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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>glTexImage3D - 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="glTexImage3D"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glTexImage3D — specify a three-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">glTexImage3D</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>GLsizei  </td><td><var class="pdparam">height</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">depth</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 one of <code class="constant">GL_TEXTURE_3D</code>, <code class="constant">GL_PROXY_TEXTURE_3D</code>,
8 <code class="constant">GL_TEXTURE_2D_ARRAY</code> or <code class="constant">GL_PROXY_TEXTURE_2D_ARRAY</code>.
9 </p></dd><dt><span class="term"><em class="parameter"><code>level</code></em></span></dt><dd><p>
10 Specifies the level-of-detail number.
11 Level 0 is the base image level.
12 Level
13 <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">n</mml:mi></mml:math>
14 is the
15 <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
16
17 <mml:msup><mml:mi mathvariant="italic">n</mml:mi>
18 <mml:mi mathvariant="italic">th</mml:mi>
19 </mml:msup>
20 </mml:math>
21 mipmap reduction image.
22 </p></dd><dt><span class="term"><em class="parameter"><code>internalFormat</code></em></span></dt><dd><p>
23 Specifies the number of color components in the texture.
24 Must be one of base internal formats given in Table 1,
25 one of the sized internal formats given in Table 2, or one
26 of the compressed internal formats given in Table 3, below.
27 </p></dd><dt><span class="term"><em class="parameter"><code>width</code></em></span></dt><dd><p>
28 Specifies the width of the texture image.
29 All implementations support 3D texture images that are at least 16 texels
30 wide.
31 </p></dd><dt><span class="term"><em class="parameter"><code>height</code></em></span></dt><dd><p>
32 Specifies the height of the texture image.
33 All implementations support 3D texture images that are at least 256 texels
34 high.
35 </p></dd><dt><span class="term"><em class="parameter"><code>depth</code></em></span></dt><dd><p>
36 Specifies the depth of the texture image, or the number of layers in a texture array.
37 All implementations support 3D texture images that are at least 256 texels
38 deep, and texture arrays that are at least 256 layers deep.
39 </p></dd><dt><span class="term"><em class="parameter"><code>border</code></em></span></dt><dd><p>
40 This value must be 0.
41 </p></dd><dt><span class="term"><em class="parameter"><code>format</code></em></span></dt><dd><p>
42 Specifies the format of the pixel data.
43 The following symbolic values are accepted:
44 <code class="constant">GL_RED</code>,
45 <code class="constant">GL_RG</code>,
46 <code class="constant">GL_RGB</code>,
47 <code class="constant">GL_BGR</code>,
48 <code class="constant">GL_RGBA</code>, and
49 <code class="constant">GL_BGRA</code>.
50 </p></dd><dt><span class="term"><em class="parameter"><code>type</code></em></span></dt><dd><p>
51 Specifies the data type of the pixel data.
52 The following symbolic values are accepted:
53 <code class="constant">GL_UNSIGNED_BYTE</code>,
54 <code class="constant">GL_BYTE</code>,
55 <code class="constant">GL_UNSIGNED_SHORT</code>,
56 <code class="constant">GL_SHORT</code>,
57 <code class="constant">GL_UNSIGNED_INT</code>,
58 <code class="constant">GL_INT</code>,
59 <code class="constant">GL_FLOAT</code>,
60 <code class="constant">GL_UNSIGNED_BYTE_3_3_2</code>,
61 <code class="constant">GL_UNSIGNED_BYTE_2_3_3_REV</code>,
62 <code class="constant">GL_UNSIGNED_SHORT_5_6_5</code>,
63 <code class="constant">GL_UNSIGNED_SHORT_5_6_5_REV</code>,
64 <code class="constant">GL_UNSIGNED_SHORT_4_4_4_4</code>,
65 <code class="constant">GL_UNSIGNED_SHORT_4_4_4_4_REV</code>,
66 <code class="constant">GL_UNSIGNED_SHORT_5_5_5_1</code>,
67 <code class="constant">GL_UNSIGNED_SHORT_1_5_5_5_REV</code>,
68 <code class="constant">GL_UNSIGNED_INT_8_8_8_8</code>,
69 <code class="constant">GL_UNSIGNED_INT_8_8_8_8_REV</code>,
70 <code class="constant">GL_UNSIGNED_INT_10_10_10_2</code>, and
71 <code class="constant">GL_UNSIGNED_INT_2_10_10_10_REV</code>.
