glteximage3dext - Man Page






glTexImage3DEXT(3G)	       OpenGL Reference		   glTexImage3DEXT(3G)



NAME
     glTexImage3DEXT - specify a three-dimensional texture image


C SPECIFICATION
     void glTexImage3DEXT( GLenum target,
			   GLint level,
			   GLenum internalformat,
			   GLsizei width,
			   GLsizei height,
			   GLsizei depth,
			   GLint border,
			   GLenum format,
			   GLenum type,
			   const GLvoid	*pixels	)


PARAMETERS
     target	     Specifies the target texture.  Must be GL_TEXTURE_3D_EXT
		     or	GL_PROXY_TEXTURE_3D_EXT.

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

     internalformat  Specifies the internal storage format of the texture
		     image.  it	must be	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.




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glTexImage3DEXT(3G)	       OpenGL Reference		   glTexImage3DEXT(3G)



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

     height	     Specifies the height of the texture image.	 Must be
		     2**m+I*border for some integer m, where I is 2 when
		     GL_INTERLACE_SGIX is disabled, and	1 otherwise.

     depth	     Specifies the depth of the	texture	image.	Must be
		     2**l+2*border for some integer l.

     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_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.	Three-dimensional texturing is
     enabled and disabled using	glEnable and glDisable with argument
     GL_TEXTURE_3D_EXT.

     Texture images are	defined	with glTexImage3DEXT. The arguments describe
     the parameters of the texture image, such as height, width, depth,	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_3D_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



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glTexImage3DEXT(3G)	       OpenGL Reference		   glTexImage3DEXT(3G)



     error will	be generated.

     If	target is GL_TEXTURE_3D_EXT, 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.)

     The first element corresponds to the lower-left-rear corner of the
     texture volume.  Subsequent elements progress left-to-right through the
     remaining texels in the lowest-rear row of	the texture volume, then in
     successively higher rows of the rear 2D slice of the texture volume, then
     in	successively closer 2D slices of the texture volume.  The final
     element corresponds to the	upper-right-front corner of the	texture
     volume.

     When GL_INTERLACE_SGIX is enabled,	only rows (0,2,4,...) of each S-T
     slice (where the border is	considered part	of the slice) are defined.
     Rows (1,3,5,...) are left undefined and can only be defined using
     glTexSubImage3DEXT	or glCopyTexSubImage3DEXT.  Note, that when
     GL_INTERLACE_SGIX is enabled the total height (i.e., the height of
     interior texture image plus twice the border) of the defined texture is
     2*height.

     Each element of pixels is converted to an RGBA element according to
     format, as	detailed below.	 Except	for GL_COLOR_INDEX, after the
     conversion	to RGBA, 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], where	c is RED, GREEN, BLUE, or ALPHA, respectively (see
     glPixelTransfer).

     According to format, the conversion to RGBA is as follows:

     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.




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glTexImage3DEXT(3G)	       OpenGL Reference		   glTexImage3DEXT(3G)



     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.

     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.

     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.

     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.  (see  glPixelTransfer).

     GL_RGBA,

     GL_ABGR_EXT
	       Each element contains all four components; for GL_RGBA, the red
	       component is first, followed by green, then blue, and then
	       alpha; for GL_ABGR_EXT the order	is alpha, blue,	green, and
	       then red.

     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.

     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.

     Please refer to the glDrawPixels reference	page for a description of the
     acceptable	values for the type parameter.

     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	internalformat,	but the	implementation may not
     support that resolution (The formats of GL_LUMINANCE, GL_LUMINANCE_ALPHA,
     GL_RGB, and GL_RGBA must be supported.)  When a resolution	and storage
     format is specified, the implementation will update the texture state to
     provide the best match to the requested resolution. The
     GL_PROXY_TEXTURE_3D_EXT target can	be used	to try a resolution and
     format.  The implementation will compute its best match for the requested
     storage resolution	and format; this state can then	be queried using
     glGetTexLevelParameter.





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glTexImage3DEXT(3G)	       OpenGL Reference		   glTexImage3DEXT(3G)



     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.

     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 and types
     as	the pixels in a	glDrawPixels command, except that formats
     GL_STENCIL_INDEX and GL_DEPTH_COMPONENT cannot be used, and type
     GL_BITMAP cannot be used.	glPixelStore and glPixelTransfer modes affect
     texture images in exactly the way they affect glDrawPixels.

     A texture image with zero height, width, or depth indicates the null
     texture.  If the null texture is specified	for level-of-detail 0, it is
     as	if texturing were disabled.

     glTexImage3DEXT is	part of	the EXT_texture3d extension.

     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 an	accepted value.

     GL_INVALID_ENUM is	generated when format is not an	accepted value.

     GL_INVALID_ENUM is	generated when type is not an accepted value.

     GL_INVALID_VALUE is generated if level is less than zero or greater than
     log2(max),	where max is the returned value	of GL_MAX_3D_TEXTURE_SIZE_EXT.






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glTexImage3DEXT(3G)	       OpenGL Reference		   glTexImage3DEXT(3G)



     GL_INVALID_VALUE is generated if internalformat is	not an accepted	value.

     GL_INVALID_VALUE is generated if width, height, or	depth is less than
     zero or greater than GL_MAX_3D_TEXTURE_SIZE_EXT, when width, or depth
     cannot be represented as 2**k+2*border for	some integer k,	or when	height
     cannot be represented as 2**k+I*border, where I is	2 when
     GL_INTERLACE_SGIX is disabled and 1 otherwise.

     GL_INVALID_VALUE is generated if border is	not 0 or 1.

     GL_INVALID_OPERATION is generated if glTexImage3DEXT 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_3D_EXT
     glGetTexLevelParameter with a first argument of GL_PROXY_TEXTURE_3D_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_DEPTH_EXT, 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 SGIX_interlace	extension is supported only on InfiniteReality systems
     and on RealityEngine, RealityEngine2, and VTX systems.

     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.

     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.



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glTexImage3DEXT(3G)	       OpenGL Reference		   glTexImage3DEXT(3G)



     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.

     On	RealityEngine, RealityEngine2, and VTX systems,	the following
     restrictions apply	to 3D texturing:

	  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.

	  5.  3D mipmaps are not supported. Hence, the minifying function must
	      be set to	GL_NEAREST or GL_LINEAR	(see glTexParameter).

	  6   3D texturing when	rendering to pixmaps is	not supported.

	  7.  GL_INTERLACE_SGIX	is not supported (see glEnable).

     On	InfiniteReality	systems, defining 2D and 3D textures in	arbitrary
     order can cause incorrect results if texture memory is overcommitted.
     Workarounds are to	define all 3D textures before defining any 2D
     textures, or to ensure that the application never defines more textures
     than will fit in texture memory.  This will be fixed in the next release.

     On	High Impact and	Maximum	Impact systems,	the following restrictions
     apply to 3D texturing:

	  1.  Perspective views	are not	supported.

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

	  3.  3D mipmaps are not supported. Hence, the minifying function must
	      be set to	GL_NEAREST or GL_LINEAR	(see glTexParameter), and the
	      level parameter must be 0.

	  4.  Textures that have a width of 16 or less will not	render
	      correctly	at the wrap_s boundary.

     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.



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glTexImage3DEXT(3G)	       OpenGL Reference		   glTexImage3DEXT(3G)



     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,
     glTexImage1D, glTexImage2D, glTexParameter,















































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