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📄 gettexlevelparameter.html

📁 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>glGetTexLevelParameterfv,</STRONG> <STRONG>glGetTexLevelParameteriv</STRONG> - return	  texture parameter values for a specific level	of detail     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>	  void <STRONG>glGetTexLevelParameterfv</STRONG>( GLenum	<EM>target</EM>,					 GLint <EM>level</EM>,					 GLenum	<EM>pname</EM>,					 GLfloat *<EM>params</EM> )	  void <STRONG>glGetTexLevelParameteriv</STRONG>( GLenum	<EM>target</EM>,					 GLint <EM>level</EM>,					 GLenum	<EM>pname</EM>,					 GLint *<EM>params</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>target</EM>  Specifies the	symbolic name of the target texture,		  either <STRONG>GL_TEXTURE_1D</STRONG>,	<STRONG>GL_TEXTURE_2D</STRONG>,		  <STRONG>GL_PROXY_TEXTURE_1D</STRONG>, or <STRONG>GL_PROXY_TEXTURE_2D</STRONG>.	  <EM>level</EM>	  Specifies the	level-of-detail	number of the desired		  image.  Level	0 is the base image level.  Level n is		  the nth mipmap reduction image.	  <EM>pname</EM>	  Specifies the	symbolic name of a texture parameter.		  <STRONG>GL_TEXTURE_WIDTH</STRONG>, <STRONG>GL_TEXTURE_HEIGHT</STRONG>,		  <STRONG>GL_TEXTURE_INTERNAL_FORMAT</STRONG>, <STRONG>GL_TEXTURE_BORDER</STRONG>,		  <STRONG>GL_TEXTURE_RED_SIZE</STRONG>, <STRONG>GL_TEXTURE_GREEN_SIZE</STRONG>,		  <STRONG>GL_TEXTURE_BLUE_SIZE</STRONG>,	<STRONG>GL_TEXTURE_ALPHA_SIZE</STRONG>,		  <STRONG>GL_TEXTURE_LUMINANCE_SIZE</STRONG>, and		  <STRONG>GL_TEXTURE_INTENSITY_SIZE</STRONG> are	accepted.	  <EM>params</EM>  Returns the requested	data.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>glGetTexLevelParameter</STRONG> returns in <EM>params</EM> texture parameter	  values for a specific	level-of-detail	value, specified as	  <EM>level</EM>.  <EM>target</EM> defines the target texture, either	  <STRONG>GL_TEXTURE_1D</STRONG>, <STRONG>GL_TEXTURE_2D</STRONG>,	<STRONG>GL_PROXY_TEXTURE_1D</STRONG>, or	  <STRONG>GL_PROXY_TEXTURE_2D</STRONG>.	  <STRONG>GL_MAX_TEXTURE_SIZE</STRONG> is not really descriptive	enough.	 It	  has to report	the largest square texture image that can be	  accommodated with mipmaps and	borders, but a long skinny	  texture, or a	texture	without	mipmaps	and borders, may	  easily fit in	texture	memory.	The proxy targets allow	the	  user to more accurately query	whether	the GL can accommodate	  a texture of a given configuration.  If the texture cannot	  be accommodated, the texture state variables,	which may be	  queried with <STRONG>glGetTexLevelParameter</STRONG>, are set to 0.  If the	  texture can be accommodated, the texture state values	will	  be set as they would be set for a non-proxy target.	  <EM>pname</EM>	specifies the texture parameter	whose value or values	  will be returned.	  The accepted parameter names are as follows:	  <STRONG>GL_TEXTURE_WIDTH</STRONG>		    <EM>params</EM> returns a single value, the width of	the		    texture image.  This value includes	the border of		    the	texture	image. The initial value is 0.	  <STRONG>GL_TEXTURE_HEIGHT</STRONG>		    <EM>params</EM> returns a single value, the height of the		    texture image.  This value includes	the border of		    the	texture	image. The initial value is 0.	  <STRONG>GL_TEXTURE_INTERNAL_FORMAT</STRONG>		    <EM>params</EM> returns a single value, the internal	format		    of the texture image.	  <STRONG>GL_TEXTURE_BORDER</STRONG>		    <EM>params</EM> returns a single value, the width in	pixels		    of the border of the texture image.	The initial		    value is 0.	  <STRONG>GL_TEXTURE_RED_SIZE</STRONG>,	  <STRONG>GL_TEXTURE_GREEN_SIZE</STRONG>,	  <STRONG>GL_TEXTURE_BLUE_SIZE</STRONG>,	  <STRONG>GL_TEXTURE_ALPHA_SIZE</STRONG>,	  <STRONG>GL_TEXTURE_LUMINANCE_SIZE</STRONG>,	  <STRONG>GL_TEXTURE_INTENSITY_SIZE</STRONG>		    The	internal storage resolution of an individual		    component.	The resolution chosen by the GL	will		    be a close match for the resolution	requested by		    the	user with the component	argument of		    <STRONG>glTexImage1D</STRONG> or <STRONG>glTexImage2D</STRONG>. The initial value is		    0.     <STRONG>NOTES</STRONG>	  If an	error is generated, no change is made to the contents	  of <EM>params</EM>.	  <STRONG>GL_TEXTURE_INTERNAL_FORMAT</STRONG> is	only available if the GL	  version is 1.1 or greater. In	version	1.0, use	  <STRONG>GL_TEXTURE_COMPONENTS</STRONG>	instead.	  <STRONG>GL_PROXY_TEXTURE_1D</STRONG> and <STRONG>GL_PROXY_TEXTURE_2D</STRONG> are only	  available if the GL version is 1.1 or	greater.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>target</EM> or <EM>pname</EM> is not an	  accepted value.	  <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  <EM>max</EM>, where <EM>max</EM> is the returned value of	  <STRONG>GL_MAX_TEXTURE_SIZE</STRONG>.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glGetTexLevelParameter</STRONG>	  is executed between the execution of <STRONG>glBegin</STRONG> and the	  corresponding	execution of <STRONG>glEnd</STRONG>.     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>glGetTexParameter</STRONG>, <STRONG>glCopyTexImage1D</STRONG>, <STRONG>glCopyTexImage2D</STRONG>,	  <STRONG>glCopyTexSubImage1D</STRONG>, <STRONG>glCopyTexSubImage2D</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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