72 </p></dd><dt><span class="term"><em class="parameter"><code>data</code></em></span></dt><dd><p>
73 Specifies a pointer to the image data in memory.
74 </p></dd></dl></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="description"></a><h2>Description</h2><p>
75 Texturing maps a portion of a specified texture image
76 onto each graphical primitive for which texturing is enabled.
77 To enable and disable three-dimensional texturing, call <a href="glEnable.xml"><span class="citerefentry"><span class="refentrytitle">glEnable</span></span></a>
78 and <a href="glDisable.xml"><span class="citerefentry"><span class="refentrytitle">glDisable</span></span></a> with argument <code class="constant">GL_TEXTURE_3D</code>.
79 </p><p>
80 To define texture images, call <code class="function">glTexImage3D</code>.
81 The arguments describe the parameters of the texture image,
82 such as height,
83 width, depth,
84 width of the border,
85 level-of-detail number
86 (see <a href="glTexParameter.xml"><span class="citerefentry"><span class="refentrytitle">glTexParameter</span></span></a>),
87 and number of color components provided.
88 The last three arguments describe how the image is represented in memory.
89 </p><p>
90 If <em class="parameter"><code>target</code></em> is <code class="constant">GL_PROXY_TEXTURE_3D</code>, no data is read from <em class="parameter"><code>data</code></em>, but
91 all of the texture image state is recalculated, checked for
92 consistency, and checked
93 against the implementation's capabilities. If the implementation cannot
94 handle a texture of the requested texture size, it sets
95 all of the image state to 0,
96 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
97 entire mipmap array, use an image array level greater than or equal to
98 1.
99 </p><p>
100 If <em class="parameter"><code>target</code></em> is <code class="constant">GL_TEXTURE_3D</code>,
101 data is read from <em class="parameter"><code>data</code></em> as a sequence of signed or unsigned bytes,
102 shorts,
103 or longs,
104 or single-precision floating-point values,
105 depending on <em class="parameter"><code>type</code></em>.
106 These values are grouped into sets of one,
107 two,
108 three,
109 or four values,
110 depending on <em class="parameter"><code>format</code></em>,
111 to form elements.
112 Each data byte is treated as eight 1-bit elements,
113 with bit ordering determined by <code class="constant">GL_UNPACK_LSB_FIRST</code>
114 (see <a href="glPixelStore.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>).
115 </p><p>
116 If a non-zero named buffer object is bound to the <code class="constant">GL_PIXEL_UNPACK_BUFFER</code> target
117 (see <a href="glBindBuffer.xml"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>) while a texture image is
118 specified, <em class="parameter"><code>data</code></em> is treated as a byte offset into the buffer object's data store.
119 </p><p>
120 The first element corresponds to the lower left corner of the texture
121 image.
122 Subsequent elements progress left-to-right through the remaining texels
123 in the lowest row of the texture image, and then in successively higher
124 rows of the texture image.
125 The final element corresponds to the upper right corner of the texture
126 image.
127 </p><p>
128 <em class="parameter"><code>format</code></em> determines the composition of each element in <em class="parameter"><code>data</code></em>.
129 It can assume one of these symbolic values:
130 </p><div class="variablelist"><dl><dt><span class="term"><code class="constant">GL_RED</code></span></dt><dd><p>
131 Each element is a single red component.
132 The GL converts it to floating point and assembles it into an RGBA element
133 by attaching 0 for green and blue, and 1 for alpha.
134 Each component is clamped to the range [0,1].
135 </p></dd><dt><span class="term"><code class="constant">GL_RG</code></span></dt><dd><p>
136 Each element is a red and green pair.
137 The GL converts each to floating point and assembles it into an RGBA element
138 by attaching 0 for blue, and 1 for alpha.
