<HTML> <BODY> <PRE> <STRONG>NAME</STRONG> <STRONG>glCopyTexSubImage1D</STRONG> - copy a one-dimensional texture subimage <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG> void <STRONG>glCopyTexSubImage1D</STRONG>( GLenum <EM>target</EM>, GLint <EM>level</EM>, GLint <EM>xoffset</EM>, GLint <EM>x</EM>, GLint <EM>y</EM>, GLsizei <EM>width</EM> ) <STRONG>PARAMETERS</STRONG> <EM>target</EM> Specifies the target texture. Must be <STRONG>GL_TEXTURE_1D</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>xoffset</EM> Specifies the texel offset within the texture array. <EM>x</EM>, <EM>y</EM> Specify the window coordinates of the left corner of the row of pixels to be copied. <EM>width</EM> Specifies the width of the texture subimage. <STRONG>DESCRIPTION</STRONG> <STRONG>glCopyTexSubImage1D</STRONG> replaces a portion of a one-dimensional texture image with pixels from the current <STRONG>GL_READ_BUFFER</STRONG> (rather than from main memory, as is the case for <STRONG>glTexSubImage1D</STRONG>). The screen-aligned pixel row with left corner at (<EM>x</EM>, <EM>y</EM>), and with length <EM>width</EM> replaces the portion of the texture array with x indices <EM>xoffset</EM> through xoffset + width - 1, inclusive. The destination in the texture array may not include any texels outside the texture array as it was originally specified. The pixels in the row are processed exactly as if <STRONG>glCopyPixels</STRONG> had been called, but the process stops just before final conversion. At this point all pixel component values are clamped to the range [0, 1] and then converted to the texture's internal format for storage in the texel array. It is not an error to specify a subtexture with zero width, but such a specification has no effect. If any of the pixels within the specified row of the current <STRONG>GL_READ_BUFFER</STRONG> are outside the read window associated with the current rendering context, then the values obtained for those pixels are undefined. No change is made to the <EM>internalformat</EM>, <EM>width</EM>, or <EM>border</EM> parameters of the specified texture array or to texel values outside the specified subregion. <STRONG>NOTES</STRONG> <STRONG>glCopyTexSubImage1D</STRONG> is available only if the GL version is 1.1 or greater. Texturing has no effect in color index mode. <STRONG>glPixelStore</STRONG> and <STRONG>glPixelTransfer</STRONG> modes affect texture images in exactly the way they affect <STRONG>glDrawPixels</STRONG>. <STRONG>ERRORS</STRONG> <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>target</EM> is not <STRONG>GL_TEXTURE_1D</STRONG>. <STRONG>GL_INVALID_OPERATION</STRONG> is generated if the texture array has not been defined by a previous <STRONG>glTexImage1D</STRONG> or <STRONG>glCopyTexImage1D</STRONG> operation. <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>>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>y</EM> < -b or if <EM>width</EM> < -b, where b is the border width of the texture array. <STRONG>GL_INVALID_VALUE</STRONG> is generated if xoffset < -b, or (xoffset + width) > (w-b), where w is the <STRONG>GL_TEXTURE_WIDTH</STRONG>, and b is the <STRONG>GL_TEXTURE_BORDER</STRONG> of the texture image being modified. Note that w includes twice the border width. <STRONG>ASSOCIATED</STRONG> <STRONG>GETS</STRONG> <STRONG>glGetTexImage</STRONG> <STRONG>glIsEnabled</STRONG> with argument <STRONG>GL_TEXTURE_1D</STRONG> <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG> <STRONG>glCopyPixels</STRONG>, <STRONG>glCopyTexImage1D</STRONG>, <STRONG>glCopyTexImage2D</STRONG>, <STRONG>glCopyTexSubImage2D</STRONG>, <STRONG>glPixelStore</STRONG>, <STRONG>glPixelTransfer</STRONG>, <STRONG>glTexEnv</STRONG>, <STRONG>glTexGen</STRONG>, <STRONG>glTexImage1D</STRONG>, <STRONG>glTexImage2D</STRONG>, <STRONG>glTexParameter</STRONG>, <STRONG>glTexSubImage1D</STRONG>, <STRONG>glTexSubImage2D</STRONG> </PRE> </BODY> </HTML>