glTexSubImage1D
[New
- Windows 95, OEM Service Release 2]
The glTexSubImage1D
function specifies a portion of an existing one-dimensional texture image. You
cannot define a new texture with glTexSubImage1D.
void glTexSubImage1D(
GLenum target, |
|
GLint level, |
|
GLint xoffset, |
|
GLsizei width, |
|
GLenum format, |
|
GLenum type, |
|
const GLvoid *pixels |
|
); |
|
Parameters
target
The target
texture. Must be GL_TEXTURE_1D.
level
The
level-of-detail number. Level 0 is the base image. Level n is the nth
mipmap reduction image.
xoffset
A texel
offset in the x direction within the texture array.
width
The width of
the texture sub-image.
format
The format of
the pixel data. This parameter can assume one of the following symbolic values:
GL_COLOR_INDEX
Each element
is a single value, a color index. It is converted to fixed point format (with
an unspecified number of 0 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
GL_RED
Each element
is a single red component. It is converted to floating point format and
assembled into an RGBA element by attaching 0.0 for green and blue, and 1.0 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. It is converted to floating point format and
assembled into an RGBA element by attaching 0.0 for red and blue, and 1.0 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. It is converted to floating point format and
assembled into an RGBA element by attaching 0.0 for red and green, and 1.0 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. It is converted to floating point format and
assembled into an RGBA element by attaching 0.0 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. It is converted to floating point and assembled into an RGBA
element by attaching 1.0 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
is a complete RGBA element. It is converted to floating point format. 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. It is converted to floating point format, and then
assembled into an RGBA element by replicating the luminance value three times
for red, green, and blue, and attaching 1.0 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. It is converted to floating point format, and then
assembled 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).
type
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
A pointer to
the image data in memory.
Remarks
One-dimensional
texturing for a primitive is enabled using glEnable
The texels
referenced by pixels replace a region of the existing texture array with
x indexes of xoffset and xoffset + (width - 1) inclusive. This region cannot include any texels
outside the range of the originally specified texture array.
Specifying a
sub-image with a width of zero has no effect and does not generate an
error.
Texturing has
no effect in color-index mode.
In general,
texture images can be represented by the same data formats as the pixels in a glDrawPixels
The following
functions retrieve information related to glTexSubImage1D:
glGetTexImage
glIsEnabled with argument GL_TEXTURE_1D
Error Codes
The following
are the error codes generated and their conditions.
Error
Code |
Condition |
GL_INVALID_ENUM
|
target was not GL_TEXTURE_1D. |
GL_INVALID_ENUM
|
format was not an accepted constant. |
GL_INVALID_ENUM
|
type was not a constant. |
GL_INVALID_ENUM
|
type was GL_BITMAP and format was not
GL_COLOR_INDEX. |
GL_INVALID_VALUE
|
level was less than zero or greater than log (2) max, where max was the returned value of
GL_MAX_TEXTURE_SIZE. |
GL_INVALID_VALUE
|
xoffset was less than -b, or xoffset
+ width was greater than w - b, where w is the GL_TEXTURE_WIDTH,
and b is the width of the GL_TEXTURE_BORDER of the texture image being
modified. Note that w
includes twice the border width. |
GL_INVALID_VALUE
|
width was less than -b, where b
is the border width of the texture array. |
GL_INVALID_VALUE
|
border was not zero or 1. |
GL_INVALID_OPERATION
|
The texture
array was not defined by a previous glTexImage1D operation. |
GL_INVALID_OPERATION
|
glTexSubImage1D was called between a call to glBegin and the
corresponding call to glEnd. |
See Also