139 Each component is clamped to the range [0,1].
140 </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>
141 Each element is an RGB triple.
142 The GL converts it to floating point and assembles it into an RGBA element
143 by attaching 1 for alpha.
144 Each component is clamped to the range [0,1].
145 </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>
146 Each element contains all four components.
147 Each component is clamped to the range [0,1].
148 </p></dd></dl></div><p>
149 If an application wants to store the texture at a certain
150 resolution or in a certain format, it can request the resolution
151 and format with <em class="parameter"><code>internalFormat</code></em>. The GL will choose an internal
152 representation that closely approximates that requested by <em class="parameter"><code>internalFormat</code></em>, but
153 it may not match exactly.
154 (The representations specified by <code class="constant">GL_RED</code>, <code class="constant">GL_RG</code>, <code class="constant">GL_RGB</code>,
155 and <code class="constant">GL_RGBA</code> must match exactly.)
156 </p><p>
157 <em class="parameter"><code>internalFormat</code></em> may be one of the base internal formats shown in
158 Table 1, below
159 </p><p>
160 </p><div class="table"><a id="id4876051"></a><p class="title"><b>Table 1. Base Internal Formats</b></p><table summary="Base Internal Formats" border="1"><colgroup><col align="left" /><col align="left" /><col align="left" /></colgroup><thead><tr><th align="left"><span class="bold"><strong>
161 Base Internal Format
162 </strong></span></th><th align="left"><span class="bold"><strong>
163 RGBA, Depth and Stencil Values
164 </strong></span></th><th align="left"><span class="bold"><strong>
165 Internal Components
166 </strong></span></th></tr></thead><tbody><tr><td align="left"><code class="constant">GL_DEPTH_COMPONENT</code></td><td align="left">Depth</td><td align="left">D</td></tr><tr><td align="left"><code class="constant">GL_DEPTH_STENCIL</code></td><td align="left">Depth, Stencil</td><td align="left">D, S</td></tr><tr><td align="left"><code class="constant">GL_RED</code></td><td align="left">Red</td><td align="left">R</td></tr><tr><td align="left"><code class="constant">GL_RG</code></td><td align="left">Red, Green</td><td align="left">R, G</td></tr><tr><td align="left"><code class="constant">GL_RGB</code></td><td align="left">Red, Green, Blue</td><td align="left">R, G, B</td></tr><tr><td align="left"><code class="constant">GL_RGBA</code></td><td align="left">Red, Green, Blue, Alpha</td><td align="left">R, G, B, A</td></tr></tbody></table></div><p>
167 </p><p>
168 <em class="parameter"><code>internalFormat</code></em> may also be one of the sized internal formats
169 shown in Table 2, below
170 </p><p>
171 </p><div class="table"><a id="id4758319"></a><p class="title"><b>Table 2. 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>
172 Sized Internal Format
173 </strong></span></th><th align="left"><span class="bold"><strong>
174 Base Internal Format
175 </strong></span></th><th align="left"><span class="bold"><strong>
176 Red Bits
177 </strong></span></th><th align="left"><span class="bold"><strong>
178 Green Bits
179 </strong></span></th><th align="left"><span class="bold"><strong>
180 Blue Bits
181 </strong></span></th><th align="left"><span class="bold"><strong>
182 Alpha Bits
183 </strong></span></th><th align="left"><span class="bold"><strong>
184 Shared Bits
185 </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>
186 </p><p>
187 Finally, <em class="parameter"><code>internalFormat</code></em> may also be one of the generic or compressed
188 compressed texture formats shown in Table 3 below
189 </p><p>
