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[clinton/guile-figl.git] / upstream-doc / man3 / xhtml / glTexImage1D.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>glTexImage1D - OpenGL 3.3 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="glTexImage1D"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glTexImage1D — specify a one-dimensional texture image</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">glTexImage1D</b>(</code></td><td>GLenum  </td><td><var class="pdparam">target</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">level</var>, </td></tr><tr><td> </td><td>GLint  </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>GLint  </td><td><var class="pdparam">border</var>, </td></tr><tr><td> </td><td>GLenum  </td><td><var class="pdparam">format</var>, </td></tr><tr><td> </td><td>GLenum  </td><td><var class="pdparam">type</var>, </td></tr><tr><td> </td><td>const GLvoid *  </td><td><var class="pdparam">data</var><code>)</code>;</td></tr></table></div></div><p>
5 </p><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>
6 Specifies the target texture.
7 Must be <code class="constant">GL_TEXTURE_1D</code> or <code class="constant">GL_PROXY_TEXTURE_1D</code>.
8 </p></dd><dt><span class="term"><em class="parameter"><code>level</code></em></span></dt><dd><p>
9 Specifies the level-of-detail number.
10 Level 0 is the base image level.
11 Level <span class="emphasis"><em>n</em></span> is the <span class="emphasis"><em>n</em></span>th mipmap reduction image.
12 </p></dd><dt><span class="term"><em class="parameter"><code>internalFormat</code></em></span></dt><dd><p>
13 Specifies the number of color components in the texture.
14 Must be one of the following symbolic constants:
15 <code class="constant">GL_COMPRESSED_RED</code>,
16 <code class="constant">GL_COMPRESSED_RG</code>,
17 <code class="constant">GL_COMPRESSED_RGB</code>,
18 <code class="constant">GL_COMPRESSED_RGBA</code>,
19 <code class="constant">GL_COMPRESSED_SRGB</code>,
20 <code class="constant">GL_COMPRESSED_SRGB_ALPHA</code>,
21 <code class="constant">GL_DEPTH_COMPONENT</code>,
22 <code class="constant">GL_DEPTH_COMPONENT16</code>,
23 <code class="constant">GL_DEPTH_COMPONENT24</code>,
24 <code class="constant">GL_DEPTH_COMPONENT32</code>,
25 <code class="constant">GL_R3_G3_B2</code>,
26 <code class="constant">GL_RED</code>,
27 <code class="constant">GL_RG</code>,
28 <code class="constant">GL_RGB</code>,
29 <code class="constant">GL_RGB4</code>,
30 <code class="constant">GL_RGB5</code>,
31 <code class="constant">GL_RGB8</code>,
32 <code class="constant">GL_RGB10</code>,
33 <code class="constant">GL_RGB12</code>,
34 <code class="constant">GL_RGB16</code>,
35 <code class="constant">GL_RGBA</code>,
36 <code class="constant">GL_RGBA2</code>,
37 <code class="constant">GL_RGBA4</code>,
38 <code class="constant">GL_RGB5_A1</code>,
39 <code class="constant">GL_RGBA8</code>,
40 <code class="constant">GL_RGB10_A2</code>,
41 <code class="constant">GL_RGBA12</code>,
42 <code class="constant">GL_RGBA16</code>,
43 <code class="constant">GL_SRGB</code>,
44 <code class="constant">GL_SRGB8</code>,
45 <code class="constant">GL_SRGB_ALPHA</code>, or
46 <code class="constant">GL_SRGB8_ALPHA8</code>.
47 </p></dd><dt><span class="term"><em class="parameter"><code>width</code></em></span></dt><dd><p>
48 Specifies the width of the texture image.
49 All implementations support texture images that are at least 1024 texels
50 wide. The height of the 1D texture image is 1.
51 </p></dd><dt><span class="term"><em class="parameter"><code>border</code></em></span></dt><dd><p>
52 This value must be 0.
53 </p></dd><dt><span class="term"><em class="parameter"><code>format</code></em></span></dt><dd><p>
54 Specifies the format of the pixel data.
55 The following symbolic values are accepted:
56 <code class="constant">GL_RED</code>,
57 <code class="constant">GL_RG</code>,
58 <code class="constant">GL_RGB</code>,
59 <code class="constant">GL_BGR</code>,
60 <code class="constant">GL_RGBA</code>, and
61 <code class="constant">GL_BGRA</code>.
