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1 | <?xml version="1.0" encoding="UTF-8"?> |
2 | <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "xhtml1-transitional.dtd"> | |
3 | <!-- saved from url=(0013)about:internet --> | |
4 | <?xml-stylesheet type="text/xsl" href="mathml.xsl"?><html xmlns="http://www.w3.org/1999/xhtml" xmlns:pref="http://www.w3.org/2002/Math/preference" pref:renderer="mathplayer-dl"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /><link rel="stylesheet" type="text/css" href="opengl-man.css" /><title>glTexStorage2D - OpenGL 4 Reference Pages</title><meta name="generator" content="DocBook XSL Stylesheets V1.69.1" /></head><body><div class="refentry" lang="en" xml:lang="en"><a id="glTexStorage2D"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glTexStorage2D — simultaneously specify storage for all levels of a two-dimensional or one-dimensional array texture</p></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0"><tr><td><code class="funcdef">void <b class="fsfunc">glTexStorage2D</b>(</code></td><td>GLenum </td><td><var class="pdparam">target</var>, </td></tr><tr><td> </td><td>GLsizei </td><td><var class="pdparam">levels</var>, </td></tr><tr><td> </td><td>GLenum </td><td><var class="pdparam">internalformat</var>, </td></tr><tr><td> </td><td>GLsizei </td><td><var class="pdparam">width</var>, </td></tr><tr><td> </td><td>GLsizei </td><td><var class="pdparam">height</var><code>)</code>;</td></tr></table></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="parameters"></a><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><em class="parameter"><code>target</code></em></span></dt><dd><p> | |
5 | Specify the target of the operation. <em class="parameter"><code>target</code></em> must be | |
6 | one of <code class="constant">GL_TEXTURE_2D</code>, <code class="constant">GL_PROXY_TEXTURE_2D</code>, | |
7 | <code class="constant">GL_TEXTURE_1D_ARRAY</code>, <code class="constant">GL_PROXY_TEXTURE_1D_ARRAY</code>, | |
8 | <code class="constant">GL_TEXTURE_RECTANGLE</code>, <code class="constant">GL_PROXY_TEXTURE_RECTANGLE</code>, | |
9 | or <code class="constant">GL_PROXY_TEXTURE_CUBE_MAP</code>. | |
10 | </p></dd><dt><span class="term"><em class="parameter"><code>levels</code></em></span></dt><dd><p> | |
11 | Specify the number of texture levels. | |
12 | </p></dd><dt><span class="term"><em class="parameter"><code>internalformat</code></em></span></dt><dd><p> | |
13 | Specifies the sized internal format to be used to store texture image data. | |
14 | </p></dd><dt><span class="term"><em class="parameter"><code>width</code></em></span></dt><dd><p> | |
15 | Specifies the width of the texture, in texels. | |
16 | </p></dd><dt><span class="term"><em class="parameter"><code>height</code></em></span></dt><dd><p> | |
17 | Specifies the height of the texture, in texels. | |
18 | </p></dd></dl></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="description"></a><h2>Description</h2><p> | |
19 | <code class="function">glTexStorage2D</code> specifies the storage requirements for all levels | |
20 | of a two-dimensional texture or one-dimensional texture array simultaneously. Once a texture is specified with this | |
21 | command, the format and dimensions of all levels become immutable unless it is a proxy | |
22 | texture. The contents of the image may still be modified, however, its storage requirements | |
23 | may not change. Such a texture is referred to as an <span class="emphasis"><em>immutable-format</em></span> | |
24 | texture. | |
25 | </p><p> | |
26 | The behavior of <code class="function">glTexStorage2D</code> depends on the <em class="parameter"><code>target</code></em> parameter. | |
27 | When <em class="parameter"><code>target</code></em> is <code class="constant">GL_TEXTURE_2D</code>, <code class="constant">GL_PROXY_TEXTURE_2D</code>, | |
28 | <code class="constant">GL_TEXTURE_RECTANGLE</code>, <code class="constant">GL_PROXY_TEXTURE_RECTANGLE</code> or <code class="constant">GL_PROXY_TEXTURE_CUBE_MAP</code>, | |
29 | calling <code class="function">glTexStorage2D</code> is equivalent, assuming no errors are generated, | |
30 | to executing the following pseudo-code: | |
31 | </p><pre class="programlisting"> for (i = 0; i < levels; i++) | |
32 | { | |
33 | glTexImage2D(target, i, internalformat, width, height, 0, format, type, NULL); | |
34 | width = max(1, (width / 2)); | |
35 | height = max(1, (height / 2)); | |
36 | }</pre><p> | |
37 | When <em class="parameter"><code>target</code></em> is <code class="constant">GL_TEXTURE_CUBE_MAP</code>, <code class="function">glTexStorage2D</code> | |
38 | is equivalent to: | |
39 | </p><pre class="programlisting"> for (i = 0; i < levels; i++) | |
40 | { | |
41 | for (face in (+X, -X, +Y, -Y, +Z, -Z)) | |
42 | { | |
43 | glTexImage2D(face, i, internalformat, width, height, 0, format, type, NULL); | |
44 | } | |
45 | width = max(1, (width / 2)); | |
46 | height = max(1, (height / 2)); | |
47 | }</pre><p> | |
48 | When <em class="parameter"><code>target</code></em> is <code class="constant">GL_TEXTURE_1D</code> or <code class="constant">GL_TEXTURE_1D_ARRAY</code>, | |
49 | <code class="function">glTexStorage2D</code> is equivalent to: | |
50 | </p><pre class="programlisting"> for (i = 0; i < levels; i++) | |
51 | { | |
52 | glTexImage2D(target, i, internalformat, width, height, 0, format, type, NULL); | |
53 | width = max(1, (width / 2)); | |
54 | }</pre><p> | |
55 | Since no texture data is actually provided, the values used in the pseudo-code | |
