width, GLsizei height, GLsizei depth,
11                         GLint border, GLenum format, GLenum type,
12                         const GLvoid * data);
13

PARAMETERS

15       target
16           Specifies the target texture. Must be one of GL_TEXTURE_3D,
17           GL_PROXY_TEXTURE_3D, GL_TEXTURE_2D_ARRAY or
18           GL_PROXY_TEXTURE_2D_ARRAY.
19
20       level
21           Specifies the level-of-detail number. Level 0 is the base image
22           level. Level n is the n th mipmap reduction image.
23
24       internalformat
25           Specifies the number of color components in the texture. Must be
26           one of base internal formats given in Table 1, one of the sized
27           internal formats given in Table 2, or one of the compressed
28           internal formats given in Table 3, below.
29
30       width
31           Specifies the width of the texture image. All implementations
32           support 3D texture images that are at least 16 texels wide.
33
34       height
35           Specifies the height of the texture image. All implementations
36           support 3D texture images that are at least 256 texels high.
37
38       depth
39           Specifies the depth of the texture image, or the number of layers
40           in a texture array. All implementations support 3D texture images
41           that are at least 256 texels deep, and texture arrays that are at
42           least 256 layers deep.
43
44       border
45           This value must be 0.
46
47       format
48           Specifies the format of the pixel data. The following symbolic
49           values are accepted: GL_RED, GL_RG, GL_RGB, GL_BGR, GL_RGBA,
50           GL_BGRA, GL_RED_INTEGER, GL_RG_INTEGER, GL_RGB_INTEGER,
51           GL_BGR_INTEGER, GL_RGBA_INTEGER, GL_BGRA_INTEGER, GL_STENCIL_INDEX,
52           GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL.
53
54       type
55           Specifies the data type of the pixel data. The following symbolic
56           values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT,
57           GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_HALF_FLOAT, GL_FLOAT,
58           GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
59           GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV,
60           GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
61           GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
62           GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV,
63           GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
64
65       data
66           Specifies a pointer to the image data in memory.
67