190 </p><div class="table"><a id="id4873158"></a><p class="title"><b>Table 3. Compressed Internal Formats</b></p><table summary="Compressed Internal Formats" border="1"><colgroup><col align="left" /><col align="left" /><col align="left" /></colgroup><thead><tr><th align="left"><span class="bold"><strong>
191 Compressed Internal Format
192 </strong></span></th><th align="left"><span class="bold"><strong>
193 Base Internal Format
194 </strong></span></th><th align="left"><span class="bold"><strong>
195 Type
196 </strong></span></th></tr></thead><tbody><tr><td align="left"><code class="constant">GL_COMPRESSED_RED</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="left">Generic</td></tr><tr><td align="left"><code class="constant">GL_COMPRESSED_RG</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="left">Generic</td></tr><tr><td align="left"><code class="constant">GL_COMPRESSED_RGB</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="left">Generic</td></tr><tr><td align="left"><code class="constant">GL_COMPRESSED_RGBA</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="left">Generic</td></tr><tr><td align="left"><code class="constant">GL_COMPRESSED_SRGB</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="left">Generic</td></tr><tr><td align="left"><code class="constant">GL_COMPRESSED_SRGB_ALPHA</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="left">Generic</td></tr><tr><td align="left"><code class="constant">GL_COMPRESSED_RED_RGTC1</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="left">Specific</td></tr><tr><td align="left"><code class="constant">GL_COMPRESSED_SIGNED_RED_RGTC1</code></td><td align="left"><code class="constant">GL_RED</code></td><td align="left">Specific</td></tr><tr><td align="left"><code class="constant">GL_COMPRESSED_RG_RGTC2</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="left">Specific</td></tr><tr><td align="left"><code class="constant">GL_COMPRESSED_SIGNED_RG_RGTC2</code></td><td align="left"><code class="constant">GL_RG</code></td><td align="left">Specific</td></tr><tr><td align="left"><code class="constant">GL_COMPRESSED_RGBA_BPTC_UNORM</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="left">Specific</td></tr><tr><td align="left"><code class="constant">GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM</code></td><td align="left"><code class="constant">GL_RGBA</code></td><td align="left">Specific</td></tr><tr><td align="left"><code class="constant">GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="left">Specific</td></tr><tr><td align="left"><code class="constant">GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT</code></td><td align="left"><code class="constant">GL_RGB</code></td><td align="left">Specific</td></tr></tbody></table></div><p>
197 </p><p>
198 If the <em class="parameter"><code>internalFormat</code></em> parameter is one of the generic compressed formats,
199 <code class="constant">GL_COMPRESSED_RED</code>, <code class="constant">GL_COMPRESSED_RG</code>,
200 <code class="constant">GL_COMPRESSED_RGB</code>, or
201 <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.
202 </p><p>
203 If the <em class="parameter"><code>internalFormat</code></em> parameter is
204 <code class="constant">GL_SRGB</code>,
205 <code class="constant">GL_SRGB8</code>,
206 <code class="constant">GL_SRGB_ALPHA</code>, or
207 <code class="constant">GL_SRGB8_ALPHA8</code>, the texture is treated as if the red, green, blue, or luminance components are encoded in the sRGB color space. Any alpha component is left unchanged. The conversion from the sRGB encoded component
208 <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
209 <mml:msub><mml:mi mathvariant="italic">c</mml:mi>
210 <mml:mi mathvariant="italic">s</mml:mi>
211 </mml:msub>
212 </mml:math>
213 to a linear component
214 <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
215 <mml:msub><mml:mi mathvariant="italic">c</mml:mi>
216 <mml:mi mathvariant="italic">l</mml:mi>
