1GLTEXIMAGE3D(3G) OpenGL Manual GLTEXIMAGE3D(3G)
2
3
4
6 glTexImage3D - specify a three-dimensional texture image
7
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
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, and
50 GL_BGRA.
51
52 type
53 Specifies the data type of the pixel data. The following symbolic
54 values are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT,
55 GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT,
56 GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
57 GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV,
58 GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
59 GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
60 GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV,
61 GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.
62
63 data
64 Specifies a pointer to the image data in memory.
65
67 Texturing maps a portion of a specified texture image onto each
68 graphical primitive for which texturing is enabled. To enable and
69 disable three-dimensional texturing, call glEnable() and glDisable()
70 with argument GL_TEXTURE_3D.
71
72 To define texture images, call glTexImage3D. The arguments describe the
73 parameters of the texture image, such as height, width, depth, width of
74 the border, level-of-detail number (see glTexParameter()), and number
75 of color components provided. The last three arguments describe how the
76 image is represented in memory.
77
78 If target is GL_PROXY_TEXTURE_3D, no data is read from data, but all of
79 the texture image state is recalculated, checked for consistency, and
80 checked against the implementation's capabilities. If the
81 implementation cannot handle a texture of the requested texture size,
82 it sets all of the image state to 0, but does not generate an error
83 (see glGetError()). To query for an entire mipmap array, use an image
84 array level greater than or equal to 1.
85
86 If target is GL_TEXTURE_3D, data is read from data as a sequence of
87 signed or unsigned bytes, shorts, or longs, or single-precision
88 floating-point values, depending on type. These values are grouped into
89 sets of one, two, three, or four values, depending on format, to form
90 elements. Each data byte is treated as eight 1-bit elements, with bit
91 ordering determined by GL_UNPACK_LSB_FIRST (see glPixelStore()).
92
93 If a non-zero named buffer object is bound to the
94 GL_PIXEL_UNPACK_BUFFER target (see glBindBuffer()) while a texture
95 image is specified, data is treated as a byte offset into the buffer
96 object's data store.
97
98 The first element corresponds to the lower left corner of the texture
99 image. Subsequent elements progress left-to-right through the remaining
100 texels in the lowest row of the texture image, and then in successively
101 higher rows of the texture image. The final element corresponds to the
102 upper right corner of the texture image.
103
104 format determines the composition of each element in data. It can
105 assume one of these symbolic values:
106
107 GL_RED
108 Each element is a single red component. The GL converts it to
109 floating point and assembles it into an RGBA element by attaching 0
110 for green and blue, and 1 for alpha. Each component is then
111 multiplied by the signed scale factor GL_c_SCALE, added to the
112 signed bias GL_c_BIAS, and clamped to the range [0,1].
113
114 GL_RG
115 Each element is a red and green pair. The GL converts each to
116 floating point and assembles it into an RGBA element by attaching 0
117 for blue, and 1 for alpha. Each component is then multiplied by the
118 signed scale factor GL_c_SCALE, added to the signed bias GL_c_BIAS,
119 and clamped to the range [0,1].
120
121 GL_RGB
122
123 GL_BGR
124 Each element is an RGB triple. The GL converts it to floating point
125 and assembles it into an RGBA element by attaching 1 for alpha.
126 Each component is then multiplied by the signed scale factor
127 GL_c_SCALE, added to the signed bias GL_c_BIAS, and clamped to the
128 range [0,1].
129
130 GL_RGBA
131
132 GL_BGRA
133 Each element contains all four components. Each component is
134 multiplied by the signed scale factor GL_c_SCALE, added to the
135 signed bias GL_c_BIAS, and clamped to the range [0,1].
136
137 If an application wants to store the texture at a certain resolution or
138 in a certain format, it can request the resolution and format with
139 internalFormat. The GL will choose an internal representation that
140 closely approximates that requested by internalFormat, but it may not
141 match exactly. (The representations specified by GL_RED, GL_RG, GL_RGB,
142 and GL_RGBA must match exactly.)
143
144 internalFormat may be one of the base internal formats shown in Table
145 1, below
146
147 <xi:include></xi:include>
148
149 internalFormat may also be one of the sized internal formats shown in
150 Table 2, below
151
152 <xi:include></xi:include>
153
154 Finally, internalFormat may also be one of the generic or compressed
155 compressed texture formats shown in Table 3 below
156
157 <xi:include></xi:include>
158
159 If the internalFormat parameter is one of the generic compressed
160 formats, GL_COMPRESSED_RED, GL_COMPRESSED_RG, GL_COMPRESSED_RGB, or
161 GL_COMPRESSED_RGBA, the GL will replace the internal format with the
162 symbolic constant for a specific internal format and compress the
163 texture before storage. If no corresponding internal format is
164 available, or the GL can not compress that image for any reason, the
165 internal format is instead replaced with a corresponding base internal
166 format.