DESCRIPTION

69       Texturing maps a portion of a specified texture image onto each
70       graphical primitive for which texturing is enabled. To enable and
71       disable three-dimensional texturing, call glEnable() and
72
73       glDisable with argument GL_TEXTURE_3D.
74
75       To define texture images, call glTexImage3D. The arguments describe the
76       parameters of the texture image, such as height, width, depth, width of
77       the border, level-of-detail number (see glTexParameter()), and number
78       of color components provided. The last three arguments describe how the
79       image is represented in memory.
80
81       If target is GL_PROXY_TEXTURE_3D, no data is read from data, but all of
82       the texture image state is recalculated, checked for consistency, and
83       checked against the implementation's capabilities. If the
84       implementation cannot handle a texture of the requested texture size,
85       it sets all of the image state to 0, but does not generate an error
86       (see glGetError()). To query for an entire mipmap array, use an image
87       array level greater than or equal to 1.
88
89       If target is GL_TEXTURE_3D, data is read from data as a sequence of
90       signed or unsigned bytes, shorts, or longs, or single-precision
91       floating-point values, depending on type. These values are grouped into
92       sets of one, two, three, or four values, depending on format, to form
93       elements. Each data byte is treated as eight 1-bit elements, with bit
94       ordering determined by GL_UNPACK_LSB_FIRST (see glPixelStore()).
95
96       If a non-zero named buffer object is bound to the
97       GL_PIXEL_UNPACK_BUFFER target (see glBindBuffer()) while a texture
98       image is specified, data is treated as a byte offset into the buffer
99       object's data store.
100
101       The first element corresponds to the lower left corner of the texture
102       image. Subsequent elements progress left-to-right through the remaining
103       texels in the lowest row of the texture image, and then in successively
104       higher rows of the texture image. The final element corresponds to the
105       upper right corner of the texture image.
106
107       format determines the composition of each element in data. It can
108       assume one of these symbolic values:
109
110       GL_RED
111           Each element is a single red component. The GL converts it to
112           floating point and assembles it into an RGBA element by attaching 0
113           for green and blue, and 1 for alpha. Each component is clamped to
114           the range [0,1].
115
116       GL_RG
117           Each element is a red and green pair. The GL converts each to
118           floating point and assembles it into an RGBA element by attaching 0
119           for blue, and 1 for alpha. Each component is clamped to the range
120           [0,1].
121
122       GL_RGB, GL_BGR
123           Each element is an RGB triple. The GL converts it to floating point
124           and assembles it into an RGBA element by attaching 1 for alpha.
125           Each component is clamped to the range [0,1].
126
127       GL_RGBA, GL_BGRA
128           Each element contains all four components. Each component is
129           clamped to the range [0,1].
130
131       If an application wants to store the texture at a certain resolution or
132       in a certain format, it can request the resolution and format with
133       internalformat. The GL will choose an internal representation that
134       closely approximates that requested by internalformat, but it may not
135       match exactly. (The representations specified by GL_RED, GL_RG, GL_RGB,
136       and GL_RGBA must match exactly.)
137
138       internalformat may be one of the base internal formats shown in Table
139       1, below
140
141       Table 1. Base Internal Formats
142       ┌───────────────────┬───────────────────┬─────────────────────┐
143Base Internal      RGBA, Depth and   Internal Components 
144Format             Stencil Values    │                     │
145       ├───────────────────┼───────────────────┼─────────────────────┤
146GL_DEPTH_COMPONENT │ Depth             │ D                   │
147       ├───────────────────┼───────────────────┼─────────────────────┤
148GL_DEPTH_STENCIL   │ Depth, Stencil    │ D, S                │
149       ├───────────────────┼───────────────────┼─────────────────────┤
150GL_RED             │ Red               │ R                   │
151       ├───────────────────┼───────────────────┼─────────────────────┤
152GL_RG              │ Red, Green        │ R, G                │
153       ├───────────────────┼───────────────────┼─────────────────────┤
154GL_RGB             │ Red, Green, Blue  │ R, G, B             │
155       ├───────────────────┼───────────────────┼─────────────────────┤
156GL_RGBA            │ Red, Green, Blue, │ R, G, B, A          │
157       │                   │ Alpha             │                     │
158       └───────────────────┴───────────────────┴─────────────────────┘
159
160       internalformat may also be one of the sized internal formats shown in
161       Table 2, below
162
163       Table 2. Sized Internal Formats
164       ┌──────────────────┬──────────┬──────────┬────────────┬───────────┬────────────┬────────┐
165Sized             Base     Red Bits Green Bits Blue Bits Alpha Bits Shared 
166Internal          Internal │          │            │           │            │ Bits   
167Format            Format   │          │            │           │            │        │
168       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
169GL_R8             GL_RED   │    8     │            │           │            │        │
170       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
171GL_R8_SNORM       GL_RED   │    s8    │            │           │            │        │
172       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
173GL_R16            GL_RED   │    16    │            │           │            │        │
174       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
175GL_R16_SNORM      GL_RED   │   s16    │            │           │            │        │
176       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
177GL_RG8            GL_RG    │    8     │     8      │           │            │        │
178       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