217 </mml:msub>
218 </mml:math>
219 is:
220 </p><p>
221 <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
222 <mml:mrow>
223 <mml:msub>
224 <mml:mi mathvariant="italic">c</mml:mi>
225 <mml:mi mathvariant="italic">l</mml:mi>
226 </mml:msub>
227 <mml:mo>=</mml:mo>
228 <mml:mrow>
229 <mml:mo>{</mml:mo>
230
231 <mml:mtable columnalign="left">
232 <mml:mtr>
233 <mml:mtd columnalign="left">
234 <mml:mfrac>
235 <mml:msub>
236 <mml:mi mathvariant="italic">c</mml:mi>
237 <mml:mi mathvariant="italic">s</mml:mi>
238 </mml:msub>
239 <mml:mn>12.92</mml:mn>
240 </mml:mfrac>
241 </mml:mtd>
242 <mml:mtd columnalign="left">
243 <mml:mrow>
244 <mml:mspace width="1ex"></mml:mspace>
245 <mml:mo>if</mml:mo>
246 <mml:mspace width="1ex"></mml:mspace>
247 </mml:mrow>
248 <mml:msub>
249 <mml:mi mathvariant="italic">c</mml:mi>
250 <mml:mi mathvariant="italic">s</mml:mi>
251 </mml:msub>
252 <mml:mo></mml:mo>
253 <mml:mn>0.04045</mml:mn>
254 </mml:mtd>
255 </mml:mtr>
256 <mml:mtr>
257 <mml:mtd columnalign="left">
258 <mml:msup>
259 <mml:mrow>
260 <mml:mo>(</mml:mo>
261 <mml:mfrac>
262 <mml:mrow>
263 <mml:msub>
264 <mml:mi>c</mml:mi>
265 <mml:mi>s</mml:mi>
266 </mml:msub>
267 <mml:mo>+</mml:mo>
268 <mml:mn>0.055</mml:mn>
269 </mml:mrow>
270 <mml:mn>1.055</mml:mn>
271 </mml:mfrac>
272 <mml:mo>)</mml:mo>
273 </mml:mrow>
274 <mml:mn>2.4</mml:mn>
275 </mml:msup>
276 </mml:mtd>
277 <mml:mtd columnalign="left">
278 <mml:mrow>
279 <mml:mspace width="1ex"></mml:mspace>
280 <mml:mo>if</mml:mo>
281 <mml:mspace width="1ex"></mml:mspace>
282 </mml:mrow>
283 <mml:msub>
284 <mml:mi mathvariant="italic">c</mml:mi>
285 <mml:mi mathvariant="italic">s</mml:mi>
286 </mml:msub>
287 <mml:mo>&gt;</mml:mo>
288 <mml:mn>0.04045</mml:mn>
289 </mml:mtd>
290 </mml:mtr>
291 </mml:mtable>
292 </mml:mrow>
293 </mml:mrow>
294 </mml:math>
295 </p><p>
296 Assume
297 <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
298 <mml:msub><mml:mi mathvariant="italic">c</mml:mi>
299 <mml:mi mathvariant="italic">s</mml:mi>
300 </mml:msub>
301 </mml:math>
302 is the sRGB component in the range [0,1].
303 </p><p>
304 Use the <code class="constant">GL_PROXY_TEXTURE_3D</code> target to try out a resolution and
305 format. The implementation will
306 update and recompute its best match for the requested storage resolution
307 and format. To then query this state, call <a href="glGetTexLevelParameter.xml"><span class="citerefentry"><span class="refentrytitle">glGetTexLevelParameter</span></span></a>.
308 If the texture cannot be accommodated, texture state is set to 0.
309 </p><p>
310 A one-component texture image uses only the red component of the RGBA
311 color extracted from <em class="parameter"><code>data</code></em>.
312 A two-component image uses the R and A values.
313 A three-component image uses the R, G, and B values.
314 A four-component image uses all of the RGBA components.
315 </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="notes"></a><h2>Notes</h2><p>
316 The <a href="glPixelStore.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a> mode affects texture images.
317 </p><p>
318 <em class="parameter"><code>data</code></em> may be a null pointer.
319 In this case texture memory is
320 allocated to accommodate a texture of width <em class="parameter"><code>width</code></em>, height <em class="parameter"><code>height</code></em>,
321 and depth <em class="parameter"><code>depth</code></em>.
322 You can then download subtextures to initialize this
323 texture memory.
324 The image is undefined if the user tries to apply
325 an uninitialized portion of the texture image to a primitive.
326 </p><p>
327 <code class="function">glTexImage3D</code> specifies the three-dimensional texture for the current texture unit,
328 specified with <a href="glActiveTexture.xml"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>.