56 | for <em class="parameter"><code>format</code></em> and <em class="parameter"><code>type</code></em> are | |
57 | irrelevant and may be considered to be any values that are legal for the | |
58 | chosen <em class="parameter"><code>internalformat</code></em> enumerant. <em class="parameter"><code>internalformat</code></em> | |
59 | must be one of the sized internal formats given in Table 1 below, one of the sized depth-component | |
60 | formats <code class="constant">GL_DEPTH_COMPONENT32F</code>, <code class="constant">GL_DEPTH_COMPONENT24</code>, or | |
61 | <code class="constant">GL_DEPTH_COMPONENT16</code>, or one of the combined depth-stencil formats, | |
62 | <code class="constant">GL_DEPTH32F_STENCIL8</code>, or <code class="constant">GL_DEPTH24_STENCIL8</code>. Upon success, | |
63 | the value of <code class="constant">GL_TEXTURE_IMMUTABLE_FORMAT</code> becomes | |
64 | <code class="constant">GL_TRUE</code>. The value of <code class="constant">GL_TEXTURE_IMMUTABLE_FORMAT</code> | |
65 | may be discovered by calling <a href="glGetTexParameter.xml"><span class="citerefentry"><span class="refentrytitle">glGetTexParameter</span></span></a> | |
66 | with <em class="parameter"><code>pname</code></em> set to <code class="constant">GL_TEXTURE_IMMUTABLE_FORMAT</code>. | |
67 | No further changes to the dimensions or format of the texture object may be | |
68 | made. Using any command that might alter the dimensions or format of the | |
69 | texture object (such as <a href="glTexImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a> or | |
70 | another call to <code class="function">glTexStorage2D</code>) will result in the | |
71 | generation of a <code class="constant">GL_INVALID_OPERATION</code> error, even if it | |
72 | would not, in fact, alter the dimensions or format of the object. | |
73 | </p><p> | |
74 | </p><div class="table"><a id="id4874897"></a><p class="title"><b>Table 1. Sized Internal Formats</b></p><table summary="Sized Internal Formats" border="1"><colgroup><col align="left" /><col align="left" /><col align="center" /><col align="center" /><col align="center" /><col align="center" /><col align="center" /></colgroup><thead><tr><th align="left"><span class="bold"><strong> | |
75 | Sized Internal Format | |
76 | </strong></span></th><th align="left"><span class="bold"><strong> | |
77 | Base Internal Format | |
78 | </strong></span></th><th align="left"><span class="bold"><strong> | |
79 | Red Bits | |
80 | </strong></span></th><th align="left"><span class="bold"><strong> | |
81 | Green Bits | |
82 | </strong></span></th><th align="left"><span class="bold"><strong> | |
83 | Blue Bits | |
84 | </strong></span></th><th align="left"><span class="bold"><strong> | |
85 | Alpha Bits | |
86 | </strong></span></th><th align="left"><span class="bold"><strong> | |
87 | Shared Bits | |
88 | </strong></span></th></tr></thead><tbody><tr><td align="left"><code class="constant">GL_R8</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">8</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R8_SNORM</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">s8</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R16</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">16</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R16_SNORM</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">s16</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG8</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">8</td><td align="center">8</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG8_SNORM</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">s8</td><td align="center">s8</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG16</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">16</td><td align="center">16</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG16_SNORM</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">s16</td><td align="center">s16</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R3_G3_B2</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">3</td><td align="center">3</td><td align="center">2</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB4</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">4</td><td align="center">4</td><td align="center">4</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB5</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">5</td><td align="center">5</td><td align="center">5</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB8</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">8</td><td align="center">8</td><td align="center">8</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB8_SNORM</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">s8</td><td align="center">s8</td><td align="center">s8</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB10</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">10</td><td align="center">10</td><td align="center">10</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB12</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">12</td><td align="center">12</td><td align="center">12</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB16_SNORM</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">16</td><td align="center">16</td><td align="center">16</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA2</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">2</td><td align="center">2</td><td align="center">2</td><td