179GL_RG8_SNORM      GL_RG    │    s8    │     s8     │           │            │        │
180       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
181GL_RG16           GL_RG    │    16    │     16     │           │            │        │
182       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
183GL_RG16_SNORM     GL_RG    │   s16    │    s16     │           │            │        │
184       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
185GL_R3_G3_B2       GL_RGB   │    3     │     3      │     2     │            │        │
186       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
187GL_RGB4           GL_RGB   │    4     │     4      │     4     │            │        │
188       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
189GL_RGB5           GL_RGB   │    5     │     5      │     5     │            │        │
190       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
191GL_RGB8           GL_RGB   │    8     │     8      │     8     │            │        │
192       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
193GL_RGB8_SNORM     GL_RGB   │    s8    │     s8     │    s8     │            │        │
194       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
195GL_RGB10          GL_RGB   │    10    │     10     │    10     │            │        │
196       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
197GL_RGB12          GL_RGB   │    12    │     12     │    12     │            │        │
198       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
199GL_RGB16_SNORM    GL_RGB   │    16    │     16     │    16     │            │        │
200       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
201GL_RGBA2          GL_RGB   │    2     │     2      │     2     │     2      │        │
202       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
203GL_RGBA4          GL_RGB   │    4     │     4      │     4     │     4      │        │
204       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
205GL_RGB5_A1        GL_RGBA  │    5     │     5      │     5     │     1      │        │
206       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
207GL_RGBA8          GL_RGBA  │    8     │     8      │     8     │     8      │        │
208       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
209GL_RGBA8_SNORM    GL_RGBA  │    s8    │     s8     │    s8     │     s8     │        │
210       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
211GL_RGB10_A2       GL_RGBA  │    10    │     10     │    10     │     2      │        │
212       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
213GL_RGB10_A2UI     GL_RGBA  │   ui10   │    ui10    │   ui10    │    ui2     │        │
214       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
215GL_RGBA12         GL_RGBA  │    12    │     12     │    12     │     12     │        │
216       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
217GL_RGBA16         GL_RGBA  │    16    │     16     │    16     │     16     │        │
218       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
219GL_SRGB8          GL_RGB   │    8     │     8      │     8     │            │        │
220       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
221GL_SRGB8_ALPHA8   GL_RGBA  │    8     │     8      │     8     │     8      │        │
222       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
223GL_R16F           GL_RED   │   f16    │            │           │            │        │
224       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
225GL_RG16F          GL_RG    │   f16    │    f16     │           │            │        │
226       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
227GL_RGB16F         GL_RGB   │   f16    │    f16     │    f16    │            │        │
228       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
229GL_RGBA16F        GL_RGBA  │   f16    │    f16     │    f16    │    f16     │        │
230       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
231GL_R32F           GL_RED   │   f32    │            │           │            │        │
232       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
233GL_RG32F          GL_RG    │   f32    │    f32     │           │            │        │
234       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
235GL_RGB32F         GL_RGB   │   f32    │    f32     │    f32    │            │        │
236       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
237GL_RGBA32F        GL_RGBA  │   f32    │    f32     │    f32    │    f32     │        │
238       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
239GL_R11F_G11F_B10F GL_RGB   │   f11    │    f11     │    f10    │            │        │
240       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
241GL_RGB9_E5        GL_RGB   │    9     │     9      │     9     │            │   5    │
242       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
243GL_R8I            GL_RED   │    i8    │            │           │            │        │
244       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
245GL_R8UI           GL_RED   │   ui8    │            │           │            │        │
246       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
247GL_R16I           GL_RED   │   i16    │            │           │            │        │
248       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
249GL_R16UI          GL_RED   │   ui16   │            │           │            │        │
250       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
251GL_R32I           GL_RED   │   i32    │            │           │            │        │
252       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
253GL_R32UI          GL_RED   │   ui32   │            │           │            │        │
254       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
255GL_RG8I           GL_RG    │    i8    │     i8     │           │            │        │
256       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
257GL_RG8UI          GL_RG    │   ui8    │    ui8     │           │            │        │
258       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
259GL_RG16I          GL_RG    │   i16    │    i16     │           │            │        │
260       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
261GL_RG16UI         GL_RG    │   ui16   │    ui16    │           │            │        │
262       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
263GL_RG32I          GL_RG    │   i32    │    i32     │           │            │        │
