Name

glTexImage1D - specify a one-dimensional texture image

Python Specification

glTexImage1D
	glTexImage1D(target, level, internalFormat, width, border, format, type, pixels) -> None
glTexImage1Db
	glTexImage1Db(target, level, internalFormat, border, format, pixels[] | pixels[][]) -> None
glTexImage1Df
	glTexImage1Df(target, level, internalFormat, border, format, pixels[] | pixels[][]) -> None
glTexImage1Di
	glTexImage1Di(target, level, internalFormat, border, format, pixels[] | pixels[][]) -> None
glTexImage1Ds
	glTexImage1Ds(target, level, internalFormat, border, format, pixels[] | pixels[][]) -> None
glTexImage1Dub
	glTexImage1Dub(target, level, internalFormat, border, format, pixels[] | pixels[][]) -> None
glTexImage1Dui
	glTexImage1Dui(target, level, internalFormat, border, format, pixels[] | pixels[][]) -> None
glTexImage1Dus
	glTexImage1Dus(target, level, internalFormat, border, format, pixels[] | pixels[][]) -> None

C Specification

void glTexImage1D( GLenum target,
                   GLint level,
                   GLint internalformat,
                   GLsizei width,
                   GLint border,
                   GLenum format,
                   GLenum type,
                   const GLvoid *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, or GL_RGBA16.

width		  Specifies the	width of the texture image.
                Must be 2n+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_RGBA, 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, and GL_FLOAT.

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 glEnable
and glDisable	with argument GL_TEXTURE_1D.

Texture images are defined with glTexImage1D.	 The arguments
describe the parameters of the texture image,	such as	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 how
the image is represented in memory; they are identical to
the pixel formats used for glDrawPixels.

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
glGetError). 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 glPixelStore).

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 nine 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    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   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
          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).

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 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.

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_PROXY_TEXTURE_1D may only be used 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. 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.

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 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 + GL_MAX_TEXTURE_SIZE,	or if it cannot	be
represented as 2n+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 glTexImage1D is
executed between the execution of glBegin and	the
corresponding	execution of glEnd.

Associated Gets

glGetTexImage	glIsEnabled with argument GL_TEXTURE_1D

See Also

glCopyPixels,	glCopyTexImage1D, glCopyTexImage2D,
glCopyTexSubImage1D, glCopyTexSubImage2D, glDrawPixels,
glPixelStore,	glPixelTransfer, glTexEnv, glTexGen,
glTexImage2D,	glTexSubImage1D, glTexSubImage2D,
glTexParameter

:: Documentation :: References :: GL ::
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