1GLTEXIMAGE3D(3G) [FIXME: manual] GLTEXIMAGE3D(3G)
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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,
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
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 ┌───────────────────┬───────────────────┬─────────────────────┐
143 │Base Internal │ RGBA, Depth and │ Internal Components │
144 │Format │ Stencil Values │ │
145 ├───────────────────┼───────────────────┼─────────────────────┤
146 │GL_DEPTH_COMPONENT │ Depth │ D │
147 ├───────────────────┼───────────────────┼─────────────────────┤
148 │GL_DEPTH_STENCIL │ Depth, Stencil │ D, S │
149 ├───────────────────┼───────────────────┼─────────────────────┤
150 │GL_RED │ Red │ R │
151 ├───────────────────┼───────────────────┼─────────────────────┤
152 │GL_RG │ Red, Green │ R, G │
153 ├───────────────────┼───────────────────┼─────────────────────┤
154 │GL_RGB │ Red, Green, Blue │ R, G, B │
155 ├───────────────────┼───────────────────┼─────────────────────┤
156 │GL_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 ┌──────────────────┬──────────┬──────────┬────────────┬───────────┬────────────┬────────┐
165 │Sized │ Base │ Red Bits │ Green Bits │ Blue Bits │ Alpha Bits │ Shared │
166 │Internal │ Internal │ │ │ │ │ Bits │
167 │Format │ Format │ │ │ │ │ │
168 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
169 │GL_R8 │ GL_RED │ 8 │ │ │ │ │
170 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
171 │GL_R8_SNORM │ GL_RED │ s8 │ │ │ │ │
172 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
173 │GL_R16 │ GL_RED │ 16 │ │ │ │ │
174 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
175 │GL_R16_SNORM │ GL_RED │ s16 │ │ │ │ │
176 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
177 │GL_RG8 │ GL_RG │ 8 │ 8 │ │ │ │
178 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
179 │GL_RG8_SNORM │ GL_RG │ s8 │ s8 │ │ │ │
180 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
181 │GL_RG16 │ GL_RG │ 16 │ 16 │ │ │ │
182 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
183 │GL_RG16_SNORM │ GL_RG │ s16 │ s16 │ │ │ │
184 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
185 │GL_R3_G3_B2 │ GL_RGB │ 3 │ 3 │ 2 │ │ │
186 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
187 │GL_RGB4 │ GL_RGB │ 4 │ 4 │ 4 │ │ │
188 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
189 │GL_RGB5 │ GL_RGB │ 5 │ 5 │ 5 │ │ │
190 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
191 │GL_RGB8 │ GL_RGB │ 8 │ 8 │ 8 │ │ │
192 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
193 │GL_RGB8_SNORM │ GL_RGB │ s8 │ s8 │ s8 │ │ │
194 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
195 │GL_RGB10 │ GL_RGB │ 10 │ 10 │ 10 │ │ │
196 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
197 │GL_RGB12 │ GL_RGB │ 12 │ 12 │ 12 │ │ │
198 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
199 │GL_RGB16_SNORM │ GL_RGB │ 16 │ 16 │ 16 │ │ │
200 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
201 │GL_RGBA2 │ GL_RGB │ 2 │ 2 │ 2 │ 2 │ │
202 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
203 │GL_RGBA4 │ GL_RGB │ 4 │ 4 │ 4 │ 4 │ │
204 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
205 │GL_RGB5_A1 │ GL_RGBA │ 5 │ 5 │ 5 │ 1 │ │
206 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
207 │GL_RGBA8 │ GL_RGBA │ 8 │ 8 │ 8 │ 8 │ │
208 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
209 │GL_RGBA8_SNORM │ GL_RGBA │ s8 │ s8 │ s8 │ s8 │ │
210 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
211 │GL_RGB10_A2 │ GL_RGBA │ 10 │ 10 │ 10 │ 2 │ │
212 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
213 │GL_RGB10_A2UI │ GL_RGBA │ ui10 │ ui10 │ ui10 │ ui2 │ │
214 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
215 │GL_RGBA12 │ GL_RGBA │ 12 │ 12 │ 12 │ 12 │ │
216 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
217 │GL_RGBA16 │ GL_RGBA │ 16 │ 16 │ 16 │ 16 │ │
218 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
219 │GL_SRGB8 │ GL_RGB │ 8 │ 8 │ 8 │ │ │
220 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
221 │GL_SRGB8_ALPHA8 │ GL_RGBA │ 8 │ 8 │ 8 │ 8 │ │
222 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
223 │GL_R16F │ GL_RED │ f16 │ │ │ │ │
224 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
225 │GL_RG16F │ GL_RG │ f16 │ f16 │ │ │ │
226 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
227 │GL_RGB16F │ GL_RGB │ f16 │ f16 │ f16 │ │ │
228 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
229 │GL_RGBA16F │ GL_RGBA │ f16 │ f16 │ f16 │ f16 │ │
230 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
231 │GL_R32F │ GL_RED │ f32 │ │ │ │ │
232 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
233 │GL_RG32F │ GL_RG │ f32 │ f32 │ │ │ │
234 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
235 │GL_RGB32F │ GL_RGB │ f32 │ f32 │ f32 │ │ │
236 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
237 │GL_RGBA32F │ GL_RGBA │ f32 │ f32 │ f32 │ f32 │ │
238 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
239 │GL_R11F_G11F_B10F │ GL_RGB │ f11 │ f11 │ f10 │ │ │
240 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
241 │GL_RGB9_E5 │ GL_RGB │ 9 │ 9 │ 9 │ │ 5 │
242 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
243 │GL_R8I │ GL_RED │ i8 │ │ │ │ │
244 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