264       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
265GL_RG32UI         GL_RG    │   ui32   │    ui32    │           │            │        │
266       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
267GL_RGB8I          GL_RGB   │    i8    │     i8     │    i8     │            │        │
268       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
269GL_RGB8UI         GL_RGB   │   ui8    │    ui8     │    ui8    │            │        │
270       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
271GL_RGB16I         GL_RGB   │   i16    │    i16     │    i16    │            │        │
272       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
273GL_RGB16UI        GL_RGB   │   ui16   │    ui16    │   ui16    │            │        │
274       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
275GL_RGB32I         GL_RGB   │   i32    │    i32     │    i32    │            │        │
276       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
277GL_RGB32UI        GL_RGB   │   ui32   │    ui32    │   ui32    │            │        │
278       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
279GL_RGBA8I         GL_RGBA  │    i8    │     i8     │    i8     │     i8     │        │
280       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
281GL_RGBA8UI        GL_RGBA  │   ui8    │    ui8     │    ui8    │    ui8     │        │
282       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
283GL_RGBA16I        GL_RGBA  │   i16    │    i16     │    i16    │    i16     │        │
284       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
285GL_RGBA16UI       GL_RGBA  │   ui16   │    ui16    │   ui16    │    ui16    │        │
286       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
287GL_RGBA32I        GL_RGBA  │   i32    │    i32     │    i32    │    i32     │        │
288       ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
289GL_RGBA32UI       GL_RGBA  │   ui32   │    ui32    │   ui32    │    ui32    │        │
290       └──────────────────┴──────────┴──────────┴────────────┴───────────┴────────────┴────────┘
291
292       Finally, internalformat may also be one of the generic or compressed
293       texture formats shown in Table 3 below
294
295       Table 3. Compressed Internal Formats
296       ┌──────────────────────────────────────┬───────────────┬──────────┐
297Compressed Internal                   Base Internal Type     
298Format                                Format        │          │
299       ├──────────────────────────────────────┼───────────────┼──────────┤
300GL_COMPRESSED_RED                     GL_RED        │ Generic  │
301       ├──────────────────────────────────────┼───────────────┼──────────┤
302GL_COMPRESSED_RG                      GL_RG         │ Generic  │
303       ├──────────────────────────────────────┼───────────────┼──────────┤
304GL_COMPRESSED_RGB                     GL_RGB        │ Generic  │
305       ├──────────────────────────────────────┼───────────────┼──────────┤
306GL_COMPRESSED_RGBA                    GL_RGBA       │ Generic  │
307       ├──────────────────────────────────────┼───────────────┼──────────┤
308GL_COMPRESSED_SRGB                    GL_RGB        │ Generic  │
309       ├──────────────────────────────────────┼───────────────┼──────────┤
310GL_COMPRESSED_SRGB_ALPHA              GL_RGBA       │ Generic  │
311       ├──────────────────────────────────────┼───────────────┼──────────┤
312GL_COMPRESSED_RED_RGTC1               GL_RED        │ Specific │
313       ├──────────────────────────────────────┼───────────────┼──────────┤
314GL_COMPRESSED_SIGNED_RED_RGTC1        GL_RED        │ Specific │
315       ├──────────────────────────────────────┼───────────────┼──────────┤
316GL_COMPRESSED_RG_RGTC2                GL_RG         │ Specific │
317       ├──────────────────────────────────────┼───────────────┼──────────┤
318GL_COMPRESSED_SIGNED_RG_RGTC2         GL_RG         │ Specific │
319       ├──────────────────────────────────────┼───────────────┼──────────┤
320GL_COMPRESSED_RGBA_BPTC_UNORM         GL_RGBA       │ Specific │
321       ├──────────────────────────────────────┼───────────────┼──────────┤
322GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM   GL_RGBA       │ Specific │
323       ├──────────────────────────────────────┼───────────────┼──────────┤
324GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT   GL_RGB        │ Specific │
325       ├──────────────────────────────────────┼───────────────┼──────────┤
326GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT GL_RGB        │ Specific │
327       └──────────────────────────────────────┴───────────────┴──────────┘
328
329       If the internalformat parameter is one of the generic compressed
330       formats, GL_COMPRESSED_RED, GL_COMPRESSED_RG, GL_COMPRESSED_RGB, or
331       GL_COMPRESSED_RGBA, the GL will replace the internal format with the
332       symbolic constant for a specific internal format and compress the
333       texture before storage. If no corresponding internal format is
334       available, or the GL can not compress that image for any reason, the
335       internal format is instead replaced with a corresponding base internal
336       format.
337
338       If the internalformat parameter is GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or
339       GL_SRGB8_ALPHA8, the texture is treated as if the red, green, blue, or
340       luminance components are encoded in the sRGB color space. Any alpha
341       component is left unchanged. The conversion from the sRGB encoded
342       component c s to a linear component c l is:
343
344       c l = { c s 12.92 if c s ≤ 0.04045 ( c s + 0.055 1.055 ) 2.4 if c s >
345       0.04045
346
347       Assume c s is the sRGB component in the range [0,1].
348
349       Use the GL_PROXY_TEXTURE_3D target to try out a resolution and format.
350       The implementation will update and recompute its best match for the
351       requested storage resolution and format. To then query this state, call
352       glGetTexLevelParameter(). If the texture cannot be accommodated,
353       texture state is set to 0.
354
355       A one-component texture image uses only the red component of the RGBA
356       color extracted from data. A two-component image uses the R and A
357       values. A three-component image uses the R, G, and B values. A
358       four-component image uses all of the RGBA components.
359

