glTexImage2D — specify a two-dimensional texture image
| void glTexImage2D( | GLenum target, | 
| GLint level, | |
| GLint internalFormat, | |
| GLsizei width, | |
| GLsizei height, | |
| GLint border, | |
| GLenum format, | |
| GLenum type, | |
| const void * data ); | 
target
                
              
            
                    Specifies the target texture.
                    Must be GL_TEXTURE_2D,
                    GL_TEXTURE_CUBE_MAP_POSITIVE_X,
                    GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
                    GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
                    GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
                    GL_TEXTURE_CUBE_MAP_POSITIVE_Z, or
                    GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.
                
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 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 texture images that are at least 2048 texels wide.
height
                
              
            Specifies the height of the texture image. All implementations support texture images that are at least 2048 texels high.
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 glTexImage2D.
            The arguments describe the parameters of the texture image,
            such as height, width, 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_2D
            or one of the GL_TEXTURE_CUBE_MAP
            targets, 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
        
| Unsized Internal Format | Format | Type | RGBA and Luminance Values | Internal Components | 
|---|---|---|---|---|
| GL_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
        
| Sized Internal Format | Format | Type | Red Bits | Green Bits | Blue Bits | Alpha Bits | Shared Bits | Color renderable | Texture filterable | 
|---|---|---|---|---|---|---|---|---|---|
| GL_R8 | GL_RED | GL_UNSIGNED_BYTE | 8 | Y | Y | ||||
| GL_R8_SNORM | GL_RED | GL_BYTE | s8 | Y | |||||
| GL_R16F | GL_RED | GL_HALF_FLOAT,GL_FLOAT | f16 | Y | |||||
| GL_R32F | GL_RED | GL_FLOAT | f32 | ||||||
| GL_R8UI | GL_RED_INTEGER | GL_UNSIGNED_BYTE | ui8 | Y | |||||
| GL_R8I | GL_RED_INTEGER | GL_BYTE | i8 | Y | |||||
| GL_R16UI | GL_RED_INTEGER | GL_UNSIGNED_SHORT | ui16 | Y | |||||
| GL_R16I | GL_RED_INTEGER | GL_SHORT | i16 | Y | |||||
| GL_R32UI | GL_RED_INTEGER | GL_UNSIGNED_INT | ui32 | Y | |||||
| GL_R32I | GL_RED_INTEGER | GL_INT | i32 | Y | |||||
| GL_RG8 | GL_RG | GL_UNSIGNED_BYTE | 8 | 8 | Y | Y | |||
| GL_RG8_SNORM | GL_RG | GL_BYTE | s8 | s8 | Y | ||||
| GL_RG16F | GL_RG | GL_HALF_FLOAT,GL_FLOAT | f16 | f16 | Y | ||||
| GL_RG32F | GL_RG | GL_FLOAT | f32 | f32 | |||||
| GL_RG8UI | GL_RG_INTEGER | GL_UNSIGNED_BYTE | ui8 | ui8 | Y | ||||
| GL_RG8I | GL_RG_INTEGER | GL_BYTE | i8 | i8 | Y | ||||
| GL_RG16UI | GL_RG_INTEGER | GL_UNSIGNED_SHORT | ui16 | ui16 | Y | ||||
| GL_RG16I | GL_RG_INTEGER | GL_SHORT | i16 | i16 | Y | ||||
| GL_RG32UI | GL_RG_INTEGER | GL_UNSIGNED_INT | ui32 | ui32 | Y | ||||
| GL_RG32I | GL_RG_INTEGER | GL_INT | i32 | i32 | Y | ||||
| GL_RGB8 | GL_RGB | GL_UNSIGNED_BYTE | 8 | 8 | 8 | Y | Y | ||
| GL_SRGB8 | GL_RGB | GL_UNSIGNED_BYTE | 8 | 8 | 8 | Y | |||
| GL_RGB565 | GL_RGB | GL_UNSIGNED_BYTE,GL_UNSIGNED_SHORT_5_6_5 | 5 | 6 | 5 | Y | Y | ||
| GL_RGB8_SNORM | GL_RGB | GL_BYTE | s8 | s8 | s8 | Y | |||
| GL_R11F_G11F_B10F | GL_RGB | GL_UNSIGNED_INT_10F_11F_11F_REV,GL_HALF_FLOAT,GL_FLOAT | f11 | f11 | f10 | Y | |||
| GL_RGB9_E5 | GL_RGB | GL_UNSIGNED_INT_5_9_9_9_REV,GL_HALF_FLOAT,GL_FLOAT | 9 | 9 | 9 | 5 | Y | ||
| GL_RGB16F | GL_RGB | GL_HALF_FLOAT,GL_FLOAT | f16 | f16 | f16 | Y | |||
| GL_RGB32F | GL_RGB | GL_FLOAT | f32 | f32 | f32 | ||||
| GL_RGB8UI | GL_RGB_INTEGER | GL_UNSIGNED_BYTE | ui8 | ui8 | ui8 | ||||
| GL_RGB8I | GL_RGB_INTEGER | GL_BYTE | i8 | i8 | i8 | ||||
| GL_RGB16UI | GL_RGB_INTEGER | GL_UNSIGNED_SHORT | ui16 | ui16 | ui16 | ||||
| GL_RGB16I | GL_RGB_INTEGER | GL_SHORT | i16 | i16 | i16 | ||||
| GL_RGB32UI | GL_RGB_INTEGER | GL_UNSIGNED_INT | ui32 | ui32 | ui32 | ||||
| GL_RGB32I | GL_RGB_INTEGER | GL_INT | i32 | i32 | i32 | ||||
| GL_RGBA8 | GL_RGBA | GL_UNSIGNED_BYTE | 8 | 8 | 8 | 8 | Y | Y | |
| GL_SRGB8_ALPHA8 | GL_RGBA | GL_UNSIGNED_BYTE | 8 | 8 | 8 | 8 | Y | Y | |
| GL_RGBA8_SNORM | GL_RGBA | GL_BYTE | s8 | s8 | s8 | s8 | 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 | Y | Y | |
| GL_RGBA4 | GL_RGBA | GL_UNSIGNED_BYTE,GL_UNSIGNED_SHORT_4_4_4_4 | 4 | 4 | 4 | 4 | Y | Y | |
| GL_RGB10_A2 | GL_RGBA | GL_UNSIGNED_INT_2_10_10_10_REV | 10 | 10 | 10 | 2 | Y | Y | |
| GL_RGBA16F | GL_RGBA | GL_HALF_FLOAT,GL_FLOAT | f16 | f16 | f16 | f16 | Y | ||
| GL_RGBA32F | GL_RGBA | GL_FLOAT | f32 | f32 | f32 | f32 | |||
| GL_RGBA8UI | GL_RGBA_INTEGER | GL_UNSIGNED_BYTE | ui8 | ui8 | ui8 | ui8 | Y | ||
| GL_RGBA8I | GL_RGBA_INTEGER | GL_BYTE | i8 | i8 | i8 | i8 | Y | ||
| GL_RGB10_A2UI | GL_RGBA_INTEGER | GL_UNSIGNED_INT_2_10_10_10_REV | ui10 | ui10 | ui10 | ui2 | Y | ||
| GL_RGBA16UI | GL_RGBA_INTEGER | GL_UNSIGNED_SHORT | ui16 | ui16 | ui16 | ui16 | Y | ||
| GL_RGBA16I | GL_RGBA_INTEGER | GL_SHORT | i16 | i16 | i16 | i16 | Y | ||
| GL_RGBA32I | GL_RGBA_INTEGER | GL_INT | i32 | i32 | i32 | i32 | Y | ||
| GL_RGBA32UI | GL_RGBA_INTEGER | GL_UNSIGNED_INT | ui32 | ui32 | ui32 | ui32 | Y | 
| Sized Internal Format | Format | Type | Depth Bits | Stencil Bits | 
|---|---|---|---|---|
| GL_DEPTH_COMPONENT16 | GL_DEPTH_COMPONENT | GL_UNSIGNED_SHORT,GL_UNSIGNED_INT | 16 | |
| GL_DEPTH_COMPONENT24 | GL_DEPTH_COMPONENT | GL_UNSIGNED_INT | 24 | |
| GL_DEPTH_COMPONENT32F | GL_DEPTH_COMPONENT | GL_FLOAT | f32 | |
| 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_SRGB8, or
            GL_SRGB8_ALPHA8, the texture is treated as if the red, green, or blue components are encoded in the sRGB color space.    Any alpha component is left unchanged.  The conversion from the sRGB encoded component
            