245 │GL_R8UI │ GL_RED │ ui8 │ │ │ │ │
246 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
247 │GL_R16I │ GL_RED │ i16 │ │ │ │ │
248 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
249 │GL_R16UI │ GL_RED │ ui16 │ │ │ │ │
250 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
251 │GL_R32I │ GL_RED │ i32 │ │ │ │ │
252 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
253 │GL_R32UI │ GL_RED │ ui32 │ │ │ │ │
254 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
255 │GL_RG8I │ GL_RG │ i8 │ i8 │ │ │ │
256 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
257 │GL_RG8UI │ GL_RG │ ui8 │ ui8 │ │ │ │
258 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
259 │GL_RG16I │ GL_RG │ i16 │ i16 │ │ │ │
260 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
261 │GL_RG16UI │ GL_RG │ ui16 │ ui16 │ │ │ │
262 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
263 │GL_RG32I │ GL_RG │ i32 │ i32 │ │ │ │
264 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
265 │GL_RG32UI │ GL_RG │ ui32 │ ui32 │ │ │ │
266 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
267 │GL_RGB8I │ GL_RGB │ i8 │ i8 │ i8 │ │ │
268 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
269 │GL_RGB8UI │ GL_RGB │ ui8 │ ui8 │ ui8 │ │ │
270 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
271 │GL_RGB16I │ GL_RGB │ i16 │ i16 │ i16 │ │ │
272 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
273 │GL_RGB16UI │ GL_RGB │ ui16 │ ui16 │ ui16 │ │ │
274 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
275 │GL_RGB32I │ GL_RGB │ i32 │ i32 │ i32 │ │ │
276 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
277 │GL_RGB32UI │ GL_RGB │ ui32 │ ui32 │ ui32 │ │ │
278 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
279 │GL_RGBA8I │ GL_RGBA │ i8 │ i8 │ i8 │ i8 │ │
280 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
281 │GL_RGBA8UI │ GL_RGBA │ ui8 │ ui8 │ ui8 │ ui8 │ │
282 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
283 │GL_RGBA16I │ GL_RGBA │ i16 │ i16 │ i16 │ i16 │ │
284 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
285 │GL_RGBA16UI │ GL_RGBA │ ui16 │ ui16 │ ui16 │ ui16 │ │
286 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
287 │GL_RGBA32I │ GL_RGBA │ i32 │ i32 │ i32 │ i32 │ │
288 ├──────────────────┼──────────┼──────────┼────────────┼───────────┼────────────┼────────┤
289 │GL_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 ┌──────────────────────────────────────┬───────────────┬──────────┐
297 │Compressed Internal │ Base Internal │ Type │
298 │Format │ Format │ │
299 ├──────────────────────────────────────┼───────────────┼──────────┤
300 │GL_COMPRESSED_RED │ GL_RED │ Generic │
301 ├──────────────────────────────────────┼───────────────┼──────────┤
302 │GL_COMPRESSED_RG │ GL_RG │ Generic │
303 ├──────────────────────────────────────┼───────────────┼──────────┤
304 │GL_COMPRESSED_RGB │ GL_RGB │ Generic │
305 ├──────────────────────────────────────┼───────────────┼──────────┤
306 │GL_COMPRESSED_RGBA │ GL_RGBA │ Generic │
307 ├──────────────────────────────────────┼───────────────┼──────────┤
308 │GL_COMPRESSED_SRGB │ GL_RGB │ Generic │
309 ├──────────────────────────────────────┼───────────────┼──────────┤
310 │GL_COMPRESSED_SRGB_ALPHA │ GL_RGBA │ Generic │
311 ├──────────────────────────────────────┼───────────────┼──────────┤
312 │GL_COMPRESSED_RED_RGTC1 │ GL_RED │ Specific │
313 ├──────────────────────────────────────┼───────────────┼──────────┤
314 │GL_COMPRESSED_SIGNED_RED_RGTC1 │ GL_RED │ Specific │
315 ├──────────────────────────────────────┼───────────────┼──────────┤
316 │GL_COMPRESSED_RG_RGTC2 │ GL_RG │ Specific │
317 ├──────────────────────────────────────┼───────────────┼──────────┤
318 │GL_COMPRESSED_SIGNED_RG_RGTC2 │ GL_RG │ Specific │
319 ├──────────────────────────────────────┼───────────────┼──────────┤
320 │GL_COMPRESSED_RGBA_BPTC_UNORM │ GL_RGBA │ Specific │
321 ├──────────────────────────────────────┼───────────────┼──────────┤
322 │GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM │ GL_RGBA │ Specific │
323 ├──────────────────────────────────────┼───────────────┼──────────┤
324 │GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT │ GL_RGB │ Specific │
325 ├──────────────────────────────────────┼───────────────┼──────────┤
326 │GL_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
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
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
429 glGetTexImage()
430
431 glGet() with argument GL_PIXEL_UNPACK_BUFFER_BINDING
432
434 ┌──────────────┬───────────────────────────────────────────────────────────────────────┐
435 │ │ OpenGL Version │
436 ├──────────────┼─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┤
437 │Function │ 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 │/ │ │ │ │ │ │ │ │ │ │ │ │ │
439 │Feature │ │ │ │ │ │ │ │ │ │ │ │ │
440 │Name │ │ │ │ │ │ │ │ │ │ │ │ │
441 ├──────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
442 │glTexImage3D │ ✔ │ ✔ │ ✔ │ ✔ │ ✔ │ ✔ │ ✔ │ ✔ │ ✔ │ ✔ │ ✔ │ ✔ │
443 ├──────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
444 │GL_HALF_FLOAT │ - │ - │ ✔ │ ✔ │ ✔ │ ✔ │ ✔ │ ✔ │ ✔ │ ✔ │ ✔ │ ✔ │
445 └──────────────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┘
446
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)