align="center">2</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA4</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">4</td><td align="center">4</td><td align="center">4</td><td align="center">4</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB5_A1</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">5</td><td align="center">5</td><td align="center">5</td><td align="center">1</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA8</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">8</td><td align="center">8</td><td align="center">8</td><td align="center">8</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA8_SNORM</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">s8</td><td align="center">s8</td><td align="center">s8</td><td align="center">s8</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB10_A2</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">10</td><td align="center">10</td><td align="center">10</td><td align="center">2</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB10_A2UI</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">ui10</td><td align="center">ui10</td><td align="center">ui10</td><td align="center">ui2</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA12</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">12</td><td align="center">12</td><td align="center">12</td><td align="center">12</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA16</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">16</td><td align="center">16</td><td align="center">16</td><td align="center">16</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_SRGB8</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">8</td><td align="center">8</td><td align="center">8</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_SRGB8_ALPHA8</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">8</td><td align="center">8</td><td align="center">8</td><td align="center">8</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R16F</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">f16</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG16F</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">f16</td><td align="center">f16</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB16F</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">f16</td><td align="center">f16</td><td align="center">f16</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA16F</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">f16</td><td align="center">f16</td><td align="center">f16</td><td align="center">f16</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R32F</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">f32</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG32F</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">f32</td><td align="center">f32</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB32F</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">f32</td><td align="center">f32</td><td align="center">f32</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA32F</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">f32</td><td align="center">f32</td><td align="center">f32</td><td align="center">f32</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R11F_G11F_B10F</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">f11</td><td align="center">f11</td><td align="center">f10</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB9_E5</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">9</td><td align="center">9</td><td align="center">9</td><td align="center"> </td><td align="center">5</td></tr><tr><td align="left"><code class="constant">GL_R8I</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">i8</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R8UI</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">ui8</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R16I</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">i16</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R16UI</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">ui16</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R32I</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">i32</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_R32UI</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="center">ui32</td><td align="center"> </td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG8I</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">i8</td><td align="center">i8</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG8UI</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">ui8</td><td align="center">ui8</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG16I</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">i16</td><td align="center">i16</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG16UI</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">ui16</td><td align="center">ui16</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG32I</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">i32</td><td align="center">i32</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RG32UI</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="center">ui32</td><td align="center">ui32</td><td align="center"> </td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB8I</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">i8</td><td align="center">i8</td><td align="center">i8</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB8UI</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">ui8</td><td