glTexImage3D â specify a three-dimensional texture image
C Specificationvoid glTexImage3D(
GLenum target, Â GLint level, Â GLint internalFormat, Â GLsizei width, Â GLsizei height, Â GLsizei depth, Â GLint border, Â GLenum format, Â GLenum type, Â const void * data)
;
Â
Parameterstarget
Specifies the target texture. Must be one of GL_TEXTURE_3D
or GL_TEXTURE_2D_ARRAY
.
level
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the n th mipmap reduction image.
internalFormat
Specifies the number of color components in the texture. Must be one of base internal formats given in Table 1, or one of the sized internal formats given in Table 2, below.
width
Specifies the width of the texture image. All implementations support 3D texture images that are at least 256 texels wide.
height
Specifies the height of the texture image. All implementations support 3D texture images that are at least 256 texels high.
depth
Specifies the depth of the texture image, or the number of layers in a texture array. All implementations support 3D texture images that are at least 256 texels deep, and texture arrays that are at least 256 layers deep.
border
This value must be 0.
format
Specifies the format of the pixel data. The following symbolic values are accepted: GL_RED
, GL_RED_INTEGER
, GL_RG
, GL_RG_INTEGER
, GL_RGB
, GL_RGB_INTEGER
, GL_RGBA
, GL_RGBA_INTEGER
, GL_DEPTH_COMPONENT
, GL_DEPTH_STENCIL
, GL_LUMINANCE_ALPHA
, GL_LUMINANCE
, and GL_ALPHA
,
type
Specifies the data type of the pixel data. The following symbolic values are accepted: GL_UNSIGNED_BYTE
, GL_BYTE
, GL_UNSIGNED_SHORT
, GL_SHORT
, GL_UNSIGNED_INT
, GL_INT
, GL_HALF_FLOAT
, GL_FLOAT
, GL_UNSIGNED_SHORT_5_6_5
, GL_UNSIGNED_SHORT_4_4_4_4
, GL_UNSIGNED_SHORT_5_5_5_1
, GL_UNSIGNED_INT_2_10_10_10_REV
, GL_UNSIGNED_INT_10F_11F_11F_REV
, GL_UNSIGNED_INT_5_9_9_9_REV
, GL_UNSIGNED_INT_24_8
, and GL_FLOAT_32_UNSIGNED_INT_24_8_REV
.
data
Specifies a pointer to the image data in memory.
Texturing allows elements of an image array to be read by shaders.
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.
If target
is GL_TEXTURE_3D
, data is read from data
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 a non-zero named buffer object is bound to the GL_PIXEL_UNPACK_BUFFER
target (see glBindBuffer) while a texture image is specified, data
is treated as a byte offset into the buffer object's data store.
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 data
. It can assume one of these symbolic values:
GL_RED
Each element is a single red component. For fixed point normalized components, the GL converts it to floating point, clamps to the range [0,1], and assembles it into an RGBA element by attaching 0.0 for green and blue, and 1.0 for alpha.
GL_RED_INTEGER
Each element is a single red component. The GL performs assembles it into an RGBA element by attaching 0 for green and blue, and 1 for alpha.
GL_RG
Each element is a red/green double. For fixed point normalized components, the GL converts each component to floating point, clamps to the range [0,1], and assembles them into an RGBA element by attaching 0.0 for blue, and 1.0 for alpha.
GL_RG_INTEGER
Each element is a red/green double. The GL assembles them into an RGBA element by attaching 0 for blue, and 1 for alpha.
GL_RGB
Each element is an RGB triple. For fixed point normalized components, the GL converts each component to floating point, clamps to the range [0,1], and assembles them into an RGBA element by attaching 1.0 for alpha.
GL_RGB_INTEGER
Each element is an RGB triple. The GL assembles them into an RGBA element by attaching 1 for alpha.
GL_RGBA
Each element contains all four components. For fixed point normalized components, the GL converts each component to floating point and clamps them to the range [0,1].
GL_RGBA_INTEGER
Each element contains all four components.
