glTexImage3D — specify a three-dimensional texture image
void glTexImage3D(
|
GLenum target, |
| GLint level, | |
| GLint internalFormat, | |
| GLsizei width, | |
| GLsizei height, | |
| GLsizei depth, | |
| GLint border, | |
| GLenum format, | |
| GLenum type, | |
const void * data); |
target
Specifies the target texture.
Must be one of GL_TEXTURE_3D, GL_TEXTURE_2D_ARRAY, or GL_TEXTURE_CUBE_MAP_ARRAY.
level
Specifies the level-of-detail number. Level 0 is the base image level. Level is the 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_STENCIL_INDEX,
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_STENCIL_INDEX
Each element is a single stencil value.
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 | Y | ||||
GL_R32F
|
GL_RED
|
GL_FLOAT
|
f32 | Y | |||||
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 | Y | |||
GL_RG32F
|
GL_RG
|
GL_FLOAT
|
f32 | f32 | Y | ||||
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 | 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 | Y | |
GL_RGBA32F
|
GL_RGBA
|
GL_FLOAT
|
f32 | f32 | f32 | f32 | Y | ||
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 |
GL_STENCIL_INDEX8
|
GL_STENCIL_INDEX
|
GL_UNSIGNED_BYTE
|
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
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 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, cube map 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,
GL_TEXTURE_2D_ARRAY, or GL_TEXTURE_CUBE_MAP_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
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 target is GL_TEXTURE_CUBE_MAP_ARRAY
and width and height are not equal, or depth is not a multiple of
six, indicating 6 * N layer-faces in the cube map array.
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
| OpenGL ES API Version | ||||
|---|---|---|---|---|
| Function Name | 2.0 | 3.0 | 3.1 | 3.2 |
| glTexImage3D | - | ✔ | ✔ | ✔ |
glActiveTexture, glCompressedTexImage2D, glCompressedTexImage3D, glCompressedTexSubImage2D, glCompressedTexSubImage3D, glCopyTexImage2D, glCopyTexSubImage2D, glCopyTexSubImage3D, glPixelStorei, glTexImage2D, glTexSubImage2D, glTexSubImage3D, glTexParameter
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