            
            Assume
            
            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 G values.
            A three-component image uses the R, G, and B values.
            A four-component image uses all of the RGBA components.
        
Image-based shadowing can be enabled by comparing texture r coordinates to depth texture values to generate a boolean result. See glTexParameter for details on texture comparison.
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 and height height.
            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.
        
            glTexImage2D specifies the two-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_2D,
            GL_TEXTURE_CUBE_MAP_POSITIVE_X,
            GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
            GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
            GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
            GL_TEXTURE_CUBE_MAP_POSITIVE_Z, or
            GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.
        
            GL_INVALID_VALUE is generated if target is one of the six cube map 2D image targets
                        and the width and height parameters are not equal.
        
            GL_INVALID_ENUM is generated if type is not a type constant.
        
            GL_INVALID_VALUE is generated if width is less than 0
            or greater than GL_MAX_TEXTURE_SIZE.
        
            GL_INVALID_VALUE is generated if level is less than 0.
        
            GL_INVALID_VALUE may be generated if level is greater than
            GL_MAX_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 or height is less than 0
            or greater than GL_MAX_TEXTURE_SIZE.
        
            GL_INVALID_VALUE is generated if border is not 0.
        
            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 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
        
| OpenGL ES API Version | |||
|---|---|---|---|
| Function Name | 2.0 | 3.0 | 3.1 | 
| glTexImage2D | ✔ | ✔ | ✔ | 
glActiveTexture, glCopyTexImage2D, glCopyTexSubImage2D, glCopyTexSubImage3D, glPixelStorei, glTexImage3D, glTexStorage2D, glTexStorage3D, glTexSubImage2D, glTexSubImage3D, glTexParameter
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