glteximage1d - Man Page






glTexImage1D(3G)	       OpenGL Reference		      glTexImage1D(3G)



NAME
     glTexImage1D - specify a one-dimensional texture image


C SPECIFICATION
     void glTexImage1D(	GLenum target,
			GLint level,
			GLint components,
			GLsizei	width,
			GLint border,
			GLenum format,
			GLenum type,
			const GLvoid *pixels )


PARAMETERS
     target	 Specifies the target texture.	Must be	GL_TEXTURE_1D or
		 GL_PROXY_TEXTURE_1D_SGI.

     level	 Specifies the level-of-detail number.	Level 0	is the base
		 image level.  Level n is the nth mipmap reduction image.

     components	 is used to request the	internal storage format	of the texture
		 image.	 It must be 1, 2, 3, or	4, or one of the following
		 symbolic constants:  GL_ALPHA,	GL_ALPHA4_EXT, GL_ALPHA8_EXT,
		 GL_ALPHA12_EXT, GL_ALPHA16_EXT, GL_LUMINANCE,
		 GL_LUMINANCE4_EXT, GL_LUMINANCE8_EXT, GL_LUMINANCE12_EXT,
		 GL_LUMINANCE16_EXT, GL_LUMINANCE_ALPHA,
		 GL_LUMINANCE4_ALPHA4_EXT, GL_LUMINANCE6_ALPHA2_EXT,
		 GL_LUMINANCE8_ALPHA8_EXT, GL_LUMINANCE12_ALPHA4_EXT,
		 GL_LUMINANCE12_ALPHA12_EXT, GL_LUMINANCE16_ALPHA16_EXT,
		 GL_INTENSITY_EXT, GL_INTENSITY4_EXT, GL_INTENSITY8_EXT,
		 GL_INTENSITY12_EXT, GL_INTENSITY16_EXT, GL_RGB, GL_RGB2_EXT,
		 GL_RGB4_EXT, GL_RGB5_EXT, GL_RGB8_EXT,	GL_RGB10_EXT,
		 GL_RGB12_EXT, GL_RGB16_EXT, GL_RGBA, GL_RGBA2_EXT,
		 GL_RGBA4_EXT, GL_RGB5_A1_EXT, GL_RGBA8_EXT, GL_RGB10_A2_EXT,
		 GL_RGBA12_EXT,	GL_RGBA16_EXT, GL_DUAL_ALPHA4_SGIS,
		 GL_DUAL_ALPHA8_SGIS, GL_DUAL_ALPHA12_SGIS,
		 GL_DUAL_ALPHA16_SGIS, GL_DUAL_LUMINANCE4_SGIS,
		 GL_DUAL_LUMINANCE8_SGIS, GL_DUAL_LUMINANCE12_SGIS,
		 GL_DUAL_LUMINANCE16_SGIS, GL_DUAL_INTENSITY4_SGIS,
		 GL_DUAL_INTENSITY8_SGIS, GL_DUAL_INTENSITY12_SGIS,
		 GL_DUAL_INTENSITY16_SGIS, GL_DUAL_LUMINANCE_ALPHA4_SGIS,
		 GL_DUAL_LUMINANCE_ALPHA8_SGIS,	GL_QUAD_ALPHA4_SGIS,
		 GL_QUAD_ALPHA8_SGIS, GL_QUAD_LUMINANCE4_SGIS,
		 GL_QUAD_LUMINANCE8_SGIS, GL_QUAD_INTENSITY4_SGIS, or
		 GL_QUAD_INTENSITY8_SGIS.

     width	 Specifies the width of	the texture image.  Must be
		 2**n+2*border for some	integer	n.  The	height of the texture
		 image is 1.




									Page 1






glTexImage1D(3G)	       OpenGL Reference		      glTexImage1D(3G)



     border	 Specifies the width of	the border.  Must be either 0 or 1.

     format	 Specifies the format of the pixel data.  The following
		 symbolic values are accepted:	GL_COLOR_INDEX,	GL_RED,
		 GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_RGBA, GL_ABGR_EXT,
		 GL_LUMINANCE, and GL_LUMINANCE_ALPHA.

     type	 Specifies the data type of the	pixel data.  The following
		 symbolic values are accepted:	GL_UNSIGNED_BYTE, GL_BYTE,
		 GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT,
		 GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2_EXT,
		 GL_UNSIGNED_SHORT_4_4_4_4_EXT,	GL_UNSIGNED_SHORT_5_5_5_1_EXT,
		 GL_UNSIGNED_INT_8_8_8_8_EXT, and
		 GL_UNSIGNED_INT_10_10_10_2_EXT.

     pixels	 Specifies a pointer to	the image data in memory.


