<HTML> <BODY> <PRE> <STRONG>NAME</STRONG> <STRONG>glTexImage2D</STRONG> - specify a two-dimensional texture image <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG> void <STRONG>glTexImage2D</STRONG>( GLenum <EM>target</EM>, GLint <EM>level</EM>, GLint <EM>internalformat</EM>, GLsizei <EM>width</EM>, GLsizei <EM>height</EM>, GLint <EM>border</EM>, GLenum <EM>format</EM>, GLenum <EM>type</EM>, const GLvoid *<EM>pixels</EM> ) <STRONG>PARAMETERS</STRONG> <EM>target</EM> Specifies the target texture. Must be <STRONG>GL_TEXTURE_2D</STRONG> or <STRONG>GL_PROXY_TEXTURE_2D</STRONG>. <EM>level</EM> Specifies the level-of-detail number. Level 0 is the base image level. Level <EM>n</EM> is the <EM>n</EM>th mipmap reduction image. <EM>internalformat</EM> Specifies the number of color components in the texture. Must be 1, 2, 3, or 4, or one of the following symbolic constants: <STRONG>GL_ALPHA</STRONG>, <STRONG>GL_ALPHA4</STRONG>, <STRONG>GL_ALPHA8</STRONG>, <STRONG>GL_ALPHA12</STRONG>, <STRONG>GL_ALPHA16</STRONG>, <STRONG>GL_LUMINANCE</STRONG>, <STRONG>GL_LUMINANCE4</STRONG>, <STRONG>GL_LUMINANCE8</STRONG>, <STRONG>GL_LUMINANCE12</STRONG>, <STRONG>GL_LUMINANCE16</STRONG>, <STRONG>GL_LUMINANCE_ALPHA</STRONG>, <STRONG>GL_LUMINANCE4_ALPHA4</STRONG>, <STRONG>GL_LUMINANCE6_ALPHA2</STRONG>, <STRONG>GL_LUMINANCE8_ALPHA8</STRONG>, <STRONG>GL_LUMINANCE12_ALPHA4</STRONG>, <STRONG>GL_LUMINANCE12_ALPHA12</STRONG>, <STRONG>GL_LUMINANCE16_ALPHA16</STRONG>, <STRONG>GL_INTENSITY</STRONG>, <STRONG>GL_INTENSITY4</STRONG>, <STRONG>GL_INTENSITY8</STRONG>, <STRONG>GL_INTENSITY12</STRONG>, <STRONG>GL_INTENSITY16</STRONG>, <STRONG>GL_R3_G3_B2</STRONG>, <STRONG>GL_RGB</STRONG>, <STRONG>GL_RGB4</STRONG>, <STRONG>GL_RGB5</STRONG>, <STRONG>GL_RGB8</STRONG>, <STRONG>GL_RGB10</STRONG>, <STRONG>GL_RGB12</STRONG>, <STRONG>GL_RGB16</STRONG>, <STRONG>GL_RGBA</STRONG>, <STRONG>GL_RGBA2</STRONG>, <STRONG>GL_RGBA4</STRONG>, <STRONG>GL_RGB5_A1</STRONG>, <STRONG>GL_RGBA8</STRONG>, <STRONG>GL_RGB10_A2</STRONG>, <STRONG>GL_RGBA12</STRONG>, or <STRONG>GL_RGBA16</STRONG>. <EM>width</EM> 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. <EM>height</EM> Specifies the height of the texture image. Must be 2m+2(border) for some integer m. All implementations support texture images that are at least 64 texels high. <EM>border</EM> Specifies the width of the border. Must be either 0 or 1. <EM>format</EM> Specifies the format of the pixel data. The following symbolic values are accepted: <STRONG>GL_COLOR_INDEX</STRONG>, <STRONG>GL_RED</STRONG>, <STRONG>GL_GREEN</STRONG>, <STRONG>GL_BLUE</STRONG>, <STRONG>GL_ALPHA</STRONG>, <STRONG>GL_RGB</STRONG>, <STRONG>GL_RGBA</STRONG>, <STRONG>GL_LUMINANCE</STRONG>, and <STRONG>GL_LUMINANCE_ALPHA</STRONG>. <EM>type</EM> Specifies the data type of the pixel data. The following symbolic values are accepted: <STRONG>GL_UNSIGNED_BYTE</STRONG>, <STRONG>GL_BYTE</STRONG>, <STRONG>GL_BITMAP</STRONG>, <STRONG>GL_UNSIGNED_SHORT</STRONG>, <STRONG>GL_SHORT</STRONG>, <STRONG>GL_UNSIGNED_INT</STRONG>, <STRONG>GL_INT</STRONG>, and <STRONG>GL_FLOAT</STRONG>. <EM>pixels</EM> Specifies a pointer to the image data in memory. <STRONG>DESCRIPTION</STRONG> Texturing maps a portion of a specified texture image onto each graphical primitive for which texturing is enabled. To enable and disable two-dimensional texturing, call <STRONG>glEnable</STRONG> and <STRONG>glDisable</STRONG> with argument <STRONG>GL_TEXTURE_2D</STRONG>. To define texture images, call <STRONG>glTexImage2D</STRONG>. The arguments describe the parameters of the texture image, such as height, width, width of the border, level-of-detail number (see <STRONG>glTexParameter</STRONG>), 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 <STRONG>glDrawPixels</STRONG>. If <EM>target</EM> is <STRONG>GL_PROXY_TEXTURE_2D</STRONG>, no data is read from <EM>pixels</EM>, 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 <STRONG>glGetError</STRONG>). To query for an entire mipmap array, use an image array level greater than or equal to 1. If <EM>target</EM> is <STRONG>GL_TEXTURE_2D</STRONG>, data is read from <EM>pixels</EM> as a sequence of signed or unsigned bytes, shorts, or longs, or single-precision floating-point values, depending on <EM>type</EM>. These values are grouped into sets of one, two, three, or four values, depending on <EM>format</EM>, to form elements. If <EM>type</EM> is <STRONG>GL_BITMAP</STRONG>, the data is considered as a string of unsigned bytes (and <EM>format</EM> must be <STRONG>GL_COLOR_INDEX</STRONG>). Each data byte is treated as eight 1-bit elements, with bit ordering determined by <STRONG>GL_UNPACK_LSB_FIRST</STRONG> (see <STRONG>glPixelStore</STRONG>). 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. <EM>format</EM> determines the composition of each element in <EM>pixels</EM>. It can assume one of nine symbolic values: <STRONG>GL_COLOR_INDEX</STRONG> 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 <STRONG>GL_INDEX_SHIFT</STRONG>, and added to <STRONG>GL_INDEX_OFFSET</STRONG> (see <STRONG>glPixelTransfer</STRONG>). The resulting index is converted to a set of color components using the <STRONG>GL_PIXEL_MAP_I_TO_R</STRONG>, <STRONG>GL_PIXEL_MAP_I_TO_G</STRONG>, <STRONG>GL_PIXEL_MAP_I_TO_B</STRONG>, and <STRONG>GL_PIXEL_MAP_I_TO_A</STRONG> tables, and clamped to the range [0,1]. <STRONG>GL_RED</STRONG> 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 <STRONG>GL_c_SCALE</STRONG>, added to the signed bias <STRONG>GL_c_BIAS</STRONG>, and clamped to the range [0,1] (see <STRONG>glPixelTransfer</STRONG>). <STRONG>GL_GREEN</STRONG> 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 <STRONG>GL_c_SCALE</STRONG>, added to the signed bias <STRONG>GL_c_BIAS</STRONG>, and clamped to the range [0,1] (see <STRONG>glPixelTransfer</STRONG>). <STRONG>GL_BLUE</STRONG> 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 <STRONG>GL_c_SCALE</STRONG>, added to the signed bias <STRONG>GL_c_BIAS</STRONG>, and clamped to the range [0,1] (see <STRONG>glPixelTransfer</STRONG>). <STRONG>GL_ALPHA</STRONG> 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 <STRONG>GL_c_SCALE</STRONG>, added to the signed bias <STRONG>GL_c_BIAS</STRONG>, and clamped to the range [0,1] (see <STRONG>glPixelTransfer</STRONG>). <STRONG>GL_RGB</STRONG> 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 <STRONG>GL_c_SCALE</STRONG>, added to the signed bias <STRONG>GL_c_BIAS</STRONG>, and clamped to the range [0,1] (see <STRONG>glPixelTransfer</STRONG>). <STRONG>GL_RGBA</STRONG> Each element contains all four components. Each component is multiplied by the signed scale factor <STRONG>GL_c_SCALE</STRONG>, added to the signed bias <STRONG>GL_c_BIAS</STRONG>, and clamped to the range [0,1] (see <STRONG>glPixelTransfer</STRONG>). <STRONG>GL_LUMINANCE</STRONG> 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 <STRONG>GL_c_SCALE</STRONG>, added to the signed bias <STRONG>GL_c_BIAS</STRONG>, and clamped to the range [0,1] (see <STRONG>glPixelTransfer</STRONG>). <STRONG>GL_LUMINANCE_ALPHA</STRONG> 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 <STRONG>GL_c_SCALE</STRONG>, added to the signed bias <STRONG>GL_c_BIAS</STRONG>, and clamped to the range [0,1] (see <STRONG>glPixelTransfer</STRONG>). Refer to the <STRONG>glDrawPixels</STRONG> reference page for a description of the acceptable values for the <EM>type</EM> 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 <EM>internalformat</EM>. The GL will choose an internal representation that closely approximates that requested by <EM>internalformat</EM>, but it may not match exactly. (The representations specified by <STRONG>GL_LUMINANCE</STRONG>, <STRONG>GL_LUMINANCE_ALPHA</STRONG>, <STRONG>GL_RGB</STRONG>, and <STRONG>GL_RGBA</STRONG> must match exactly. The numeric values 1, 2, 3, and 4 may also be used to specify the above representations.) Use the <STRONG>GL_PROXY_TEXTURE_2D</STRONG> 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 <STRONG>glGetTexLevelParameter</STRONG>. 