GL_DEPTH_COMPONENT
Each element is a single depth value. The GL converts it to floating point, and clamps to the range [0,1].
GL_DEPTH_STENCIL
Each element is a pair of depth and stencil values. The depth component of the pair is interpreted as in GL_DEPTH_COMPONENT
. The stencil component is interpreted based on specified the depth + stencil internal format.
GL_LUMINANCE_ALPHA
Each element is an luminance/alpha double. The GL converts each component to floating point, clamps to the range [0,1], and assembles them into an RGBA element by placing the luminance value in the red, green and blue channels.
GL_LUMINANCE
Each element is a single luminance component. The GL converts it to floating point, clamps to the range [0,1], and assembles it into an RGBA element by placing the luminance value in the red, green and blue channels, and attaching 1.0 to the alpha channel.
GL_ALPHA
Each element is a single alpha component. The GL converts it to floating point, clamps to the range [0,1], and assembles it into an RGBA element by placing attaching 0.0 to the red, green and blue channels.
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 with least the internal component sizes, and exactly the component types shown for that format, although it may not match exactly.
internalFormat
may be one of the unsized (base) internal formats shown, together with valid format
and type
combinations, in Table 1, below
Table 1. Unsized Internal Formats
Unsized Internal Format Format Type RGBA and Luminance Values Internal ComponentsGL_RGB
GL_RGB
GL_UNSIGNED_BYTE
, GL_UNSIGNED_SHORT_5_6_5
Red, Green, Blue R, G, B GL_RGBA
GL_RGBA
GL_UNSIGNED_BYTE
, GL_UNSIGNED_SHORT_4_4_4_4
, GL_UNSIGNED_SHORT_5_5_5_1
Red, Green, Blue, Alpha R, G, B, A GL_LUMINANCE_ALPHA
GL_LUMINANCE_ALPHA
GL_UNSIGNED_BYTE
Luminance, Alpha L, A GL_LUMINANCE
GL_LUMINANCE
GL_UNSIGNED_BYTE
Luminance L GL_ALPHA
GL_ALPHA
GL_UNSIGNED_BYTE
Alpha A
internalFormat
may also be one of the sized internal formats shown, together with valid format
and type
combinations, in Table 2, below
Table 2. Sized Internal Formats
Sized Internal Format Format Type Red Bits Green Bits Blue Bits Alpha Bits Shared Bits Color renderable Texture filterableGL_R8
GL_RED
GL_UNSIGNED_BYTE
8 Â Â Â Â Y Y GL_R8_SNORM
GL_RED
GL_BYTE
s8 Â Â Â Â Â Y GL_R16F
GL_RED
GL_HALF_FLOAT
,GL_FLOAT
f16 Â Â Â Â Â Y GL_R32F
GL_RED
GL_FLOAT
f32 Â Â Â Â Â Â GL_R8UI
GL_RED_INTEGER
GL_UNSIGNED_BYTE
ui8 Â Â Â Â Y Â GL_R8I
GL_RED_INTEGER
GL_BYTE
i8 Â Â Â Â Y Â GL_R16UI
GL_RED_INTEGER
GL_UNSIGNED_SHORT
ui16 Â Â Â Â Y Â GL_R16I
GL_RED_INTEGER
GL_SHORT
i16 Â Â Â Â Y Â GL_R32UI
GL_RED_INTEGER
GL_UNSIGNED_INT
ui32 Â Â Â Â Y Â GL_R32I