DESCRIPTION
     Texturing maps a portion of a specified texture image onto	each graphical
     primitive for which texturing is enabled.	One-dimensional	texturing is
     enabled and disabled using	glEnable and glDisable with argument
     GL_TEXTURE_1D.

     Texture images are	defined	with glTexImage1D.  The	arguments describe the
     parameters	of the texture image, such as width, width of the border,
     level-of-detail number (see glTexParameter), and the internal resolution
     and format	used to	store the image.  The last three arguments describe
     the way the image is represented in memory, and they are identical	to the
     pixel formats used	for glDrawPixels.

     If	target is GL_PROXY_TEXTURE_1D_EXT no data is read from pixels,	but
     all of the	texture	image state is recalculated, checked for consistency,
     and checked against the implementation's capabilities.  If	the
     implementation cannot handle a texture of the requested texture size, it
     will set all of the texture image state to	0 (GL_TEXTURE_WIDTH,
     GL_TEXTURE_HEIGHT,	GL_TEXTURE_BORDER, GL_TEXTURE_COMPONENTS,
     GL_TEXTURE_RED_SIZE_EXT, GL_TEXTURE_GREEN_SIZE_EXT,
     GL_TEXTURE_BLUE_SIZE_EXT, GL_TEXTURE_ALPHA_SIZE_EXT,
     GL_TEXTURE_LUMINANCE_SIZE_EXT, and	GL_TEXTURE_INTENSITY_SIZE_EXT),	but no
     error will	be generated.

     If	target is GL_TEXTURE_1D, data is read from pixels as a sequence	of
     signed or unsigned	bytes, shorts, or longs, or single-precision
     floating-point values, depending on type. These values are	grouped	into
     sets of one, two, three, or four values, depending	on format, to form
     elements. (Note that if type is set to GL_UNSIGNED_BYTE_3_3_2_EXT,
     GL_UNSIGNED_SHORT_4_4_4_4_EXT, GL_UNSIGNED_SHORT_5_5_5_1_EXT,
     GL_UNSIGNED_INT_8_8_8_8_EXT, or GL_UNSIGNED_INT_10_10_10_2_EXT then it is
     a special case in which all the elements of each group are	packed into a
     single unsigned byte, unsigned short, or unsigned int. This is described
     in	glDrawPixels.)



									Page 2






glTexImage1D(3G)	       OpenGL Reference		      glTexImage1D(3G)



     If	type is	GL_BITMAP, the data is considered as a string of unsigned
     bytes (and	format must be GL_COLOR_INDEX).	Each data byte is treated as
     eight 1-bit elements, with	bit ordering determined	by GL_UNPACK_LSB_FIRST
     (see glPixelStore).

     The first element corresponds to the left end of the texture array.
     Subsequent	elements progress left-to-right	through	the remaining texels
     in	the texture array.  The	final element corresponds to the right end of
     the texture array.

     format determines the composition of each element in pixels.  It can
     assume one	of nine	symbolic values:

     GL_COLOR_INDEX
	       Each element is a single	value, a color index. It is converted
	       to fixed	point (with an unspecified number of zero bits to the
	       right of	the binary point), shifted left	or right depending on
	       the value and sign of GL_INDEX_SHIFT, and added to
	       GL_INDEX_OFFSET (see glPixelTransfer). The resulting index is
	       converted to a set of color components using the
	       GL_PIXEL_MAP_I_TO_R, GL_PIXEL_MAP_I_TO_G, GL_PIXEL_MAP_I_TO_B,
	       and GL_PIXEL_MAP_I_TO_A tables, and clamped to the range	[0,1].

     GL_RED    Each element is a single	red component. It is converted to
	       floating	point and assembled into an RGBA element by attaching
	       0.0 for green and blue, and 1.0 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] (see
	       glPixelTransfer).

     GL_GREEN  Each element is a single	green component. It is converted to
	       floating	point and assembled into an RGBA element by attaching
	       0.0 for red and blue, and 1.0 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] (see
	       glPixelTransfer).

     GL_BLUE   Each element is a single	blue component.	It is converted	to
	       floating	point and assembled into an RGBA element by attaching
	       0.0 for red and green, and 1.0 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] (see
	       glPixelTransfer).