NOTES

361       The glPixelStore() mode affects texture images.
362
363       data may be a null pointer. In this case texture memory is allocated to
364       accommodate a texture of width width, height height, and depth depth.
365       You can then download subtextures to initialize this texture memory.
366       The image is undefined if the user tries to apply an uninitialized
367       portion of the texture image to a primitive.
368
369       glTexImage3D specifies the three-dimensional texture for the current
370       texture unit, specified with glActiveTexture().
371
372       GL_STENCIL_INDEX may be used for format only if the GL version is 4.4
373       or higher.
374

ERRORS

376       GL_INVALID_ENUM is generated if target is not GL_TEXTURE_3D or
377       GL_PROXY_TEXTURE_3D.
378
379       GL_INVALID_ENUM is generated if format is not an accepted format
380       constant. Format constants other than GL_STENCIL_INDEX and
381       GL_DEPTH_COMPONENT are accepted.
382
383       GL_INVALID_ENUM is generated if type is not a type constant.
384
385       GL_INVALID_VALUE is generated if level is less than 0.
386
387       GL_INVALID_VALUE may be generated if level is greater than log 2 ⁡ max,
388       where max is the returned value of GL_MAX_TEXTURE_SIZE.
389
390       GL_INVALID_VALUE is generated if internalformat is not one of the
391       accepted resolution and format symbolic constants.
392
393       GL_INVALID_VALUE is generated if width, height, or depth is less than 0
394       or greater than GL_MAX_TEXTURE_SIZE.
395
396       GL_INVALID_VALUE is generated if border is not 0.
397
398       GL_INVALID_OPERATION is generated if type is one of
399       GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
400       GL_UNSIGNED_SHORT_5_6_5, or GL_UNSIGNED_SHORT_5_6_5_REV and format is
401       not GL_RGB.
402
403       GL_INVALID_OPERATION is generated if type is one of
404       GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
405       GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
406       GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV,
407       GL_UNSIGNED_INT_10_10_10_2, or GL_UNSIGNED_INT_2_10_10_10_REV and
408       format is neither GL_RGBA nor GL_BGRA.
409
410       GL_INVALID_OPERATION is generated if format or internalformat is
411       GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, or
412       GL_DEPTH_COMPONENT32.
413
414       GL_INVALID_OPERATION is generated if a non-zero buffer object name is
415       bound to the GL_PIXEL_UNPACK_BUFFER target and the buffer object's data
416       store is currently mapped.
417
418       GL_INVALID_OPERATION is generated if a non-zero buffer object name is
419       bound to the GL_PIXEL_UNPACK_BUFFER target and the data would be
420       unpacked from the buffer object such that the memory reads required
421       would exceed the data store size.
422
423       GL_INVALID_OPERATION is generated if a non-zero buffer object name is
424       bound to the GL_PIXEL_UNPACK_BUFFER target and data is not evenly
425       divisible into the number of bytes needed to store in memory a datum
426       indicated by type.
427

ASSOCIATED GETS

429       glGetTexImage()
430
431       glGet() with argument GL_PIXEL_UNPACK_BUFFER_BINDING
432

VERSION SUPPORT

434       ┌──────────────┬───────────────────────────────────────────────────────────────────────┐
435       │              │                OpenGL Version                                         
436       ├──────────────┼─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┤
437Function      2.0 2.1 3.0 3.1 3.2 3.3 4.0 4.1 4.2 4.3 4.4 4.5 
438/             │     │     │     │     │     │     │     │     │     │     │     │     │
439Feature       │     │     │     │     │     │     │     │     │     │     │     │     │
440Name          │     │     │     │     │     │     │     │     │     │     │     │     │
441       ├──────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
442glTexImage3D  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │
443       ├──────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
444GL_HALF_FLOAT │  -  │  -  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │
445       └──────────────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┘
446

SEE ALSO

448       glActiveTexture(), glCompressedTexImage1D(), glCompressedTexImage2D(),
449       glCompressedTexImage3D(), glCompressedTexSubImage1D(),
450       glCompressedTexSubImage2D(), glCompressedTexSubImage3D(),
451       glCopyTexImage1D(), glCopyTexImage2D(), glCopyTexSubImage1D(),
452       glCopyTexSubImage2D(), glCopyTexSubImage3D(),
453       glGetCompressedTexImage(), glPixelStore(), glTexImage1D(),
454       glTexImage2D(), glTexSubImage1D(), glTexSubImage2D(),
455       glTexSubImage3D(), glTexParameter()
456
458       Copyright © 1991-2006 Silicon Graphics, Inc. Copyright © 2011-2014
459       Khronos Group. This document is licensed under the SGI Free Software B
460       License. For details, see http://oss.sgi.com/projects/FreeB/.
461
463       Copyright © 2011-2014 Khronos Group
464
465
466
467[FIXME: source]                   03/06/2019                  GLTEXIMAGE3D(3G)
Impressum