glTexImage3D(3G)
glTexImage3D - specify a three-dimensional texture image
Showing IRIX 6.5.30 (default release). Added in IRIX 6.5.15.
NAME glTexImage3D - specify a three-dimensional texture image C SPECIFICATION void glTexImage3D( 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 or GL_PROXY_TEXTURE_3D. level Specifies the level-of-detail number. Level 0 is the th base image level. Level n is the n 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_R3_G3_B2, GL_RGB, 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, or GL_RGBA16. 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. height Specifies the height of the texture image. Must be m 2 + 2(border) for some integer m. All implementations support texture images that are at least 64 texels high. depth Specifies the depth of the texture image. Must be k 2 + 2(border) for some integer k. All implementations support texture images that are at least 64 texels deep. 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 three- dimensional texturing, call glEnable and glDisable with argument GL_TEXTURE_3D. To define texture images, call glTexImage3D. 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 number of color components provided. The last three arguments describe how the image is represented in memory; they are identical to the pixel formats used for glDrawPixels. If target is GL_PROXY_TEXTURE_3D, 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 glGetError). To query for an entire mipmap array, use an image array level greater than or equal to 1. If target is GL_TEXTURE_3D, 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 glPixelStore). The first element corresponds to the lower left corner of the texture image. Subsequent elements progress left-to-right through the remaining texels in the lowest row of the texture image, and then in successively higher rows of the texture image. The final element corresponds to the upper right corner of the texture image. 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 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. 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 glPixelTransfer). 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 glPixelTransfer). 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 glPixelTransfer). 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 glPixelTransfer). 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 glPixelTransfer). GL_RGBA GL_BGRA 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] (see glPixelTransfer). 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 glPixelTransfer). 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 glPixelTransfer). Refer to the glDrawPixels reference page for a description of the acceptable values for the type parameter. 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 above representations.) Use the GL_PROXY_TEXTURE_3D 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 then query this state, call glGetTexLevelParameter. 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 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. Normally glTexImage3D is synchronous: OpenGL executes a glTexImage3D command in the order it is issued in the OpenGL command stream. Calling glEnable with parameter GL_ASYNC_TEX_IMAGE_SGIX causes subsequent glTexImage3D commands to be asynchronous as defined by the SGIX_async extension. An asynchronous glTexImage3D 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 glDisable with parameter GL_ASYNC_TEX_IMAGE_SGIX restores the default synchronous behavior for subsequent glTexImage3D commands. It does not affect any pending asynchronous glTexImage commands, or wait for their completion. When an asynchronous glTexImage3D 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 glTexImage3D command has completed by using the glFinishAsyncSGIX or glPollAsyncSGIX commands. There is a maximum number of asynchronous glTexImage commands that can be outstanding at any one time, defined by the implementation. This value can be queried with glGetIntegerv with argument GL_MAX_ASYNC_TEX_IMAGE_SGIX. 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. 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 glGetString, when called with argument GL_EXTENSIONS, extension EXT_abgr is supported by the GL. glTexImage3D is available only if the GL version is 1.2 or greater. Internal formats other than 1, 2, 3, or 4 may be used only if the GL version is 1.1 or greater. pixels may be a null pointer. In this case texture memory is allocated to accommodate a texture of width width, height height, and depth depth. You can then download subtextures to initialize this texture memory. The image is undefined if the user 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. 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 glColorTable. 2. Color component replacement by the color table specified for GL_POST_CONVOLUTION_COLOR_TABLE, if enabled. See glColorTable. 3. Transformation by the color matrix. See glMatrixMode. 4. RGBA components may be multiplied by GL_POST_COLOR_MATRIX_c_SCALE, and added to GL_POST_COLOR_MATRIX_c_BIAS, if enabled. See glPixelTransfer. 5. Color component replacement by the color table specified for GL_POST_COLOR_MATRIX_COLOR_TABLE, if enabled. See glColorTable. ERRORS GL_INVALID_ENUM is generated if target is not GL_TEXTURE_3D or GL_PROXY_TEXTURE_3D. 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, height, or depth is less than 0 or greater than 2 + GL_MAX_TEXTURE_SIZE, or if either cannot be k represented as 2 + 2(border) for some integer value of k. GL_INVALID_VALUE is generated if border is not 0 or 1. GL_INVALID_OPERATION is generated if glTexImage3D is executed between the execution of glBegin and the corresponding execution of glEnd. 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 glTexImage commands that have been issued but not queried (using glFinishAsyncSGIX or glPollAsyncSGIX) exceeds GL_MAX_ASYNC_TEX_IMAGE_SGIX. ASSOCIATED GETS glGetTexImage glIsEnabled with argument GL_TEXTURE_3D MACHINE DEPENDENCIES The SGIX_async and SGIX_async_pixel extensions are implemented only on Octane2 VPro systems. 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 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. On Octane2 VPro systems, 3D mipmapping is not supported. However, all OpenGL state related to the GL_TEXTURE_3D target is correctly error- checked and queryable. For example, an incomplete mipmap stack results in disabling 3D texturing, just as if 3D mipmapping were supported. The only restriction is that, during rasterization, only the base level of the texture is sampled. (The GL_TEXTURE_BASE_LEVEL parameter may be used to establish the base level of the texture; it need not be level 0.) For 3D texturing at rasterization time, the mipmapping forms of the GL_TEXTURE_MIN_FILTER parameter are synonymous with the equivalent non- mipmapping form. SEE ALSO glCopyPixels, glCopyTexImage1D, glCopyTexImage2D, glCopyTexSubImage1D, glCopyTexSubImage2D, glCopyTexSubImage3D, glDrawPixels, glPixelStore, glPixelTransfer, glTexEnv, glTexGen, glTexImage1D, glTexImage2D, glTexSubImage1D, glTexSubImage2D, glTexSubImage3D, glTexParameter, glAsyncMarkerSGIX, glDeleteAsyncMarkersSGIX, glFinishAsyncSGIX, glGenAsyncMarkersSGIX, glIsAsyncMarkerSGIX, glPollAsyncSGIX