glTexImage2D(3G)

glTexImage2D - specify a two-dimensional texture image

As shipped in IRIX 6.5.5. Unchanged since IRIX 6.5.

NAME
     glTexImage2D - specify a two-dimensional texture image


C SPECIFICATION
     void glTexImage2D( GLenum target,
                        GLint level,
                        GLint components,
                        GLsizei width,
                        GLsizei height,
                        GLint border,
                        GLenum format,
                        GLenum type,
                        const GLvoid *pixels )


PARAMETERS
     target      Specifies the target texture.  Must be GL_TEXTURE_2D,
                 GL_PROXY_TEXTURE_2D, GL_PROXY_TEXTURE_2D_EXT, or
                 GL_DETAIL_TEXTURE_2D_SGIS.

     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, GL_ALPHA4_EXT,
                 GL_ALPHA8, GL_ALPHA8_EXT, GL_ALPHA12, GL_ALPHA12_EXT,
                 GL_ALPHA16, GL_ALPHA16_EXT, GL_LUMINANCE, GL_LUMINANCE4,
                 GL_LUMINANCE4_EXT, GL_LUMINANCE8, GL_LUMINANCE8_EXT,
                 GL_LUMINANCE12, GL_LUMINANCE12_EXT, GL_LUMINANCE16,
                 GL_LUMINANCE16_EXT, GL_LUMINANCE_ALPHA, GL_LUMINANCE4_ALPHA4,
                 GL_LUMINANCE4_ALPHA4_EXT, GL_LUMINANCE6_ALPHA2,
                 GL_LUMINANCE6_ALPHA2_EXT, GL_LUMINANCE8_ALPHA8,
                 GL_LUMINANCE8_ALPHA8_EXT, GL_LUMINANCE12_ALPHA4,
                 GL_LUMINANCE12_ALPHA4_EXT, GL_LUMINANCE12_ALPHA12,
                 GL_LUMINANCE12_ALPHA12_EXT, GL_LUMINANCE16_ALPHA16,
                 GL_LUMINANCE16_ALPHA16_EXT, GL_INTENSITY, GL_INTENSITY_EXT,
                 GL_INTENSITY4, GL_INTENSITY4_EXT, GL_INTENSITY8,
                 GL_INTENSITY8_EXT, GL_INTENSITY12, GL_INTENSITY12_EXT,
                 GL_INTENSITY16, GL_INTENSITY16_EXT, GL_RGB, GL_R3_G3_B2,
                 GL_RGB2_EXT, GL_RGB4, GL_RGB4_EXT, GL_RGB5, GL_RGB5_EXT,
                 GL_RGB8, GL_RGB8_EXT, GL_RGB10, GL_RGB10_EXT, GL_RGB12,
                 GL_RGB12_EXT, GL_RGB16, GL_RGB16_EXT, GL_RGBA, GL_RGBA2,
                 GL_RGBA2_EXT, GL_RGBA4, GL_RGBA4_EXT, GL_RGB5_A1,
                 GL_RGB5_A1_EXT, GL_RGBA8, GL_RGB10_A2, GL_RGB10_A2_EXT,
                 GL_RGBA12, GL_RGBA12_EXT, GL_RGBA16, GL_RGBA16_EXT,
                 GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16_SGIX,
                 GL_DEPTH_COMPONENT24_SGIX, GL_DEPTH_COMPONENT32_SGIX,
                 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.

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

     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, GL_LUMINANCE_ALPHA, and GL_DEPTH_COMPONENT.

     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.  Two-dimensional texturing is
     enabled and disabled using glEnable and glDisable with argument
     GL_TEXTURE_2D.

     Texture images are defined with glTexImage2D. The arguments describe the
     parameters of the texture image, such as height, 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_2D or GL_PROXY_TEXTURE_2D_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_INTERNAL_FORMAT, GL_TEXTURE_COMPONENTS, GL_TEXTURE_RED_SIZE,
     GL_TEXTURE_RED_SIZE_EXT, GL_TEXTURE_GREEN_SIZE,
     GL_TEXTURE_GREEN_SIZE_EXT, GL_TEXTURE_BLUE_SIZE,
     GL_TEXTURE_BLUE_SIZE_EXT, GL_TEXTURE_ALPHA_SIZE,
     GL_TEXTURE_ALPHA_SIZE_EXT, GL_TEXTURE_LUMINANCE_SIZE,
     GL_TEXTURE_LUMINANCE_SIZE_EXT, GL_TEXTURE_INTENSITY_SIZE), and
     GL_TEXTURE_INTENSITY_SIZE_EXT), but no error will be generated.

     If target is GL_TEXTURE_2D or GL_DETAIL_TEXTURE_2D_SGIS, 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.)

     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.