329 </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="errors"></a><h2>Errors</h2><p>
330 <code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>target</code></em> is not <code class="constant">GL_TEXTURE_3D</code>
331 or <code class="constant">GL_PROXY_TEXTURE_3D</code>.
332 </p><p>
333 <code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>format</code></em> is not an accepted
334 format constant. Format constants other than <code class="constant">GL_STENCIL_INDEX</code> and <code class="constant">GL_DEPTH_COMPONENT</code>
335 are accepted.
336 </p><p>
337 <code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>type</code></em> is not a type constant.
338 </p><p>
339 <code class="constant">GL_INVALID_VALUE</code> is generated if <em class="parameter"><code>level</code></em> is less than 0.
340 </p><p>
341 <code class="constant">GL_INVALID_VALUE</code> may be generated if <em class="parameter"><code>level</code></em> is greater than
342 <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
343
344 <mml:mrow>
345 <mml:msub><mml:mi mathvariant="italic">log</mml:mi>
346 <mml:mn>2</mml:mn>
347 </mml:msub>
348 <mml:mo></mml:mo>
349 <mml:mfenced open="(" close=")">
350 <mml:mi mathvariant="italic">max</mml:mi>
351 </mml:mfenced>
352 </mml:mrow>
353 </mml:math>,
354 where <span class="emphasis"><em>max</em></span> is the returned value of <code class="constant">GL_MAX_TEXTURE_SIZE</code>.
355 </p><p>
356 <code class="constant">GL_INVALID_VALUE</code> is generated if <em class="parameter"><code>internalFormat</code></em> is not one of the
357 accepted resolution and format symbolic constants.
358 </p><p>
359 <code class="constant">GL_INVALID_VALUE</code> is generated if <em class="parameter"><code>width</code></em>, <em class="parameter"><code>height</code></em>, or <em class="parameter"><code>depth</code></em> is less than 0 or greater than <code class="constant">GL_MAX_TEXTURE_SIZE</code>.
360 </p><p>
361 <code class="constant">GL_INVALID_VALUE</code> is generated if <em class="parameter"><code>border</code></em> is not 0.
362 </p><p>
363 <code class="constant">GL_INVALID_OPERATION</code> is generated if <em class="parameter"><code>type</code></em> is one of
364 <code class="constant">GL_UNSIGNED_BYTE_3_3_2</code>,
365 <code class="constant">GL_UNSIGNED_BYTE_2_3_3_REV</code>,
366 <code class="constant">GL_UNSIGNED_SHORT_5_6_5</code>, or
367 <code class="constant">GL_UNSIGNED_SHORT_5_6_5_REV</code>
368 and <em class="parameter"><code>format</code></em> is not <code class="constant">GL_RGB</code>.
369 </p><p>
370 <code class="constant">GL_INVALID_OPERATION</code> is generated if <em class="parameter"><code>type</code></em> is one of
371 <code class="constant">GL_UNSIGNED_SHORT_4_4_4_4</code>,
372 <code class="constant">GL_UNSIGNED_SHORT_4_4_4_4_REV</code>,
373 <code class="constant">GL_UNSIGNED_SHORT_5_5_5_1</code>,
374 <code class="constant">GL_UNSIGNED_SHORT_1_5_5_5_REV</code>,
375 <code class="constant">GL_UNSIGNED_INT_8_8_8_8</code>,
376 <code class="constant">GL_UNSIGNED_INT_8_8_8_8_REV</code>,
377 <code class="constant">GL_UNSIGNED_INT_10_10_10_2</code>, or
378 <code class="constant">GL_UNSIGNED_INT_2_10_10_10_REV</code>
379 and <em class="parameter"><code>format</code></em> is neither <code class="constant">GL_RGBA</code> nor <code class="constant">GL_BGRA</code>.
380 </p><p>
381 <code class="constant">GL_INVALID_OPERATION</code> is generated if <em class="parameter"><code>format</code></em> or <em class="parameter"><code>internalFormat</code></em> is
382 <code class="constant">GL_DEPTH_COMPONENT</code>, <code class="constant">GL_DEPTH_COMPONENT16</code>,
383 <code class="constant">GL_DEPTH_COMPONENT24</code>, or <code class="constant">GL_DEPTH_COMPONENT32</code>.
