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Using Subtextures
To load a subrectangle of a texture image, call glTexSubImage1DEXT(), glTexSubImage2DEXT()--prototype below--or glTexSubImage3DEXT().
void glTexSubImage2DEXT(enum target, int level, int xoffset,int yoffset,
sizei width, sizei height, enum format, enum type, const void* pixels)
- target specifies the existing texture image for which the subimage is being defined.
- level, depth, format, type, and pixels correspond to the arguments of glTexImage2D(); width and height are those of the subimage.
- xoffset and yoffset specify texel offsets in the x and y directions within the texture image being modified.
Using any uninitialized portion of a texture while drawing yields undefined results.
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