62 </p></dd><dt><span class="term"><em class="parameter"><code>type</code></em></span></dt><dd><p>
63 Specifies the data type of the pixel data.
64 The following symbolic values are accepted:
65 <code class="constant">GL_UNSIGNED_BYTE</code>,
66 <code class="constant">GL_BYTE</code>,
67 <code class="constant">GL_UNSIGNED_SHORT</code>,
68 <code class="constant">GL_SHORT</code>,
69 <code class="constant">GL_UNSIGNED_INT</code>,
70 <code class="constant">GL_INT</code>,
71 <code class="constant">GL_FLOAT</code>,
72 <code class="constant">GL_UNSIGNED_BYTE_3_3_2</code>,
73 <code class="constant">GL_UNSIGNED_BYTE_2_3_3_REV</code>,
74 <code class="constant">GL_UNSIGNED_SHORT_5_6_5</code>,
75 <code class="constant">GL_UNSIGNED_SHORT_5_6_5_REV</code>,
76 <code class="constant">GL_UNSIGNED_SHORT_4_4_4_4</code>,
77 <code class="constant">GL_UNSIGNED_SHORT_4_4_4_4_REV</code>,
78 <code class="constant">GL_UNSIGNED_SHORT_5_5_5_1</code>,
79 <code class="constant">GL_UNSIGNED_SHORT_1_5_5_5_REV</code>,
80 <code class="constant">GL_UNSIGNED_INT_8_8_8_8</code>,
81 <code class="constant">GL_UNSIGNED_INT_8_8_8_8_REV</code>,
82 <code class="constant">GL_UNSIGNED_INT_10_10_10_2</code>, and
83 <code class="constant">GL_UNSIGNED_INT_2_10_10_10_REV</code>.
84 </p></dd><dt><span class="term"><em class="parameter"><code>data</code></em></span></dt><dd><p>
85 Specifies a pointer to the image data in memory.
86 </p></dd></dl></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="description"></a><h2>Description</h2><p>
87 Texturing maps a portion of a specified texture image
88 onto each graphical primitive for which texturing is enabled.
89 To enable and disable one-dimensional texturing, call <a href="glEnable.xml"><span class="citerefentry"><span class="refentrytitle">glEnable</span></span></a>
90 and <a href="glDisable.xml"><span class="citerefentry"><span class="refentrytitle">glDisable</span></span></a> with argument <code class="constant">GL_TEXTURE_1D</code>.
91 </p><p>
92 Texture images are defined with <code class="function">glTexImage1D</code>.
93 The arguments describe the parameters of the texture image,
94 such as width,
95 width of the border,
96 level-of-detail number
97 (see <a href="glTexParameter.xml"><span class="citerefentry"><span class="refentrytitle">glTexParameter</span></span></a>),
98 and the internal resolution and format used to store the image.
99 The last three arguments describe how the image is represented in
100 memory.
101 </p><p>
102 If <em class="parameter"><code>target</code></em> is <code class="constant">GL_PROXY_TEXTURE_1D</code>, no data is read from <em class="parameter"><code>data</code></em>, but
103 all of the texture image state is recalculated, checked for
104 consistency, and checked against the implementation's capabilities.
105 If the implementation cannot handle a texture of the
106 requested texture size, it sets all of the image state to 0,
107 but does not generate an error (see <a href="glGetError.xml"><span class="citerefentry"><span class="refentrytitle">glGetError</span></span></a>). To query for an
108 entire mipmap array, use an image array level greater than or equal to
109 1.
110 </p><p>
111 If <em class="parameter"><code>target</code></em> is <code class="constant">GL_TEXTURE_1D</code>,
112 data is read from <em class="parameter"><code>data</code></em> as a sequence of signed or unsigned bytes,
113 shorts,
114 or longs,
115 or single-precision floating-point values,
116 depending on <em class="parameter"><code>type</code></em>.
117 These values are grouped into sets of one,
118 two,
119 three,
120 or four values,
121 depending on <em class="parameter"><code>format</code></em>,
122 to form elements.
123 Each data byte is treated as eight 1-bit elements,
124 with bit ordering determined by <code class="constant">GL_UNPACK_LSB_FIRST</code>
125 (see <a href="glPixelStore.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>).
126 </p><p>
127 If a non-zero named buffer object is bound to the <code class="constant">GL_PIXEL_UNPACK_BUFFER</code> target
128 (see <a href="glBindBuffer.xml"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>) while a texture image is
129 specified, <em class="parameter"><code>data</code></em> is treated as a byte offset into the buffer object's data store.
