X-Git-Url: https://git.hcoop.net/clinton/guile-figl.git/blobdiff_plain/250ca4b72ea7869387a62135610c52683fa14268..c7b3127165b9995561d5c7d7d6ca1184f089c797:/upstream-doc/man3/xhtml/glTexImage3D.xml diff --git a/upstream-doc/man3/xhtml/glTexImage3D.xml b/upstream-doc/man3/xhtml/glTexImage3D.xml index e097ecd..19d4ee9 100644 --- a/upstream-doc/man3/xhtml/glTexImage3D.xml +++ b/upstream-doc/man3/xhtml/glTexImage3D.xml @@ -1,7 +1,7 @@ -glTexImage3D

Name

glTexImage3D — specify a three-dimensional texture image

C Specification

void glTexImage3D(GLenum  target,
 GLint  level,
 GLint  internalFormat,
 GLsizei  width,
 GLsizei  height,
 GLsizei  depth,
 GLint  border,
 GLenum  format,
 GLenum  type,
 const GLvoid *  data);

+glTexImage3D - OpenGL 3.3 Reference Pages

Name

glTexImage3D — specify a three-dimensional texture image

C Specification

void glTexImage3D(GLenum  target,
 GLint  level,
 GLint  internalFormat,
 GLsizei  width,
 GLsizei  height,
 GLsizei  depth,
 GLint  border,
 GLenum  format,
 GLenum  type,
 const GLvoid *  data);

Parameters

target

Specifies the target texture. Must be one of GL_TEXTURE_3D, GL_PROXY_TEXTURE_3D, @@ -33,8 +33,8 @@ GL_RGBA8UI, GL_SRGB8_ALPHA8, GL_RGB10_A2, - GL_RGBA10_A2UI, - GL_R11_G11_B10F, + GL_RGB10_A2UI, + GL_R11F_G11F_B10F, GL_RG32F, GL_RG32I, GL_RG32UI, @@ -45,7 +45,7 @@ GL_RG8, GL_RG8I, GL_RG8UI, - GL_R23F, + GL_R32F, GL_R32I, GL_R32UI, GL_R16F, @@ -54,7 +54,7 @@ GL_R8, GL_R8I, GL_R8UI, - GL_RGBA16_UNORM, + GL_RGBA16_SNORM, GL_RGBA8_SNORM, GL_RGB32F, GL_RGB32I, @@ -190,28 +190,20 @@ 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 GL_c_SCALE, - added to the signed bias GL_c_BIAS, - and clamped to the range [0,1]. + Each component is clamped to the range [0,1].

GL_RG

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 GL_c_SCALE, - added to the signed bias GL_c_BIAS, - and clamped to the range [0,1]. + Each component is clamped to the range [0,1].

GL_RGB
GL_BGR

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 GL_c_SCALE, - added to the signed bias GL_c_BIAS, - and clamped to the range [0,1]. + Each component is clamped to the range [0,1].

GL_RGBA
GL_BGRA

Each element contains all four components. - Each component is multiplied by the signed scale factor GL_c_SCALE, - added to the signed bias GL_c_BIAS, - and clamped to the range [0,1]. + Each component is clamped to the range [0,1].

If an application wants to store the texture at a certain resolution or in a certain format, it can request the resolution