384 </p><p>
385 <code class="constant">GL_INVALID_OPERATION</code> is generated if a non-zero buffer object name is bound to the
386 <code class="constant">GL_PIXEL_UNPACK_BUFFER</code> target and the buffer object's data store is currently mapped.
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 the data would be unpacked from the buffer
390 object such that the memory reads required would exceed the data store size.
391 </p><p>
392 <code class="constant">GL_INVALID_OPERATION</code> is generated if a non-zero buffer object name is bound to the
393 <code class="constant">GL_PIXEL_UNPACK_BUFFER</code> target and <em class="parameter"><code>data</code></em> is not evenly divisible
394 into the number of bytes needed to store in memory a datum indicated by <em class="parameter"><code>type</code></em>.
395 </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="associatedgets"></a><h2>Associated Gets</h2><p>
396 <a href="glGetTexImage.xml"><span class="citerefentry"><span class="refentrytitle">glGetTexImage</span></span></a>
397 </p><p>
398 <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>
399 </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="seealso"></a><h2>See Also</h2><p>
400 <a href="glActiveTexture.xml"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>,
401 <a href="glCompressedTexImage1D.xml"><span class="citerefentry"><span class="refentrytitle">glCompressedTexImage1D</span></span></a>,
402 <a href="glCompressedTexImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glCompressedTexImage2D</span></span></a>,
403 <a href="glCompressedTexImage3D.xml"><span class="citerefentry"><span class="refentrytitle">glCompressedTexImage3D</span></span></a>,
404 <a href="glCompressedTexSubImage1D.xml"><span class="citerefentry"><span class="refentrytitle">glCompressedTexSubImage1D</span></span></a>,
405 <a href="glCompressedTexSubImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glCompressedTexSubImage2D</span></span></a>,
406 <a href="glCompressedTexSubImage3D.xml"><span class="citerefentry"><span class="refentrytitle">glCompressedTexSubImage3D</span></span></a>,
407 <a href="glCopyTexImage1D.xml"><span class="citerefentry"><span class="refentrytitle">glCopyTexImage1D</span></span></a>,
408 <a href="glCopyTexImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glCopyTexImage2D</span></span></a>,
409 <a href="glCopyTexSubImage1D.xml"><span class="citerefentry"><span class="refentrytitle">glCopyTexSubImage1D</span></span></a>,
410 <a href="glCopyTexSubImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glCopyTexSubImage2D</span></span></a>,
411 <a href="glCopyTexSubImage3D.xml"><span class="citerefentry"><span class="refentrytitle">glCopyTexSubImage3D</span></span></a>,
412 <a href="glGetCompressedTexImage.xml"><span class="citerefentry"><span class="refentrytitle">glGetCompressedTexImage</span></span></a>,
413 <a href="glPixelStore.xml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>,
414 <a href="glTexImage1D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage1D</span></span></a>,
415 <a href="glTexImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>,
416 <a href="glTexSubImage1D.xml"><span class="citerefentry"><span class="refentrytitle">glTexSubImage1D</span></span></a>,
417 <a href="glTexSubImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glTexSubImage2D</span></span></a>,
418 <a href="glTexSubImage3D.xml"><span class="citerefentry"><span class="refentrytitle">glTexSubImage3D</span></span></a>,
419 <a href="glTexParameter.xml"><span class="citerefentry"><span class="refentrytitle">glTexParameter</span></span></a>
420 </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="Copyright"></a><h2>Copyright</h2><p>
421 Copyright <span class="trademark"></span>© 1991-2006 Silicon Graphics, Inc.
422 Copyright <span class="trademark"></span>© 2011-2013 Khronos Group.
423 This document is licensed under the SGI
424 Free Software B License. For details, see
425 <a href="http://oss.sgi.com/projects/FreeB/" target="_top">http://oss.sgi.com/projects/FreeB/</a>.
426 </p></div></div></body></html>