130 </p><p>
131 The first element corresponds to the left end of the texture array.
132 Subsequent elements progress left-to-right through the remaining texels
133 in the texture array.
134 The final element corresponds to the right end of the texture array.
135 </p><p>
136 <em class="parameter"><code>format</code></em> determines the composition of each element in <em class="parameter"><code>data</code></em>.
137 It can assume one of these symbolic values:
138 </p><div class="variablelist"><dl><dt><span class="term"><code class="constant">GL_RED</code></span></dt><dd><p>
139 Each element is a single red component.
140 The GL converts it to floating point and assembles it into an RGBA element
141 by attaching 0 for green and blue, and 1 for alpha.
142 Each component is clamped to the range [0,1].
143 </p></dd><dt><span class="term"><code class="constant">GL_RG</code></span></dt><dd><p>
144 Each element is a single red/green double
145 The GL converts it to floating point and assembles it into an RGBA element
146 by attaching 0 for blue, and 1 for alpha.
147 Each component is clamped to the range [0,1].
148 </p></dd><dt><span class="term"><code class="constant">GL_RGB</code></span></dt><dd></dd><dt><span class="term"><code class="constant">GL_BGR</code></span></dt><dd><p>
149 Each element is an RGB triple.
150 The GL converts it to floating point and assembles it into an RGBA element
151 by attaching 1 for alpha.
152 Each component is clamped to the range [0,1].
153 </p></dd><dt><span class="term"><code class="constant">GL_RGBA</code></span></dt><dd></dd><dt><span class="term"><code class="constant">GL_BGRA</code></span></dt><dd><p>
154 Each element contains all four components.
155 Each component is clamped to the range [0,1].
156 </p></dd><dt><span class="term"><code class="constant">GL_DEPTH_COMPONENT</code></span></dt><dd><p>
157 Each element is a single depth value.
158 The GL converts it to floating point
159 and clamps to the range [0,1].
160 </p></dd></dl></div><p>
161 If an application wants to store the texture at a certain
162 resolution or in a certain format, it can request the resolution
163 and format with <em class="parameter"><code>internalFormat</code></em>. The GL will choose an internal
164 representation that closely approximates that requested by <em class="parameter"><code>internalFormat</code></em>, but
165 it may not match exactly.
166 (The representations specified by <code class="constant">GL_RED</code>, <code class="constant">GL_RG</code>,
167 <code class="constant">GL_RGB</code> and <code class="constant">GL_RGBA</code> must match exactly.)
168 </p><p>
169 If the <em class="parameter"><code>internalFormat</code></em> parameter is one of the generic compressed formats,
170 <code class="constant">GL_COMPRESSED_RED</code>, <code class="constant">GL_COMPRESSED_RG</code>,
171 <code class="constant">GL_COMPRESSED_RGB</code>, or
172 <code class="constant">GL_COMPRESSED_RGBA</code>, the GL will replace the internal format with the symbolic constant for a specific internal format and compress the texture before storage. If no corresponding internal format is available, or the GL can not compress that image for any reason, the internal format is instead replaced with a corresponding base internal format.
173 </p><p>
174 If the <em class="parameter"><code>internalFormat</code></em> parameter is
175 <code class="constant">GL_SRGB</code>,
176 <code class="constant">GL_SRGB8</code>,
177 <code class="constant">GL_SRGB_ALPHA</code>or
178 <code class="constant">GL_SRGB8_ALPHA8</code>, the texture is treated as if the red, green, or blue components are encoded in the sRGB color space. Any alpha component is left unchanged. The conversion from the sRGB encoded component
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266 </p><p>
267 Assume
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273 is the sRGB component in the range [0,1].
274 </p><p>
275 Use the <code class="constant">GL_PROXY_TEXTURE_1D</code> target to try out a resolution and
276 format. The implementation will
277 update and recompute its best match for the requested storage resolution
278 and format. To then query this state, call <a href="glGetTexLevelParameter.xml"><span class="citerefentry"><span class="refentrytitle">glGetTexLevelParameter</span></span></a>.
279 If the texture cannot be accommodated, texture state is set to 0.
280 </p><p>
281 A one-component texture image uses only the red component of the RGBA
282 color from <em class="parameter"><code>data</code></em>.