GL_RED_INTEGER
GL_INT
i32 Â Â Â Â Y Â GL_RG8
GL_RG
GL_UNSIGNED_BYTE
8 8 Â Â Â Y Y GL_RG8_SNORM
GL_RG
GL_BYTE
s8 s8 Â Â Â Â Y GL_RG16F
GL_RG
GL_HALF_FLOAT
,GL_FLOAT
f16 f16 Â Â Â Â Y GL_RG32F
GL_RG
GL_FLOAT
f32 f32 Â Â Â Â Â GL_RG8UI
GL_RG_INTEGER
GL_UNSIGNED_BYTE
ui8 ui8 Â Â Â Y Â GL_RG8I
GL_RG_INTEGER
GL_BYTE
i8 i8 Â Â Â Y Â GL_RG16UI
GL_RG_INTEGER
GL_UNSIGNED_SHORT
ui16 ui16 Â Â Â Y Â GL_RG16I
GL_RG_INTEGER
GL_SHORT
i16 i16 Â Â Â Y Â GL_RG32UI
GL_RG_INTEGER
GL_UNSIGNED_INT
ui32 ui32 Â Â Â Y Â GL_RG32I
GL_RG_INTEGER
GL_INT
i32 i32 Â Â Â Y Â GL_RGB8
GL_RGB
GL_UNSIGNED_BYTE
8 8 8 Â Â Y Y GL_SRGB8
GL_RGB
GL_UNSIGNED_BYTE
8 8 8 Â Â Â Y GL_RGB565
GL_RGB
GL_UNSIGNED_BYTE
, GL_UNSIGNED_SHORT_5_6_5
5 6 5 Â Â Y Y GL_RGB8_SNORM
GL_RGB
GL_BYTE
s8 s8 s8 Â Â Â Y GL_R11F_G11F_B10F
GL_RGB
GL_UNSIGNED_INT_10F_11F_11F_REV
, GL_HALF_FLOAT
, GL_FLOAT
f11 f11 f10 Â Â Â Y GL_RGB9_E5
GL_RGB
GL_UNSIGNED_INT_5_9_9_9_REV
, GL_HALF_FLOAT
, GL_FLOAT
9 9 9 Â 5 Â Y GL_RGB16F
GL_RGB
GL_HALF_FLOAT
, GL_FLOAT
f16 f16 f16 Â Â Â Y GL_RGB32F
GL_RGB
GL_FLOAT
f32 f32 f32 Â Â Â Â GL_RGB8UI
GL_RGB_INTEGER
GL_UNSIGNED_BYTE
ui8 ui8 ui8 Â Â Â Â GL_RGB8I
GL_RGB_INTEGER
GL_BYTE
i8 i8 i8 Â Â Â Â GL_RGB16UI
GL_RGB_INTEGER
GL_UNSIGNED_SHORT
ui16 ui16 ui16 Â Â Â Â GL_RGB16I
GL_RGB_INTEGER
GL_SHORT
i16 i16 i16 Â Â Â Â GL_RGB32UI
GL_RGB_INTEGER
GL_UNSIGNED_INT
ui32 ui32 ui32 Â Â Â Â GL_RGB32I
GL_RGB_INTEGER
GL_INT
i32 i32 i32 Â Â Â Â GL_RGBA8
GL_RGBA
GL_UNSIGNED_BYTE
8 8 8 8 Â Y Y GL_SRGB8_ALPHA8
GL_RGBA
GL_UNSIGNED_BYTE
8 8 8 8 Â Y Y GL_RGBA8_SNORM
GL_RGBA
GL_BYTE
s8 s8 s8 s8 Â Â Y GL_RGB5_A1
GL_RGBA
GL_UNSIGNED_BYTE
, GL_UNSIGNED_SHORT_5_5_5_1
, GL_UNSIGNED_INT_2_10_10_10_REV
5 5 5 1 Â Y Y GL_RGBA4
GL_RGBA
GL_UNSIGNED_BYTE
, GL_UNSIGNED_SHORT_4_4_4_4
4 4 4 4 Â Y Y GL_RGB10_A2
GL_RGBA
GL_UNSIGNED_INT_2_10_10_10_REV
10 10 10 2 Â Y Y GL_RGBA16F
GL_RGBA
GL_HALF_FLOAT
, GL_FLOAT
f16 f16 f16 f16 Â Â Y GL_RGBA32F
GL_RGBA
GL_FLOAT
f32 f32 f32 f32 Â Â Â GL_RGBA8UI
GL_RGBA_INTEGER
GL_UNSIGNED_BYTE
ui8 ui8 ui8 ui8 Â Y Â GL_RGBA8I
GL_RGBA_INTEGER
GL_BYTE
i8 i8 i8 i8 Â Y Â GL_RGB10_A2UI
GL_RGBA_INTEGER
GL_UNSIGNED_INT_2_10_10_10_REV
ui10 ui10 ui10 ui2 Â Y Â GL_RGBA16UI
GL_RGBA_INTEGER
GL_UNSIGNED_SHORT
ui16 ui16 ui16 ui16 Â Y Â GL_RGBA16I
GL_RGBA_INTEGER
GL_SHORT
i16 i16 i16 i16 Â Y Â GL_RGBA32I
GL_RGBA_INTEGER
GL_INT
i32 i32 i32 i32 Â Y Â GL_RGBA32UI
GL_RGBA_INTEGER
GL_UNSIGNED_INT
ui32 ui32 ui32 ui32 Â Y Â Sized Internal Format Format Type Depth Bits Stencil Bits GL_DEPTH_COMPONENT16
GL_DEPTH_COMPONENT
GL_UNSIGNED_SHORT
, GL_UNSIGNED_INT
16 Â GL_DEPTH_COMPONENT24
GL_DEPTH_COMPONENT
GL_UNSIGNED_INT
24 Â GL_DEPTH_COMPONENT32F
GL_DEPTH_COMPONENT
GL_FLOAT
