fglTexImage1D(3G)
fglTexImage1D - specify a one-dimensional texture image
Showing IRIX 6.5.30 (default release). Last changed in IRIX 6.5.15.
NAME fglTexImage1D - specify a one-dimensional texture image FORTRAN SPECIFICATION SUBROUTINE fglTexImage1D( INTEGER*4 target, INTEGER*4 level, INTEGER*4 internalformat, INTEGER*4 width, INTEGER*4 border, INTEGER*4 format, INTEGER*4 type, CHARACTER*8 pixels ) PARAMETERS target Specifies the target texture. Must be GL_TEXTURE_1D or GL_PROXY_TEXTURE_1D. 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 number of color components in the texture. Must be 1, 2, 3, or 4, or one of the following symbolic constants: GL_ALPHA, GL_ALPHA4, GL_ALPHA8, GL_ALPHA12, GL_ALPHA16, GL_LUMINANCE, GL_LUMINANCE4, GL_LUMINANCE8, GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4, GL_LUMINANCE6_ALPHA2, GL_LUMINANCE8_ALPHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LUMINANCE16_ALPHA16, GL_INTENSITY, GL_INTENSITY4, GL_INTENSITY8, GL_INTENSITY12, GL_INTENSITY16, GL_RGB, GL_R3_G3_B2, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16, 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 n 2 +2(border) for some integer n. All implementations support texture images that are at least 64 texels wide. The height of the 1D texture image is 1. 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_BGR, GL_RGBA, GL_BGRA, 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, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV. 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. To enable and disable one- dimensional texturing, call fglEnable and fglDisable with argument GL_TEXTURE_1D. Texture images are defined with fglTexImage1D. The arguments describe the parameters of the texture image, such as width, width of the border, level-of-detail number (see fglTexParameter), and the internal resolution and format used to store the image. The last three arguments describe how the image is represented in memory; they are identical to the pixel formats used for fglDrawPixels. If target is GL_PROXY_TEXTURE_1D, 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 sets all of the image state to 0, but does not generate an error (see fglGetError). To query for an entire mipmap array, use an image array level greater than or equal to 1. 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. 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 fglPixelStore). 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 eleven symbolic values: GL_COLOR_INDEX Each element is a single value, a color index. The GL converts it 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 fglPixelTransfer). 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. 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] (see fglPixelTransfer). GL_GREEN Each element is a single green component. The GL converts it to floating point and assembles it into an RGBA element by attaching 0 for red 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] (see fglPixelTransfer). GL_BLUE Each element is a single blue component. The GL converts it to floating point and assembles it into an RGBA element by attaching 0 for red and green, 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] (see fglPixelTransfer). GL_ALPHA Each element is a single alpha component. The GL converts it to floating point and assembles it into an RGBA element by attaching 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 fglPixelTransfer). 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] (see fglPixelTransfer). GL_RGBA GL_BGRA GL_ABGR_EXT Each element contains all four components. 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 fglPixelTransfer). GL_LUMINANCE Each element is a single luminance value. The GL converts it to floating point, then assembles it into an RGBA element by replicating the luminance value three times for red, green, and blue and 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] (see fglPixelTransfer). GL_LUMINANCE_ALPHA Each element is a luminance/alpha pair. The GL converts it to floating point, then assembles it 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 fglPixelTransfer). If an application wants to store the texture at a certain resolution or in a certain format, it can request the resolution and format with internalformat. The GL will choose an internal representation that closely approximates that requested by internalformat, 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 preceding representations.) Use the GL_PROXY_TEXTURE_1D target to try out a resolution and format. The implementation will update and recompute its best match for the requested storage resolution and format. To query this state, call fglGetTexLevelParameter. If the texture cannot be accommodated, texture state is set to 0. A one-component texture image uses only the red component of the RGBA color 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. Normally fglTexImage1D is synchronous: OpenGL executes a fglTexImage1D command in the order it is issued in the OpenGL command stream. Calling fglEnable with parameter GL_ASYNC_TEX_IMAGE_SGIX causes subsequent fglTexImage1D commands to be asynchronous as defined by the SGIX_async extension. An asynchronous fglTexImage1D command samples the OpenGL state vector at the point in the OpenGL command stream where the command is issued, but the results of the command (e.g. availability of texels for use in rasterization) do not happen until some unspecified time in the future. In particular, the order of the asynchronous command relative to other OpenGL commands issued later in the command stream is undefined. An implementation may choose to execute asynchronous commands in parallel with the normal command stream or at some convenient time in the future. Calling fglDisable with parameter GL_ASYNC_TEX_IMAGE_SGIX restores the default synchronous behavior for subsequent fglTexImage1D commands. It does not affect any pending asynchronous fglTexImage commands, or wait for their completion. When an asynchronous fglTexImage1D command is issued, it is associated with the current value of GL_ASYNC_MARKER_SGIX as defined by the SGIX_async extension. A program can determine if an asynchronous fglTexImage1D command has completed by using the fglFinishAsyncSGIX or fglPollAsyncSGIX commands. There is a maximum number of asynchronous fglTexImage commands that can be outstanding at any one time, defined by the implementation. This value can be queried with fglGetIntegerv with argument GL_MAX_ASYNC_TEX_IMAGE_SGIX. NOTES Texturing has no effect in color index mode. If the GL_ARB_imaging extension is supported, RGBA elements may also be processed by the imaging pipeline. The following stages may be applied to an RGBA color before color component clamping to the range [0, 1]: 1. Color component replacement by the color table specified for GL_COLOR_TABLE, if enabled. See fglColorTable. 