283 A two-component image uses the R and A values.
284 A three-component image uses the R, G, and B values.
285 A four-component image uses all of the RGBA components.
286 </p><p>
287 Image-based shadowing can be enabled by comparing texture r coordinates to depth texture values to generate a boolean result. See <a href="glTexParameter.xml"><span class="citerefentry"><span class="refentrytitle">glTexParameter</span></span></a> for details on texture comparison.
288 </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="notes"></a><h2>Notes</h2><p>
289 <a href="glPixelStore.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a> modes affect texture images.
290 </p><p>
291 <em class="parameter"><code>data</code></em> may be a null pointer. In this case texture memory is
292 allocated to accommodate a texture of width <em class="parameter"><code>width</code></em>.
293 You can then download subtextures to initialize the
294 texture memory. The image is undefined if the program tries to apply
295 an uninitialized portion of the texture image to a primitive.
296 </p><p>
297 <code class="function">glTexImage1D</code> specifies the one-dimensional texture for the current texture unit,
298 specified with <a href="glActiveTexture.xml"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>.
299 </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="errors"></a><h2>Errors</h2><p>
300 <code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>target</code></em> is not <code class="constant">GL_TEXTURE_1D</code>
301 or <code class="constant">GL_PROXY_TEXTURE_1D</code>.
302 </p><p>
303 <code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>format</code></em> is not an accepted
304 format constant. Format constants other than <code class="constant">GL_STENCIL_INDEX</code>
305 are accepted.
306 </p><p>
307 <code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>type</code></em> is not a type constant.
308 </p><p>
309 <code class="constant">GL_INVALID_VALUE</code> is generated if <em class="parameter"><code>level</code></em> is less than 0.
310 </p><p>
311 <code class="constant">GL_INVALID_VALUE</code> may be generated if <em class="parameter"><code>level</code></em> is greater than
312 <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
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324 where <span class="emphasis"><em>max</em></span> is the returned value of <code class="constant">GL_MAX_TEXTURE_SIZE</code>.
325 </p><p>
326 <code class="constant">GL_INVALID_VALUE</code> is generated if <em class="parameter"><code>internalFormat</code></em> is not
327 one of the accepted resolution and format symbolic constants.
328 </p><p>
329 <code class="constant">GL_INVALID_VALUE</code> is generated if <em class="parameter"><code>width</code></em> is less than 0
330 or greater than <code class="constant">GL_MAX_TEXTURE_SIZE</code>.
331 </p><p>
332 <code class="constant">GL_INVALID_VALUE</code> is generated if non-power-of-two textures are not supported and the <em class="parameter"><code>width</code></em> cannot be represented as
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349 for some integer value of <span class="emphasis"><em>n</em></span>.
350 </p><p>
351 <code class="constant">GL_INVALID_VALUE</code> is generated if <em class="parameter"><code>border</code></em> is not 0 or 1.
352 </p><p>
353 <code class="constant">GL_INVALID_OPERATION</code> is generated if <em class="parameter"><code>type</code></em> is one of
354 <code class="constant">GL_UNSIGNED_BYTE_3_3_2</code>,
355 <code class="constant">GL_UNSIGNED_BYTE_2_3_3_REV</code>,
356 <code class="constant">GL_UNSIGNED_SHORT_5_6_5</code>, or
357 <code class="constant">GL_UNSIGNED_SHORT_5_6_5_REV</code>
358 and <em class="parameter"><code>format</code></em> is not <code class="constant">GL_RGB</code>.
359 </p><p>
360 <code class="constant">GL_INVALID_OPERATION</code> is generated if <em class="parameter"><code>type</code></em> is one of
361 <code class="constant">GL_UNSIGNED_SHORT_4_4_4_4</code>,
362 <code class="constant">GL_UNSIGNED_SHORT_4_4_4_4_REV</code>,
363 <code class="constant">GL_UNSIGNED_SHORT_5_5_5_1</code>,
364 <code class="constant">GL_UNSIGNED_SHORT_1_5_5_5_REV</code>,
365 <code class="constant">GL_UNSIGNED_INT_8_8_8_8</code>,
366 <code class="constant">GL_UNSIGNED_INT_8_8_8_8_REV</code>,
367 <code class="constant">GL_UNSIGNED_INT_10_10_10_2</code>, or
368 <code class="constant">GL_UNSIGNED_INT_2_10_10_10_REV</code>
369 and <em class="parameter"><code>format</code></em> is neither <code class="constant">GL_RGBA</code> nor <code class="constant">GL_BGRA</code>.
