update upstream sources
[clinton/guile-figl.git] / upstream-doc / man3 / xhtml / glTexImage3D.xml
index e097ecd..19d4ee9 100644 (file)
@@ -1,7 +1,7 @@
 <?xml version="1.0" encoding="UTF-8"?>
 <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "xhtml1-transitional.dtd">
 <!-- saved from url=(0013)about:internet -->
-<?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</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>
+<?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 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="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>
     </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>
                     Specifies the target texture.
                     Must be one of <code class="constant">GL_TEXTURE_3D</code>, <code class="constant">GL_PROXY_TEXTURE_3D</code>,
@@ -33,8 +33,8 @@
                     <code class="constant">GL_RGBA8UI</code>,
                     <code class="constant">GL_SRGB8_ALPHA8</code>,
                     <code class="constant">GL_RGB10_A2</code>,
-                    <code class="constant">GL_RGBA10_A2UI</code>,
-                    <code class="constant">GL_R11_G11_B10F</code>,
+                    <code class="constant">GL_RGB10_A2UI</code>,
+                    <code class="constant">GL_R11F_G11F_B10F</code>,
                     <code class="constant">GL_RG32F</code>,
                     <code class="constant">GL_RG32I</code>,
                     <code class="constant">GL_RG32UI</code>,
@@ -45,7 +45,7 @@
                     <code class="constant">GL_RG8</code>,
                     <code class="constant">GL_RG8I</code>,
                     <code class="constant">GL_RG8UI</code>,
-                    <code class="constant">GL_R23F</code>,
+                    <code class="constant">GL_R32F</code>,
                     <code class="constant">GL_R32I</code>,
                     <code class="constant">GL_R32UI</code>,
                     <code class="constant">GL_R16F</code>,
@@ -54,7 +54,7 @@
                     <code class="constant">GL_R8</code>,
                     <code class="constant">GL_R8I</code>,
                     <code class="constant">GL_R8UI</code>,
-                    <code class="constant">GL_RGBA16_UNORM</code>,
+                    <code class="constant">GL_RGBA16_SNORM</code>,
                     <code class="constant">GL_RGBA8_SNORM</code>,
                     <code class="constant">GL_RGB32F</code>,
                     <code class="constant">GL_RGB32I</code>,
                         Each element is a single red component.
                         The GL converts it to floating point and assembles it into an RGBA element
                         by attaching 0 for green and blue, and 1 for alpha.
-                        Each component is then multiplied by the signed scale factor <code class="constant">GL_c_SCALE</code>,
-                        added to the signed bias <code class="constant">GL_c_BIAS</code>,
-                        and clamped to the range [0,1].
+                        Each component is clamped to the range [0,1].
                     </p></dd><dt><span class="term"><code class="constant">GL_RG</code></span></dt><dd><p>
                         Each element is a red and green pair.
                         The GL converts each to floating point and assembles it into an RGBA element
                         by attaching 0 for blue, and 1 for alpha.
-                        Each component is then multiplied by the signed scale factor <code class="constant">GL_c_SCALE</code>,
-                        added to the signed bias <code class="constant">GL_c_BIAS</code>,
-                        and clamped to the range [0,1].
+                        Each component is clamped to the range [0,1].
                     </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>
                         Each element is an RGB triple.
                         The GL converts it to floating point and assembles it into an RGBA element
                         by attaching 1 for alpha.
-                        Each component is then multiplied by the signed scale factor <code class="constant">GL_c_SCALE</code>,
-                        added to the signed bias <code class="constant">GL_c_BIAS</code>,
-                        and clamped to the range [0,1].
+                        Each component is clamped to the range [0,1].
                     </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>
                         Each element contains all four components.
-                        Each component is multiplied by the signed scale factor <code class="constant">GL_c_SCALE</code>,
-                        added to the signed bias <code class="constant">GL_c_BIAS</code>,
-                        and clamped to the range [0,1].
+                        Each component is clamped to the range [0,1].
                     </p></dd></dl></div><p>
             If an application wants to store the texture at a certain
             resolution or in a certain format, it can request the resolution