2. One-dimensional convolution filtering, if enabled. See fglConvolutionFilter1D. If a convolution filter changes the __width of the texture (by processing with a GL_CONVOLUTION_BORDER_MODE of GL_REDUCE, for n example), the width must 2 +2(border), for some integer n, after filtering. 3. RGBA components may be multiplied by GL_POST_CONVOLUTION_c_SCALE, and added to GL_POST_CONVOLUTION_c_BIAS, if enabled. See fglPixelTransfer. 4. Color component replacement by the color table specified for GL_POST_CONVOLUTION_COLOR_TABLE, if enabled. See fglColorTable. 5. Transformation by the color matrix. See fglMatrixMode. 6. RGBA components may be multiplied by GL_POST_COLOR_MATRIX_c_SCALE, and added to GL_POST_COLOR_MATRIX_c_BIAS, if enabled. See fglPixelTransfer. 7. Color component replacement by the color table specified for GL_POST_COLOR_MATRIX_COLOR_TABLE, if enabled. See fglColorTable. The texture image can be represented by the same data formats as the pixels in a fglDrawPixels command, except that GL_STENCIL_INDEX and GL_DEPTH_COMPONENT cannot be used. fglPixelStore and fglPixelTransfer modes affect texture images in exactly the way they affect fglDrawPixels. GL_ABGR_EXT is part of the EXT_abgr extension, not part of the core GL command set. If GL_EXT_abgr is included in the string returned by fglGetString, when called with argument GL_EXTENSIONS, extension EXT_abgr is supported by the connection. GL_PROXY_TEXTURE_1D may be used only if the GL version is 1.1 or greater. Internal formats other than 1, 2, 3, or 4 may be used only if the GL version is 1.1 or greater. In GL version 1.1 or greater, pixels may be a null pointer. In this case texture memory is allocated to accommodate a texture of width width. You can then download subtextures to initialize the texture memory. The image is undefined if the program tries to apply an uninitialized portion of the texture image to a primitive. Formats GL_BGR, and GL_BGRA and types GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV are available only if the GL version is 1.2 or greater. ERRORS GL_INVALID_ENUM is generated if target is not GL_TEXTURE_1D or GL_PROXY_TEXTURE_1D. GL_INVALID_ENUM is generated if 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 if 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 0. GL_INVALID_VALUE may be generated if level is greater than log max, where 2 max is the returned value of GL_MAX_TEXTURE_SIZE. GL_INVALID_VALUE is generated if internalformat is not 1, 2, 3, 4, or one of the accepted resolution and format symbolic constants. GL_INVALID_VALUE is generated if width is less than 0 or greater than 2 + n GL_MAX_TEXTURE_SIZE, or if it cannot be represented as 2 + 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 fglTexImage1D is executed between the execution of fglBegin and the corresponding execution of fglEnd. GL_INVALID_OPERATION is generated if type is one of GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, or GL_UNSIGNED_SHORT_5_6_5_REV and format is not GL_RGB. GL_INVALID_OPERATION is generated if type is one of GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, or GL_UNSIGNED_INT_2_10_10_10_REV and format is not GL_RGBA, GL_BGRA or GL_ABGR_EXT. GL_INVALID_OPERATION is generated if GL_ASYNC_TEX_IMAGE_SGIX is enabled and the number of asynchronous fglTexImage commands that have been issued but not queried (using fglFinishAsyncSGIX or fglPollAsyncSGIX) exceeds GL_MAX_ASYNC_TEX_IMAGE_SGIX. ASSOCIATED GETS fglGetTexImage fglIsEnabled with argument GL_TEXTURE_1D MACHINE DEPENDENCIES The SGIX_async and SGIX_async_pixel extensions are implemented only on Octane2 VPro systems. RealityEngine, RealityEngine2, and VTX systems do not support color matrix transformations on images as they are loaded to or read back from texture memory. RealityEngine, RealityEngine2, and VTX systems do not support convolving images as they are loaded into texture memory. 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. 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. 5. fglTexImage2D with a NULL texture image may not be used inside a display list. 6. GL_INTERLACE_SGIX is not supported (see fglEnable). On High Impact and Maximum Impact systems the number of bits per component, represented internally, 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 on Indigo2 systems do not support texture internal formats of the type GL_INTENSITY or GL_ALPHA, although High Impact and Maximum Impact on Octane systems do support these types. High Impact and Maximum Impact on Indigo2 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_LUMINANCE. Texture borders are not supported on InfiniteReality systems, so the border width should always be zero. Applications should use the texture wrap mode GL_CLAMP_TO_EDGE_SGIS to obtain behavior similar to that of borders. The SGIS_texture_select extension is supported only on InfiniteReality systems, High Impact and Maximum Impact on Octane systems, and High Impact and Maximum Impact on Indigo2 systems with the TRAM option card. On InfiniteReality, RealityEngine, RealityEngine2, and VTX systems, High Impact and Maximum Impact systems, and Octane2 VPro systems, texture objects (see fglBindTextureEXT) are significantly faster than display- listed textures, and therefore are recommended for managing texture memory. SEE ALSO fglColorTable, fglConvolutionFilter1D, fglCopyPixels, fglCopyTexImage1D, fglCopyTexImage2D, fglCopyTexSubImage1D, fglCopyTexSubImage2D, fglCopyTexSubImage3D, fglDrawPixels, fglMatrixMode, fglPixelStore, fglPixelTransfer, fglTexEnv, fglTexGen, fglTexImage2D, fglTexImage3D, fglTexSubImage1D, fglTexSubImage2D, fglTexSubImage3D, fglTexParameter, fglAsyncMarkerSGIX, fglDeleteAsyncMarkersSGIX, fglFinishAsyncSGIX, fglGenAsyncMarkersSGIX, fglIsAsyncMarkerSGIX, fglPollAsyncSGIX