     When GL_INTERLACE_SGIX is enabled, only rows (0,2,4,...) of the texture
     image (where the border is considered part of the texture image) are
     defined.  Rows (1,3,5,...) are left undefined and can only be defined
     using glTexSubImage2D, glTexSubImage2DEXT, glCopyTexSubImage2D or
     glCopyTexSubImage2DEXT.

     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.

     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: first red, then green, and then
               blue.  It is converted to floating point and assembled into an
               RGBA element by attaching 1.0 for alpha.

     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 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_2D or GL_PROXY_TEXTURE_2D_EXT target can be used to
     try out a particular 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.  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.

     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.

     When components is set to GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16_SGIX,
     GL_DEPTH_COMPONENT24_SGIX, or GL_DEPTH_COMPONENT32_SGIX, and format has
     the value GL_DEPTH_COMPONENT, glTexImage2D defines a depth texture that
     can be used for shadow mapping.  See glIntro and glTexParameter for more
     information.

NOTES
     Texturing has no effect in color index mode.

     glPixelStore and glPixelTransfer modes affect texture images in exactly
     the way they affect glDrawPixels.  glTexImage2D and GL_PROXY_TEXTURE_2D
     are only available if the GL version is 1.1 or greater.

     Internal formats other than 1, 2, 3, or 4 may only be used 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 and
     height height.  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.

     abgr is supported only when the extensions string contains GL_EXT_abgr.

     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 one of the allowable
     values.

     GL_INVALID_ENUM is generated when format is not an accepted format.

     GL_INVALID_ENUM is generated when type is not an accepted type.

     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 symbolic constants.

     GL_INVALID_VALUE is generated if width or height is less than zero,
     greater than 2+GL_MAX_TEXTURE_SIZE, when width 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 glTexImage2D is executed between the
     execution of glBegin and the corresponding execution of glEnd.

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

     GL_INVALID_VALUE is generated if target is GL_DETAIL_TEXTURE_2D_SGIS and
     level is not zero.

     GL_INVALID_VALUE is generated if target is GL_DETAIL_TEXTURE_2D_SGIS and
     border is not zero.

ASSOCIATED GETS
     glGetTexImage
     glIsEnabled with argument GL_TEXTURE_2D
     glGetTexLevelParameter with a first argument of GL_PROXY_TEXTURE_2D or
     GL_PROXY_TEXTURE_2D_EXT and a third argument of GL_TEXTURE_RED_SIZE,
     GL_TEXTURE_RED_SIZE_EXT, GL_TEXTURE_GREEN_SIZE,
     GL_TEXTURE_GREEN_SIZE_EXT, GL_TEXTURE_BLUE_SIZE,
     GL_TEXTURE_BLUE_SIZE_EXT, GL_TEXTURE_ALPHA_SIZE,
     GL_TEXTURE_ALPHA_SIZE_EXT, GL_TEXTURE_LUMINANCE_SIZE,
     GL_TEXTURE_LUMINANCE_SIZE_EXT, GL_TEXTURE_INTENSITY_SIZE,
     GL_TEXTURE_INTENSITY_SIZE_EXT, GL_TEXTURE_WIDTH, GL_TEXTURE_HEIGHT,
     GL_TEXTURE_BORDER, GL_TEXTURE_INTERNAL_FORMAT, or GL_TEXTURE_COMPONENTS.



MACHINE DEPENDENCIES
     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.

     On RealityEngine, RealityEngine2, and VTX systems the width and height of
     a detail texture must both be 256. On High Impact and Maximum Impact
     systems, detail texture size must be 128x128 or 256x256.

     Detail texturing acts as if the mipmap stack were extended by a number of
     levels equal to the absolute value of the GL_DETAIL_TEXTURE_LEVEL_SGIS
     parameter.  The number of normal mipmap levels plus the number of detail
     levels must not exceed the maximum number of levels that can be supported
     on the hardware.  For example, on InfiniteReality systems the maximum
     number of levels is 15.  A detail texture at level -4 could be supported
     on a base texture of size 2K (that is, a base texture with 11 levels) but
     not on a base texture that is larger than 2K (one with 12 or more
     levels).  Failure to observe this constraint causes detail textures to
     swim or jitter.

     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, on RealityEngine, RealityEngine2, and VTX systems, and on O2
     systems.

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

          6.  GL_INTERLACE_SGIX is not supported (see glEnable).

     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, and
     High Impact and Maximum Impact systems, texture objects (see
     glBindTextureEXT) are significantly faster than display-listed textures,
     and therefore are recommended for managing texture memory.


SEE ALSO
     glConvolutionFilter2DEXT, glDetailTexFuncSGIS, glDrawPixels, glFog,
     glEnable, glHistogramEXT, glMinmaxEXT, glPixelStore, glPixelTransfer,
     glSeparableFilter2DEXT, glTexEnv, glTexGen, glTexImage1D, glTexParameter.