167
168 If the internalFormat parameter is GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or
169 GL_SRGB8_ALPHA8, the texture is treated as if the red, green, blue, or
170 luminance components are encoded in the sRGB color space. Any alpha
171 component is left unchanged. The conversion from the sRGB encoded
172 component c s to a linear component c l is:
173
174 c l = { c s 12.92 if c s ≤ 0.04045 ( c s + 0.055 1.055 ) 2.4 if c s >
175 0.04045
176
177 Assume c s is the sRGB component in the range [0,1].
178
179 Use the GL_PROXY_TEXTURE_3D target to try out a resolution and format.
180 The implementation will update and recompute its best match for the
181 requested storage resolution and format. To then query this state, call
182 glGetTexLevelParameter(). If the texture cannot be accommodated,
183 texture state is set to 0.
184
185 A one-component texture image uses only the red component of the RGBA
186 color extracted from data. A two-component image uses the R and A
187 values. A three-component image uses the R, G, and B values. A
188 four-component image uses all of the RGBA components.
189
191 The glPixelStore() mode affects texture images.
192
193 data may be a null pointer. In this case texture memory is allocated to
194 accommodate a texture of width width, height height, and depth depth.
195 You can then download subtextures to initialize this texture memory.
196 The image is undefined if the user tries to apply an uninitialized
197 portion of the texture image to a primitive.
198
199 glTexImage3D specifies the three-dimensional texture for the current
200 texture unit, specified with glActiveTexture().
201
203 GL_INVALID_ENUM is generated if target is not GL_TEXTURE_3D or
204 GL_PROXY_TEXTURE_3D.
205
206 GL_INVALID_ENUM is generated if format is not an accepted format
207 constant. Format constants other than GL_STENCIL_INDEX and
208 GL_DEPTH_COMPONENT are accepted.
209
210 GL_INVALID_ENUM is generated if type is not a type constant.
211
212 GL_INVALID_VALUE is generated if level is less than 0.
213
214 GL_INVALID_VALUE may be generated if level is greater than log 2 max,
215 where max is the returned value of GL_MAX_TEXTURE_SIZE.
216
217 GL_INVALID_VALUE is generated if internalFormat is not one of the
218 accepted resolution and format symbolic constants.
219
220 GL_INVALID_VALUE is generated if width, height, or depth is less than 0
221 or greater than GL_MAX_TEXTURE_SIZE.
222
223 GL_INVALID_VALUE is generated if non-power-of-two textures are not
224 supported and the width, height, or depth cannot be represented as 2 k
225 + 2 border for some integer value of k.
226
227 GL_INVALID_VALUE is generated if border is not 0 or 1.
228
229 GL_INVALID_OPERATION is generated if type is one of
230 GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
231 GL_UNSIGNED_SHORT_5_6_5, or GL_UNSIGNED_SHORT_5_6_5_REV and format is
232 not GL_RGB.
233
234 GL_INVALID_OPERATION is generated if type is one of
235 GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
236 GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
237 GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV,
238 GL_UNSIGNED_INT_10_10_10_2, or GL_UNSIGNED_INT_2_10_10_10_REV and
239 format is neither GL_RGBA nor GL_BGRA.
240
241 GL_INVALID_OPERATION is generated if format or internalFormat is
242 GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, or
243 GL_DEPTH_COMPONENT32.
244
245 GL_INVALID_OPERATION is generated if a non-zero buffer object name is
246 bound to the GL_PIXEL_UNPACK_BUFFER target and the buffer object's data
247 store is currently mapped.
248
249 GL_INVALID_OPERATION is generated if a non-zero buffer object name is
250 bound to the GL_PIXEL_UNPACK_BUFFER target and the data would be
251 unpacked from the buffer object such that the memory reads required
252 would exceed the data store size.
253
254 GL_INVALID_OPERATION is generated if a non-zero buffer object name is
255 bound to the GL_PIXEL_UNPACK_BUFFER target and data is not evenly
256 divisible into the number of bytes needed to store in memory a datum
257 indicated by type.
258
260 glGetTexImage()
261
262 glGet() with argument GL_PIXEL_UNPACK_BUFFER_BINDING
263
265 glActiveTexture(), glCompressedTexImage1D(), glCompressedTexImage2D(),
266 glCompressedTexImage3D(), glCompressedTexSubImage1D(),
267 glCompressedTexSubImage2D(), glCompressedTexSubImage3D(),
268 glCopyTexImage1D(), glCopyTexImage2D(), glCopyTexSubImage1D(),
269 glCopyTexSubImage2D(), glCopyTexSubImage3D(),
270 glGetCompressedTexImage(), glPixelStore(), glTexImage1D(),
271 glTexImage2D(), glTexSubImage1D(), glTexSubImage2D(),
272 glTexSubImage3D(), glTexParameter()
273
275 Copyright © 1991-2006 Silicon Graphics, Inc. Copyright © 2011 Khronos
276 Group. This document is licensed under the SGI Free Software B License.
277 For details, see http://oss.sgi.com/projects/FreeB/.
278
280 opengl.org
281
282
283
284opengl.org 06/10/2014 GLTEXIMAGE3D(3G)