align="center">ui8</td><td align="center">ui8</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB16I</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">i16</td><td align="center">i16</td><td align="center">i16</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB16UI</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">ui16</td><td align="center">ui16</td><td align="center">ui16</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB32I</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">i32</td><td align="center">i32</td><td align="center">i32</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGB32UI</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="center">ui32</td><td align="center">ui32</td><td align="center">ui32</td><td align="center"> </td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA8I</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">i8</td><td align="center">i8</td><td align="center">i8</td><td align="center">i8</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA8UI</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">ui8</td><td align="center">ui8</td><td align="center">ui8</td><td align="center">ui8</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA16I</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">i16</td><td align="center">i16</td><td align="center">i16</td><td align="center">i16</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA16UI</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">ui16</td><td align="center">ui16</td><td align="center">ui16</td><td align="center">ui16</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA32I</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">i32</td><td align="center">i32</td><td align="center">i32</td><td align="center">i32</td><td align="center"> </td></tr><tr><td align="left"><code class="constant">GL_RGBA32UI</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="center">ui32</td><td align="center">ui32</td><td align="center">ui32</td><td align="center">ui32</td><td align="center"> </td></tr></tbody></table></div><p> | |
89 | </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="errors"></a><h2>Errors</h2><p> | |
90 | <code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>internalformat</code></em> is not a | |
91 | valid sized internal format. | |
92 | </p><p> | |
93 | <code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>target</code></em> is not | |
94 | one of the accepted target enumerants. | |
95 | </p><p> | |
96 | <code class="constant">GL_INVALID_VALUE</code> is generated if <em class="parameter"><code>width</code></em> or <em class="parameter"><code>levels</code></em> | |
97 | are less than 1. | |
98 | </p><p> | |
99 | <code class="constant">GL_INVALID_OPERATION</code> is generated if <em class="parameter"><code>target</code></em> is <code class="constant">GL_TEXTURE_1D_ARRAY</code> | |
100 | or <code class="constant">GL_PROXY_TEXTURE_1D_ARRAY</code> and <em class="parameter"><code>levels</code></em> is greater than <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"> | |
101 | <mml:mrow> | |
102 | <mml:mfenced open="⌊" close="⌋"> | |
103 | <mml:mrow> | |
104 | <mml:msub> | |
105 | <mml:mi>log</mml:mi> | |
106 | <mml:mn>2</mml:mn> | |
107 | </mml:msub> | |
108 | <mml:mfenced open="(" close=")"> | |
109 | <mml:mi>width</mml:mi> | |
110 | </mml:mfenced> | |
111 | </mml:mrow> | |
112 | </mml:mfenced> | |
113 | <mml:mo>+</mml:mo> | |
114 | <mml:mn>1</mml:mn> | |
115 | </mml:mrow> | |
116 | </mml:math>. | |
117 | </p><p> | |
118 | <code class="constant">GL_INVALID_OPERATION</code> is generated if <em class="parameter"><code>target</code></em> is not <code class="constant">GL_TEXTURE_1D_ARRAY</code> | |
119 | or <code class="constant">GL_PROXY_TEXTURE_1D_ARRAY</code> and <em class="parameter"><code>levels</code></em> is greater than <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"> | |
120 | <mml:mrow> | |
121 | <mml:mfenced open="⌊" close="⌋"> | |
122 | <mml:mrow> | |
123 | <mml:msub> | |
124 | <mml:mi>log</mml:mi> | |
125 | <mml:mn>2</mml:mn> | |
126 | </mml:msub> | |
127 | <mml:mfenced open="(" close=")"> | |
128 | <mml:mrow> | |
129 | <mml:mi>max</mml:mi> | |
130 | <mml:mfenced open="(" close=")"> | |
131 | <mml:mrow> | |
132 | <mml:mi>width</mml:mi> | |
133 | <mml:mo>,</mml:mo> | |
134 | <mml:mtext fontfamily="Times New Roman"> </mml:mtext> | |
135 | <mml:mi>height</mml:mi> | |
136 | </mml:mrow> | |
137 | </mml:mfenced> | |
138 | </mml:mrow> | |
139 | </mml:mfenced> | |
140 | </mml:mrow> | |
141 | </mml:mfenced> | |
142 | <mml:mo>+</mml:mo> | |
143 | <mml:mn>1</mml:mn> | |
144 | </mml:mrow> | |
145 | </mml:math>. | |
146 | </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="seealso"></a><h2>See Also</h2><p> | |
147 | <a href="glTexImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>, | |
148 | <a href="glTexStorage1D.xml"><span class="citerefentry"><span class="refentrytitle">glTexStorage1D</span></span></a>, | |
149 | <a href="glTexStorage3D.xml"><span class="citerefentry"><span class="refentrytitle">glTexStorage3D</span></span></a>. | |
150 | </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="Copyright"></a><h2>Copyright</h2><p> | |
151 | Copyright <span class="trademark"></span>© 2011 Khronos Group. | |
152 | This material may be distributed subject to the terms and conditions set forth in | |
153 | the Open Publication License, v 1.0, 8 June 1999. | |
154 | <a href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>. | |
155 | </p></div></div></body></html> |