     GL_ALPHA  Each element is a single	alpha component. It is converted to
	       floating	point and assembled into an RGBA element by attaching
	       0.0 for red, green, and blue.  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] (see
	       glPixelTransfer).





									Page 3






glTexImage1D(3G)	       OpenGL Reference		      glTexImage1D(3G)



     GL_RGB    Each element is an RGB triple.  It is converted to floating
	       point and assembled into	an RGBA	element	by attaching 1.0 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] (see	glPixelTransfer).

     GL_RGBA,

     GL_ABGR_EXT
	       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].
	       GL_ABGR_EXT may be faster or slower than	GL_RGBA	depending on
	       the internal ordering native to the GL.	(see glPixelTransfer).

     GL_LUMINANCE
	       Each element is a single	luminance value.  It is	converted to
	       floating	point, then assembled into an RGBA element by
	       replicating the luminance value three times for red, green, and
	       blue and	attaching 1.0 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] (see
	       glPixelTransfer).

     GL_LUMINANCE_ALPHA
	       Each element is a luminance/alpha pair.	It is converted	to
	       floating	point, then assembled into an RGBA element by
	       replicating the luminance value three times for red, green, and
	       blue.  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] (see glPixelTransfer).

     An	application may	desire that the	texture	be stored at a certain
     resolution, or that it be stored in a certain format. This	resolution and
     format can	be requested by	components. The	GL will	choose an internal
     representation that closely approximates that requested by	components,
     but it may	not match exactly.  (The representations specified by
     GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_RGB, and GL_RGBA must	match exactly.
     The numeric values	1, 2, 3, and 4 may also	be used	to specify the above
     representations.) The GL_PROXY_TEXTURE_1D_EXT target can be used to try-
     out a resolution and format, the implementation will update and recompute
     it's best match for the requested storage resolution and format. This
     state can then be queried using glGetTexLevelParameter.  If the texture
     cannot be accomodated texture state will be set to	0.

     A one-component texture image uses	only the red component of the RGBA
     color extracted from pixels. A two-component image	uses the R and A
     values.  A	three-component	image uses the R, G, and B values.  A four-
     component image uses all of the RGBA components.






									Page 4






glTexImage1D(3G)	       OpenGL Reference		      glTexImage1D(3G)



     The mapping of components from the	canonical RGBA to the internal storage
     formats that begin	with GL_DUAL_ and GL_QUAD_ needs to be clarified.
     There are three cases.  The first case is for the GL_DUAL_	formats	that
     are groups	of GL_ALPHA, GL_LUMINANCE, and GL_INTENSITY.  The R value goes
     to	the first group	while the A value goes to the second group.  The
     second case is for	the GL_DUAL_ formats that are groups of
     GL_LUMINANCE_ALPHA.  The R	and G values go	to the first group while the B
     and A values go to	the second group.  The third case is for the GL_QUAD_
     formats.  The R value goes	to the first group, the	G value	to the second
     group, the	B value	to the third group, and	the A value to the fourth
     group.

NOTES
     Texturing has no effect in	color index mode.

     The texture image can be represented by the same data formats as the
     pixels in a glDrawPixels command, except that GL_STENCIL_INDEX and
     GL_DEPTH_COMPONENT	cannot be used.	 glPixelStore and glPixelTransfer
     modes affect texture images in exactly the	way they affect	glDrawPixels.

     The proxy textures	and the	internal format	components values are part of
     the EXT_texture extension,	not part of the	core GL	command	set.  If
     GL_EXT_texture is included	in the string returned by glGetString, when
     called with argument GL_EXTENSIONS, extension EXT_texture is supported by
     the connection.  Similarly, if the	extensions string contains
     GL_EXT_abgr, then EXT_abgr	is supported.

     If	type is	set to GL_UNSIGNED_BYTE_3_3_2_EXT,
     GL_UNSIGNED_SHORT_4_4_4_4_EXT, GL_UNSIGNED_SHORT_5_5_5_1_EXT,
     GL_UNSIGNED_INT_8_8_8_8_EXT, or GL_UNSIGNED_INT_10_10_10_2_EXT and	the
     EXT_packed_pixels extension is not	supported then a GL_INVALID_ENUM error
     is	generated.

     See glIntro for more information on using extensions.

ERRORS
     GL_INVALID_ENUM is	generated when target is not GL_TEXTURE_1D.

     GL_INVALID_ENUM is	generated when format is not an	accepted format
     constant.	Format constants other than GL_STENCIL_INDEX and
     GL_DEPTH_COMPONENT	are accepted.

