include more low-level bindings
[clinton/guile-figl.git] / upstream-man-pages / man4 / xhtml / glTexStorage3D.xml
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>glTexStorage3D - 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="glTexStorage3D"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glTexStorage3D — simultaneously specify storage for all levels of a three-dimensional, two-dimensional array or cube-map 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">glTexStorage3D</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>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">depth</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_3D</code>, <code class="constant">GL_PROXY_TEXTURE_3D</code>,
7 <code class="constant">GL_TEXTURE_2D_ARRAY</code>, <code class="constant">GL_PROXY_TEXTURE_2D_ARRAY</code>,
8 <code class="constant">GL_TEXTURE_CUBE_ARRAY</code>, or <code class="constant">GL_PROXY_TEXTURE_CUBE_ARRAY</code>.
9 </p></dd><dt><span class="term"><em class="parameter"><code>levels</code></em></span></dt><dd><p>
10 Specify the number of texture levels.
11 </p></dd><dt><span class="term"><em class="parameter"><code>internalformat</code></em></span></dt><dd><p>
12 Specifies the sized internal format to be used to store texture image data.
13 </p></dd><dt><span class="term"><em class="parameter"><code>width</code></em></span></dt><dd><p>
14 Specifies the width of the texture, in texels.
15 </p></dd><dt><span class="term"><em class="parameter"><code>height</code></em></span></dt><dd><p>
16 Specifies the height of the texture, in texels.
17 </p></dd><dt><span class="term"><em class="parameter"><code>depth</code></em></span></dt><dd><p>
18 Specifies the depth of the texture, in texels.
19 </p></dd></dl></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="description"></a><h2>Description</h2><p>
20 <code class="function">glTexStorage3D</code> specifies the storage requirements for all levels
21 of a three-dimensional, two-dimensional array or cube-map array texture simultaneously. Once a texture is specified with this
22 command, the format and dimensions of all levels become immutable unless it is a proxy
23 texture. The contents of the image may still be modified, however, its storage requirements
24 may not change. Such a texture is referred to as an <span class="emphasis"><em>immutable-format</em></span>
25 texture.
26 </p><p>
27 The behavior of <code class="function">glTexStorage3D</code> depends on the <em class="parameter"><code>target</code></em> parameter.
28 When <em class="parameter"><code>target</code></em> is <code class="constant">GL_TEXTURE_3D</code>, or <code class="constant">GL_PROXY_TEXTURE_3D</code>,
29 calling <code class="function">glTexStorage3D</code> is equivalent, assuming no errors are generated,
30 to executing the following pseudo-code:
31 </p><pre class="programlisting"> for (i = 0; i &lt; levels; i++)
32 {
33 glTexImage3D(target, i, internalformat, width, height, depth, 0, format, type, NULL);
34 width = max(1, (width / 2));
35 height = max(1, (height / 2));
36 depth = max(1, (depth / 2));
37 }</pre><p>
38 When <em class="parameter"><code>target</code></em> is <code class="constant">GL_TEXTURE_2D_ARRAY</code>, <code class="constant">GL_PROXY_TEXTURE_2D_ARRAY</code>,
39 <code class="constant">GL_TEXTURE_CUBE_MAP_ARRAY</code>, or <code class="constant">GL_PROXY_TEXTURE_CUBE_MAP_ARRAY</code>, <code class="function">glTexStorage3D</code>
40 is equivalent to:
41 </p><pre class="programlisting"> for (i = 0; i &lt; levels; i++)
42 {
43 glTexImage3D(target, i, internalformat, width, height, depth, 0, format, type, NULL);
44 width = max(1, (width / 2));
45 height = max(1, (height / 2));
46 }</pre><p>
47 Since no texture data is actually provided, the values used in the pseudo-code
48 for <em class="parameter"><code>format</code></em> and <em class="parameter"><code>type</code></em> are
49 irrelevant and may be considered to be any values that are legal for the
50 chosen <em class="parameter"><code>internalformat</code></em> enumerant. <em class="parameter"><code>internalformat</code></em>
51 must be one of the sized internal formats given in Table 1 below, one of the sized depth-component
52 formats <code class="constant">GL_DEPTH_COMPONENT32F</code>, <code class="constant">GL_DEPTH_COMPONENT24</code>, or
53 <code class="constant">GL_DEPTH_COMPONENT16</code>, or one of the combined depth-stencil formats,
54 <code class="constant">GL_DEPTH32F_STENCIL8</code>, or <code class="constant">GL_DEPTH24_STENCIL8</code>. Upon success,
55 the value of <code class="constant">GL_TEXTURE_IMMUTABLE_FORMAT</code> becomes
56 <code class="constant">GL_TRUE</code>. The value of <code class="constant">GL_TEXTURE_IMMUTABLE_FORMAT</code>
57 may be discovered by calling <a href="glGetTexParameter.xml"><span class="citerefentry"><span class="refentrytitle">glGetTexParameter</span></span></a>
58 with <em class="parameter"><code>pname</code></em> set to <code class="constant">GL_TEXTURE_IMMUTABLE_FORMAT</code>.