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 <EM>pixels</EM>. 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. <STRONG>NOTES</STRONG> Texturing has no effect in color index mode. The texture image can be represented by the same data formats as the pixels in a <STRONG>glDrawPixels</STRONG> command, except that <STRONG>GL_STENCIL_INDEX</STRONG> and <STRONG>GL_DEPTH_COMPONENT</STRONG> cannot be used. <STRONG>glPixelStore</STRONG> and <STRONG>glPixelTransfer</STRONG> modes affect texture images in exactly the way they affect <STRONG>glDrawPixels</STRONG>. <STRONG>glTexImage2D</STRONG> and <STRONG>GL_PROXY_TEXTURE_2D</STRONG> 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, <EM>pixels</EM> may be a null pointer. In this case texture memory is allocated to accommodate a texture of width <EM>width</EM> and height <EM>height</EM>. 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. <STRONG>ERRORS</STRONG> <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>target</EM> is not <STRONG>GL_TEXTURE_2D</STRONG> or <STRONG>GL_PROXY_TEXTURE_2D</STRONG>. <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>format</EM> is not an accepted format constant. Format constants other than <STRONG>GL_STENCIL_INDEX</STRONG> and <STRONG>GL_DEPTH_COMPONENT</STRONG> are accepted. <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>type</EM> is not a type constant. <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>type</EM> is <STRONG>GL_BITMAP</STRONG> and <EM>format</EM> is not <STRONG>GL_COLOR_INDEX</STRONG>. <STRONG>GL_INVALID_VALUE</STRONG> is generated if <EM>level</EM> is less than 0. <STRONG>GL_INVALID_VALUE</STRONG> may be generated if <EM>level</EM> is greater than log <EM>max</EM>, where <EM>max</EM> is the returned value of <STRONG>GL_MAX_TEXTURE_SIZE</STRONG>. <STRONG>GL_INVALID_VALUE</STRONG> is generated if <EM>internalformat</EM> is not 1, 2, 3, 4, or one of the accepted resolution and format symbolic constants. <STRONG>GL_INVALID_VALUE</STRONG> is generated if <EM>width</EM> or <EM>height</EM> is less than 0 or greater than 2 + <STRONG>GL_MAX_TEXTURE_SIZE</STRONG>, or if either cannot be represented as 2k+2(border) for some integer value of <EM>k</EM>. <STRONG>GL_INVALID_VALUE</STRONG> is generated if <EM>border</EM> is not 0 or 1. <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glTexImage2D</STRONG> is executed between the execution of <STRONG>glBegin</STRONG> and the corresponding execution of <STRONG>glEnd</STRONG>. <STRONG>ASSOCIATED</STRONG> <STRONG>GETS</STRONG> <STRONG>glGetTexImage</STRONG> <STRONG>glIsEnabled</STRONG> with argument <STRONG>GL_TEXTURE_2D</STRONG> <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG> <STRONG>glCopyPixels</STRONG>, <STRONG>glCopyTexImage1D</STRONG>, <STRONG>glCopyTexImage2D</STRONG>, <STRONG>glCopyTexSubImage1D</STRONG>, <STRONG>glCopyTexSubImage2D</STRONG>, <STRONG>glDrawPixels</STRONG>, <STRONG>glPixelStore</STRONG>, <STRONG>glPixelTransfer</STRONG>, <STRONG>glTexEnv</STRONG>, <STRONG>glTexGen</STRONG>, <STRONG>glTexImage1D</STRONG>, <STRONG>glTexSubImage1D</STRONG>, <STRONG>glTexSubImage2D</STRONG>, <STRONG>glTexParameter</STRONG> </PRE> </BODY> </HTML>