     GL_INVALID_ENUM is	generated when type is not a type constant.

     GL_INVALID_ENUM is	generated if type is GL_BITMAP and format is not
     GL_COLOR_INDEX.

     GL_INVALID_VALUE is generated if level is less than zero.

     GL_INVALID_VALUE is generated if components is not	1, 2, 3, or 4 or one
     of	the accepted resolution	and format symbolic constants.




									Page 5






glTexImage1D(3G)	       OpenGL Reference		      glTexImage1D(3G)



     GL_INVALID_VALUE is generated if width is less than zero or greater than
     2 + GL_MAX_TEXTURE_SIZE, or if it cannot be represented as	2**n+2*border
     for some integer value of n.

     GL_INVALID_VALUE is generated if border is	not 0 or 1.

     GL_INVALID_OPERATION is generated if glTexImage1D is executed between the
     execution of glBegin and the corresponding	execution of glEnd.

     GL_TEXTURE_TOO_LARGE_EXT is generated if the implementation cannot
     accomodate	a texture of the size requested.

ASSOCIATED GETS
     glGetTexImage
     glIsEnabled with argument GL_TEXTURE_1D
     glGetTexLevelParameter with a first argument of GL_PROXY_TEXTURE_1D_EXT
     and a third argument of GL_TEXTURE_RED_SIZE_EXT,
     GL_TEXTURE_GREEN_SIZE_EXT,	GL_TEXTURE_BLUE_SIZE_EXT,
     GL_TEXTURE_ALPHA_SIZE_EXT,	GL_TEXTURE_LUMINANCE_SIZE_EXT,
     GL_TEXTURE_INTENSITY_SIZE_EXT, GL_TEXTURE_WIDTH, GL_TEXTURE_HEIGHT,
     GL_TEXTURE_BORDER,	or GL_TEXTURE_COMPONENTS.



MACHINE	DEPENDENCIES
     RealityEngine, RealityEngine2, and	VTX systems do not support convolving
     images as they are	loaded into texture memory.

     InfiniteReality systems have limited support for convolving images	as
     they are loaded into texture memory.  The image resulting from
     convolution must be a multiple of 8 in width.

     RealityEngine, RealityEngine2, and	VTX systems do not support histogram
     or	minmax operations on images as they are	being loaded into texture
     memory.

     The EXT_packed_pixels extension is	not supported on RealityEngine,
     RealityEngine2, and VTX systems; it will be supported on High Impact and
     Maximum Impact systems in a future	release.

     On	RealityEngine, RealityEngine2, and VTX systems:

	  1.  The texture environment must be defined and texturing must be
	      enabled before loading a texture.

	  2.  Texture formats composed only of alpha are not supported.

	  3.  Borders are not supported; hence the border width	must be	0.

	  4.  Proxy textures are not supported.





									Page 6






glTexImage1D(3G)	       OpenGL Reference		      glTexImage1D(3G)



	  5.  glTexImage2D with	a NULL texture image may not be	used inside a
	      display list.

	  6.  GL_INTERLACE_SGIX	is not supported (see glEnable).

     High Impact and Maximum Impact systems do not support texture internal
     formats of	the type GL_INTENSITY or GL_ALPHA. Internally the number of
     bits per component	is the same for	all components and will	be 4, 8, or 12
     bits per component. All specified internal	formats	will receive an	equal
     or	greater	representation in this scheme, up to the 12-bit	limit.

     High Impact and Maximum Impact systems without the	TRAM option card
     support 4 bits per	component for GL_RGB and GL_RGBA, 4/8 bits per
     component for GL_LUMINANCE_ALPHA, and 4/8/12 bits per component for
     GL_RGBA.

     Texture borders are not supported on InfiniteReality systems, so the
     border width should always	be zero.  Borders will be supported in future
     releases.	However, borders use texture memory very inefficiently;	up to
     four times	the memory required by the base	texture	may be needed to
     support borders properly.	Whenever possible, applications	should use the
     texture wrap mode GL_CLAMP_TO_EDGE_SGIS and borderless textures.  This
     might be essential	for large textures, which otherwise won't fit in
     texture memory because of the border overhead.

     The SGIS_texture_select extension is supported only on InfiniteReality
     systems and on High Impact	and Maximum Impact systems with	the TRAM
     option card.


SEE ALSO
     glDrawPixels, glFog, glPixelStore,	glPixelTransfer, glTexEnv, glTexGen,
     glTexImage2D, glTexParameter






















									Page 7