59 No further changes to the dimensions or format of the texture object may be
60 made. Using any command that might alter the dimensions or format of the
61 texture object (such as <a href="glTexImage3D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage3D</span></span></a> or
62 another call to <code class="function">glTexStorage3D</code>) will result in the
63 generation of a <code class="constant">GL_INVALID_OPERATION</code> error, even if it
64 would not, in fact, alter the dimensions or format of the object.
65 </p><p>
66 </p><div class="table"><a id="id4876064"></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>
67 Sized Internal Format
68 </strong></span></th><th align="left"><span class="bold"><strong>
69 Base Internal Format
70 </strong></span></th><th align="left"><span class="bold"><strong>
71 Red Bits
72 </strong></span></th><th align="left"><span class="bold"><strong>
73 Green Bits
74 </strong></span></th><th align="left"><span class="bold"><strong>
75 Blue Bits
76 </strong></span></th><th align="left"><span class="bold"><strong>
77 Alpha Bits
78 </strong></span></th><th align="left"><span class="bold"><strong>
79 Shared Bits
80 </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>
81 </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="errors"></a><h2>Errors</h2><p>
82 <code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>internalformat</code></em> is not a
83 valid sized internal format.
84 </p><p>
85 <code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>target</code></em> is not
86 one of the accepted target enumerants.
87 </p><p>
88 <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>
89 are less than 1.
90 </p><p>
91 <code class="constant">GL_INVALID_OPERATION</code> is generated if <em class="parameter"><code>target</code></em> is <code class="constant">GL_TEXTURE_3D</code>
92 or <code class="constant">GL_PROXY_TEXTURE_3D</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">
93 <mml:mrow>
94 <mml:mfenced open="&#x230A;" close="&#x230B;">
95 <mml:mrow>
96 <mml:msub>
97 <mml:mi>log</mml:mi>
98 <mml:mn>2</mml:mn>
99 </mml:msub>
100 <mml:mfenced open="(" close=")">
101 <mml:mrow>
102 <mml:mi>max</mml:mi>
103 <mml:mfenced open="(" close=")">
104 <mml:mrow>
105 <mml:mi>width</mml:mi>
106 <mml:mo>,</mml:mo>
107 <mml:mtext fontfamily="Times New Roman"> </mml:mtext>
108 <mml:mi>height</mml:mi>
109 <mml:mo>,</mml:mo>
110 <mml:mtext fontfamily="Times New Roman"> </mml:mtext>
111 <mml:mi>depth</mml:mi>
112 </mml:mrow>
113 </mml:mfenced>
114 </mml:mrow>
115 </mml:mfenced>
116 </mml:mrow>
117 </mml:mfenced>
118 <mml:mo>+</mml:mo>
119 <mml:mn>1</mml:mn>
120 </mml:mrow>
121 </mml:math>.
122 </p><p>
123 <code class="constant">GL_INVALID_OPERATION</code> is generated if <em class="parameter"><code>target</code></em> is <code class="constant">GL_TEXTURE_2D_ARRAY</code>,
124 <code class="constant">GL_PROXY_TEXTURE_2D_ARRAY</code>, <code class="constant">GL_TEXURE_CUBE_ARRAY</code>, or <code class="constant">GL_PROXY_TEXTURE_CUBE_MAP_ARRAY</code>
125 and <em class="parameter"><code>levels</code></em> is greater than <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
126 <mml:mrow>
127 <mml:mfenced open="&#x230A;" close="&#x230B;">
128 <mml:mrow>
129 <mml:msub>
130 <mml:mi>log</mml:mi>
131 <mml:mn>2</mml:mn>
132 </mml:msub>
133 <mml:mfenced open="(" close=")">
134 <mml:mrow>
135 <mml:mi>max</mml:mi>
136 <mml:mfenced open="(" close=")">
137 <mml:mrow>
138 <mml:mi>width</mml:mi>
139 <mml:mo>,</mml:mo>
140 <mml:mtext fontfamily="Times New Roman"> </mml:mtext>
141 <mml:mi>height</mml:mi>
142 </mml:mrow>
143 </mml:mfenced>
144 </mml:mrow>
145 </mml:mfenced>
146 </mml:mrow>
147 </mml:mfenced>
148 <mml:mo>+</mml:mo>
149 <mml:mn>1</mml:mn>
150 </mml:mrow>
151 </mml:math>.
152 </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="seealso"></a><h2>See Also</h2><p>
153 <a href="glTexImage3D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage3D</span></span></a>,
154 <a href="glTexStorage1D.xml"><span class="citerefentry"><span class="refentrytitle">glTexStorage1D</span></span></a>,
155 <a href="glTexStorage2D.xml"><span class="citerefentry"><span class="refentrytitle">glTexStorage2D</span></span></a>.
156 </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="Copyright"></a><h2>Copyright</h2><p>
157 Copyright <span class="trademark"></span>© 2011 Khronos Group.
158 This material may be distributed subject to the terms and conditions set forth in
159 the Open Publication License, v 1.0, 8 June 1999.
160 <a href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
161 </p></div></div></body></html>