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📁 计算机图形学~想必是很多人需要的~在此共享一下
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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>glCopyTexImage2D</STRONG> - copy pixels into a	2D texture image     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>	  void <STRONG>glCopyTexImage2D</STRONG>( GLenum	<EM>target</EM>,				 GLint <EM>level</EM>,				 GLenum	<EM>internalFormat</EM>,				 GLint <EM>x</EM>,				 GLint <EM>y</EM>,				 GLsizei <EM>width</EM>,				 GLsizei <EM>height</EM>,				 GLint <EM>border</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>target</EM>	  Specifies the	target texture.	 Must be			  <STRONG>GL_TEXTURE_2D</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>internalFormat</EM>  Specifies the	internal format	of the			  texture.  Must be one	of the following			  symbolic constants:  <STRONG>GL_ALPHA</STRONG>, <STRONG>GL_ALPHA4</STRONG>,			  <STRONG>GL_ALPHA8</STRONG>, <STRONG>GL_ALPHA12</STRONG>, <STRONG>GL_ALPHA16</STRONG>,			  <STRONG>GL_LUMINANCE</STRONG>,	<STRONG>GL_LUMINANCE4</STRONG>, <STRONG>GL_LUMINANCE8</STRONG>,			  <STRONG>GL_LUMINANCE12</STRONG>, <STRONG>GL_LUMINANCE16</STRONG>,			  <STRONG>GL_LUMINANCE_ALPHA</STRONG>, <STRONG>GL_LUMINANCE4_ALPHA4</STRONG>,			  <STRONG>GL_LUMINANCE6_ALPHA2</STRONG>,	<STRONG>GL_LUMINANCE8_ALPHA8</STRONG>,			  <STRONG>GL_LUMINANCE12_ALPHA4</STRONG>,			  <STRONG>GL_LUMINANCE12_ALPHA12</STRONG>,			  <STRONG>GL_LUMINANCE16_ALPHA16</STRONG>, <STRONG>GL_INTENSITY</STRONG>,			  <STRONG>GL_INTENSITY4</STRONG>, <STRONG>GL_INTENSITY8</STRONG>,			  <STRONG>GL_INTENSITY12</STRONG>, <STRONG>GL_INTENSITY16</STRONG>, <STRONG>GL_RGB</STRONG>,			  <STRONG>GL_R3_G3_B2</STRONG>, <STRONG>GL_RGB4</STRONG>,	<STRONG>GL_RGB5</STRONG>, <STRONG>GL_RGB8</STRONG>,			  <STRONG>GL_RGB10</STRONG>, <STRONG>GL_RGB12</STRONG>, <STRONG>GL_RGB16</STRONG>,	<STRONG>GL_RGBA</STRONG>,			  <STRONG>GL_RGBA2</STRONG>, <STRONG>GL_RGBA4</STRONG>, <STRONG>GL_RGB5_A1</STRONG>, <STRONG>GL_RGBA8</STRONG>,			  <STRONG>GL_RGB10_A2</STRONG>, <STRONG>GL_RGBA12</STRONG>, or <STRONG>GL_RGBA16</STRONG>.	  <EM>x</EM>, <EM>y</EM>		  Specify the window coordinates of the	lower			  left corner of the rectangular region	of			  pixels to be copied.	  <EM>width</EM>		  Specifies the	width of the texture image.			  Must be 0 or 2**n + 2*<EM>border</EM> for some			  integer n.	  <EM>height</EM>	  Specifies the	height of the texture image.			  Must be 0 or 2**m + 2*<EM>border</EM> for some			  integer m.	  <EM>border</EM>	  Specifies the	width of the border.  Must be			  either 0 or 1.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>glCopyTexImage2D</STRONG> defines a two-dimensional texture image	  with pixels from the current <STRONG>GL_READ_BUFFER</STRONG>.	  The screen-aligned pixel rectangle with lower	left corner at	  (<EM>x</EM>, <EM>y</EM>) and with a width of <EM>width</EM> + 2 * <EM>border</EM>	and a height	  of <EM>height</EM> + 2	* <EM>border</EM> defines the texture array at the	  mipmap level specified by <EM>level</EM>.  <EM>internalFormat</EM> specifies	  the internal format of the texture array.	  The pixels in	the rectangle 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.	  Pixel	ordering is such that lower x and y screen coordinates	  correspond to	lower s	and t texture coordinates.	  If any of the	pixels within the specified rectangle of the	  current <STRONG>GL_READ_BUFFER</STRONG> are outside the window	associated	  with the current rendering context, then the values obtained	  for those pixels are undefined.     <STRONG>NOTES</STRONG>	  <STRONG>glCopyTexImage2D</STRONG> is available	only if	the GL version is 1.1	  or greater.	  Texturing has	no effect in color index mode.	  1, 2,	3, and 4 are not accepted values for <EM>internalFormat</EM>.	  An image with	height or width	of 0 indicates a NULL texture.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>target</EM> is not	<STRONG>GL_TEXTURE_2D</STRONG>.	  <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> is	greater	than	  log max, where max is	the returned value of	  <STRONG>GL_MAX_TEXTURE_SIZE</STRONG>.	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if <EM>width</EM> or <EM>height</EM> is less	  than 0, greater than 2 + <STRONG>GL_MAX_TEXTURE_SIZE</STRONG>,	or if <EM>width</EM> or	  <EM>height</EM> cannot	be represented as 2**k + 2 * <EM>border</EM> for	some	  integer k.	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if <EM>border</EM> is not 0 or 1.	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if <EM>internalFormat</EM> is not one	  of the allowable values.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glCopyTexImage2D</STRONG>	is	  executed between the execution of <STRONG>glBegin</STRONG> and	the	  corresponding	execution of <STRONG>glEnd</STRONG>.     <STRONG>ASSOCIATED</STRONG>	<STRONG>GETS</STRONG>	  <STRONG>glGetTexImage</STRONG>	  <STRONG>glIsEnabled</STRONG> with argument <STRONG>GL_TEXTURE_2D</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>glCopyPixels</STRONG>,	<STRONG>glCopyTexImage1D</STRONG>, <STRONG>glCopyTexSubImage1D</STRONG>,	  <STRONG>glCopyTexSubImage2D</STRONG>, <STRONG>glPixelStore</STRONG>, <STRONG>glPixelTransfer</STRONG>,	  <STRONG>glTexEnv</STRONG>, <STRONG>glTexGen</STRONG>, <STRONG>glTexImage1D</STRONG>, <STRONG>glTexImage2D</STRONG>,	  <STRONG>glTexSubImage1D</STRONG>, <STRONG>glTexSubImage2D</STRONG>,	  <STRONG>glTexParameter</STRONG></PRE></BODY></HTML>

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