370 </p><p>
371 <code class="constant">GL_INVALID_OPERATION</code> is generated if <em class="parameter"><code>format</code></em> is
372 <code class="constant">GL_DEPTH_COMPONENT</code> and <em class="parameter"><code>internalFormat</code></em> is not
373 <code class="constant">GL_DEPTH_COMPONENT</code>, <code class="constant">GL_DEPTH_COMPONENT16</code>,
374 <code class="constant">GL_DEPTH_COMPONENT24</code>, or <code class="constant">GL_DEPTH_COMPONENT32</code>.
375 </p><p>
376 <code class="constant">GL_INVALID_OPERATION</code> is generated if <em class="parameter"><code>internalFormat</code></em> is
377 <code class="constant">GL_DEPTH_COMPONENT</code>, <code class="constant">GL_DEPTH_COMPONENT16</code>,
378 <code class="constant">GL_DEPTH_COMPONENT24</code>, or <code class="constant">GL_DEPTH_COMPONENT32</code>, and <em class="parameter"><code>format</code></em> is
379 not <code class="constant">GL_DEPTH_COMPONENT</code>.
380 </p><p>
381 <code class="constant">GL_INVALID_OPERATION</code> is generated if a non-zero buffer object name is bound to the
382 <code class="constant">GL_PIXEL_UNPACK_BUFFER</code> target and the buffer object's data store is currently mapped.
383 </p><p>
384 <code class="constant">GL_INVALID_OPERATION</code> is generated if a non-zero buffer object name is bound to the
385 <code class="constant">GL_PIXEL_UNPACK_BUFFER</code> target and the data would be unpacked from the buffer
386 object such that the memory reads required would exceed the data store size.
387 </p><p>
388 <code class="constant">GL_INVALID_OPERATION</code> is generated if a non-zero buffer object name is bound to the
389 <code class="constant">GL_PIXEL_UNPACK_BUFFER</code> target and <em class="parameter"><code>data</code></em> is not evenly divisible
390 into the number of bytes needed to store in memory a datum indicated by <em class="parameter"><code>type</code></em>.
391 </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="associatedgets"></a><h2>Associated Gets</h2><p>
392 <a href="glGetTexImage.xml"><span class="citerefentry"><span class="refentrytitle">glGetTexImage</span></span></a>
393 </p><p>
394 <a href="glGet.xml"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a> with argument <code class="constant">GL_PIXEL_UNPACK_BUFFER_BINDING</code>
395 </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="seealso"></a><h2>See Also</h2><p>
396 <a href="glActiveTexture.xml"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>,
397 <a href="glCompressedTexImage1D.xml"><span class="citerefentry"><span class="refentrytitle">glCompressedTexImage1D</span></span></a>,
398 <a href="glCompressedTexSubImage1D.xml"><span class="citerefentry"><span class="refentrytitle">glCompressedTexSubImage1D</span></span></a>,
399 <a href="glCopyTexImage1D.xml"><span class="citerefentry"><span class="refentrytitle">glCopyTexImage1D</span></span></a>,
400 <a href="glCopyTexSubImage1D.xml"><span class="citerefentry"><span class="refentrytitle">glCopyTexSubImage1D</span></span></a>,
401 <a href="glGetCompressedTexImage.xml"><span class="citerefentry"><span class="refentrytitle">glGetCompressedTexImage</span></span></a>,
402 <a href="glPixelStore.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>,
403 <a href="glTexImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>,
404 <a href="glTexImage3D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage3D</span></span></a>,
405 <a href="glTexSubImage1D.xml"><span class="citerefentry"><span class="refentrytitle">glTexSubImage1D</span></span></a>,
406 <a href="glTexSubImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glTexSubImage2D</span></span></a>,
407 <a href="glTexSubImage3D.xml"><span class="citerefentry"><span class="refentrytitle">glTexSubImage3D</span></span></a>,
408 <a href="glTexParameter.xml"><span class="citerefentry"><span class="refentrytitle">glTexParameter</span></span></a>
409 </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="Copyright"></a><h2>Copyright</h2><p>
410 Copyright <span class="trademark"></span>© 1991-2006
411 Silicon Graphics, Inc. This document is licensed under the SGI
412 Free Software B License. For details, see
413 <a href="http://oss.sgi.com/projects/FreeB/" target="_top">http://oss.sgi.com/projects/FreeB/</a>.
414 </p></div></div></body></html>