f32 Â GL_DEPTH24_STENCIL8
GL_DEPTH_STENCIL
GL_UNSIGNED_INT_24_8
24 8 GL_DEPTH32F_STENCIL8
GL_DEPTH_STENCIL
GL_FLOAT_32_UNSIGNED_INT_24_8_REV
f32 8
If the internalFormat
parameter is GL_SRGB
, GL_SRGB8
, or GL_SRGB8_ALPHA8
, the texture is treated as if the red, green, blue, or luminance components are encoded in the sRGB color space. Any alpha component is left unchanged. The conversion from the sRGB encoded component c s to a linear component c l is:
c l = { c s 12.92 if c s ⤠0.04045 ( c s + 0.055 1.055 ) 2.4 if c s > 0.04045
Assume c s is the sRGB component in the range [0,1].
A one-component texture image uses only the red component of the RGBA color extracted from data
. 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 glPixelStorei mode affects texture images.
data
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.
glTexImage3D
specifies the two-dimensional array or three-dimensional texture for the texture object bound to the current texture unit, specified with glActiveTexture.
GL_INVALID_ENUM
is generated if target
is not GL_TEXTURE_3D
or GL_TEXTURE_2D_ARRAY
.
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_VALUE
is generated if level
is less than 0.
GL_INVALID_VALUE
may be generated if level
is greater than log 2 â¡ max , where max is the returned value of GL_MAX_3D_TEXTURE_SIZE
.
GL_INVALID_ENUM
is generated if internalFormat
is not 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 GL_MAX_3D_TEXTURE_SIZE
.
GL_INVALID_VALUE
is generated if border
is not 0 or 1.
GL_INVALID_OPERATION
is generated if the combination of internalFormat
, format
and type
is not one of those in the tables above.
GL_INVALID_OPERATION
is generated if target
is GL_TEXTURE_3D
and format
is GL_DEPTH_COMPONENT
, or GL_DEPTH_STENCIL
.
GL_INVALID_OPERATION
is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the buffer object's data store is currently mapped.
GL_INVALID_OPERATION
is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER
target and the data would be unpacked from the buffer object such that the memory reads required would exceed the data store size.
GL_INVALID_OPERATION
is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER
target and data
is not evenly divisible into the number of bytes needed to store in memory a datum indicated by type
.
glGet with argument GL_PIXEL_UNPACK_BUFFER_BINDING
glActiveTexture, glCompressedTexImage2D, glCompressedTexImage3D, glCompressedTexSubImage2D, glCompressedTexSubImage3D, glCopyTexImage2D, glCopyTexSubImage2D, glCopyTexSubImage3D, glPixelStorei, glTexImage2D, glTexSubImage2D, glTexSubImage3D, glTexParameter
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