⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 fglteximage1d.html

📁 计算机图形学~想必是很多人需要的~在此共享一下
💻 HTML
字号:
<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>fglTexImage1D</STRONG>	- specify a one-dimensional texture image     <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG>	  SUBROUTINE <STRONG>fglTexImage1D</STRONG>( INTEGER*4 <EM>target</EM>,				    INTEGER*4 <EM>level</EM>,				    INTEGER*4 <EM>internalformat</EM>,				    INTEGER*4 <EM>width</EM>,				    INTEGER*4 <EM>border</EM>,				    INTEGER*4 <EM>format</EM>,				    INTEGER*4 <EM>type</EM>,				    CHARACTER*8	<EM>pixels</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>target</EM>	  Specifies the	target texture.	 Must be			  <STRONG>GL_TEXTURE_1D</STRONG>	or <STRONG>GL_PROXY_TEXTURE_1D</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	number of color	components in			  the texture.	Must be	1, 2, 3, or 4, or 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>width</EM>		  Specifies the	width of the texture image.			  Must be 2n+2(border) for some	integer	n. All			  implementations support texture images that			  are at least 64 texels wide. The height of			  the 1D texture image is 1.	  <EM>border</EM>	  Specifies the	width of the border.  Must be			  either 0 or 1.	  <EM>format</EM>	  Specifies the	format of the pixel data.  The			  following symbolic values are	accepted:			  <STRONG>GL_COLOR_INDEX</STRONG>, <STRONG>GL_RED</STRONG>, <STRONG>GL_GREEN</STRONG>, <STRONG>GL_BLUE</STRONG>,			  <STRONG>GL_ALPHA</STRONG>, <STRONG>GL_RGB</STRONG>, <STRONG>GL_RGBA</STRONG>, <STRONG>GL_LUMINANCE</STRONG>, and			  <STRONG>GL_LUMINANCE_ALPHA</STRONG>.	  <EM>type</EM>		  Specifies the	data type of the pixel data.			  The following	symbolic values	are accepted:			  <STRONG>GL_UNSIGNED_BYTE</STRONG>, <STRONG>GL_BYTE</STRONG>, <STRONG>GL_BITMAP</STRONG>,			  <STRONG>GL_UNSIGNED_SHORT</STRONG>, <STRONG>GL_SHORT</STRONG>,			  <STRONG>GL_UNSIGNED_INT</STRONG>, <STRONG>GL_INT</STRONG>, and <STRONG>GL_FLOAT</STRONG>.	  <EM>pixels</EM>	  Specifies a pointer to the image data	in			  memory.     <STRONG>DESCRIPTION</STRONG>	  Texturing maps a portion of a	specified texture image	onto	  each graphical primitive for which texturing is enabled.  To	  enable and disable one-dimensional texturing,	call <STRONG>fglEnable</STRONG>	  and <STRONG>fglDisable</STRONG> with argument <STRONG>GL_TEXTURE_1D</STRONG>.	  Texture images are defined with <STRONG>fglTexImage1D</STRONG>.  The	  arguments describe the parameters of the texture image, such	  as width, width of the border, level-of-detail number	(see	  <STRONG>fglTexParameter</STRONG>), and	the internal resolution	and format	  used to store	the image.  The	last three arguments describe	  how the image	is represented in memory; they are identical	  to the pixel formats used for	<STRONG>fglDrawPixels</STRONG>.	  If <EM>target</EM> is <STRONG>GL_PROXY_TEXTURE_1D</STRONG>, no data is read from	  <EM>pixels</EM>, but all of the texture image state is	recalculated,	  checked for consistency, and checked against the	  implementation's capabilities.  If the implementation	cannot	  handle a texture of the requested texture size, it sets all	  of the image state to	0, but does not	generate an error (see	  <STRONG>fglGetError</STRONG>).	To query for an	entire mipmap array, use an	  image	array level greater than or equal to 1.	  If <EM>target</EM> is <STRONG>GL_TEXTURE_1D</STRONG>, data is read from	<EM>pixels</EM> as a	  sequence of signed or	unsigned bytes,	shorts,	or longs, or	  single-precision floating-point values, depending on <EM>type</EM>.	  These	values are grouped into	sets of	one, two, three, or	  four values, depending on <EM>format</EM>, to form elements. If <EM>type</EM>	  is <STRONG>GL_BITMAP</STRONG>,	the data is considered as a string of unsigned	  bytes	(and <EM>format</EM> must be <STRONG>GL_COLOR_INDEX</STRONG>). Each data byte is	  treated as eight 1-bit elements, with	bit ordering	  determined by	<STRONG>GL_UNPACK_LSB_FIRST</STRONG> (see <STRONG>fglPixelStore</STRONG>).	  The first element corresponds	to the left end	of the texture	  array.  Subsequent elements progress left-to-right through	  the remaining	texels in the texture array.  The final	  element corresponds to the right end of the texture array.	  <EM>format</EM> determines the	composition of each element in <EM>pixels</EM>.	  It can assume	one of nine symbolic values:	  <STRONG>GL_COLOR_INDEX</STRONG>		    Each element is a single value, a color index. The		    GL converts	it to fixed point (with	an unspecified		    number of zero bits	to the right of	the binary		    point), shifted left or right depending on the		    value and sign of <STRONG>GL_INDEX_SHIFT</STRONG>, and added	to		    <STRONG>GL_INDEX_OFFSET</STRONG> (see <STRONG>fglPixelTransfer</STRONG>). The		    resulting index is converted to a set of color		    components using the <STRONG>GL_PIXEL_MAP_I_TO_R</STRONG>,		    <STRONG>GL_PIXEL_MAP_I_TO_G</STRONG>, <STRONG>GL_PIXEL_MAP_I_TO_B</STRONG>, and		    <STRONG>GL_PIXEL_MAP_I_TO_A</STRONG>	tables,	and clamped to the		    range [0,1].	  <STRONG>GL_RED</STRONG>    Each element is a single red component. The	GL		    converts it	to floating point and assembles	it		    into an RGBA element by attaching 0	for green and		    blue, and 1	for alpha. Each	component is then		    multiplied by the signed scale factor <STRONG>GL_c_SCALE</STRONG>,		    added to the signed	bias <STRONG>GL_c_BIAS</STRONG>,	and clamped to		    the	range [0,1] (see <STRONG>fglPixelTransfer</STRONG>).	  <STRONG>GL_GREEN</STRONG>  Each element is a single green component. The GL		    converts it	to floating point and assembles	it		    into an RGBA element by attaching 0	for red	and		    blue, and 1	for alpha. Each	component is then		    multiplied by the signed scale factor <STRONG>GL_c_SCALE</STRONG>,		    added to the signed	bias <STRONG>GL_c_BIAS</STRONG>,	and clamped to		    the	range [0,1] (see <STRONG>fglPixelTransfer</STRONG>).	  <STRONG>GL_BLUE</STRONG>   Each element is a single blue component. The GL		    converts it	to floating point and assembles	it		    into an RGBA element by attaching 0	for red	and		    green, and 1 for alpha. Each component is then		    multiplied by the signed scale factor <STRONG>GL_c_SCALE</STRONG>,		    added to the signed	bias <STRONG>GL_c_BIAS</STRONG>,	and clamped to		    the	range [0,1] (see <STRONG>fglPixelTransfer</STRONG>).	  <STRONG>GL_ALPHA</STRONG>  Each element is a single alpha component. The GL		    converts it	to floating point and assembles	it		    into an RGBA element by attaching 0	for red,		    green, and blue.  Each component is	then		    multiplied by the signed scale factor <STRONG>GL_c_SCALE</STRONG>,		    added to the signed	bias <STRONG>GL_c_BIAS</STRONG>,	and clamped to		    the	range [0,1] (see <STRONG>fglPixelTransfer</STRONG>).	  <STRONG>GL_RGB</STRONG>    Each element is an RGB triple.  The	GL converts it		    to floating	point and assembles it into an RGBA		    element by attaching 1 for alpha.  Each component		    is then multiplied by the signed scale factor		    <STRONG>GL_c_SCALE</STRONG>,	added to the signed bias <STRONG>GL_c_BIAS</STRONG>,		    and	clamped	to the range [0,1] (see		    <STRONG>fglPixelTransfer</STRONG>).	  <STRONG>GL_RGBA</STRONG>   Each element contains all four components.	Each		    component is then multiplied by the	signed scale		    factor <STRONG>GL_c_SCALE</STRONG>, added to	the signed bias		    <STRONG>GL_c_BIAS</STRONG>, and clamped to the range	[0,1] (see		    <STRONG>fglPixelTransfer</STRONG>).	  <STRONG>GL_LUMINANCE</STRONG>		    Each element is a single luminance value.  The GL		    converts it	to floating point, then	assembles it		    into an RGBA element by replicating	the luminance		    value three	times for red, green, and blue and		    attaching 1	for alpha. Each	component is then		    multiplied by the signed scale factor <STRONG>GL_c_SCALE</STRONG>,		    added to the signed	bias <STRONG>GL_c_BIAS</STRONG>,	and clamped to		    the	range [0,1] (see <STRONG>fglPixelTransfer</STRONG>).	  <STRONG>GL_LUMINANCE_ALPHA</STRONG>		    Each element is a luminance/alpha pair.  The GL		    converts it	to floating point, then	assembles it		    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 <STRONG>GL_c_SCALE</STRONG>, added to	the signed bias		    <STRONG>GL_c_BIAS</STRONG>, and clamped to the range	[0,1] (see		    <STRONG>fglPixelTransfer</STRONG>).	  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 <EM>internalformat</EM>. The GL will	  choose an internal representation that closely approximates	  that requested by <EM>internalformat</EM>, but	it may not match	  exactly.  (The representations specified by <STRONG>GL_LUMINANCE</STRONG>,	  <STRONG>GL_LUMINANCE_ALPHA</STRONG>, <STRONG>GL_RGB</STRONG>, and <STRONG>GL_RGBA</STRONG> must match exactly.	  The numeric values 1,	2, 3, and 4 may	also be	used to	  specify the preceding	representations.)	  Use the <STRONG>GL_PROXY_TEXTURE_1D</STRONG> target to	try out	a resolution	  and format. The implementation will update and recompute its	  best match for the requested storage resolution and format.	  To query this	state, call <STRONG>fglGetTexLevelParameter</STRONG>.  If the	  texture cannot be accommodated, texture state	is set to 0.	  A one-component texture image	uses only the red component of	  the RGBA color extracted from	<EM>pixels</EM>.	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.     <STRONG>NOTES</STRONG>	  Texturing has	no effect in color index mode.	  The texture image can	be represented by the same data	  formats as the pixels	in a <STRONG>fglDrawPixels</STRONG> command, except	  that <STRONG>GL_STENCIL_INDEX</STRONG>	and <STRONG>GL_DEPTH_COMPONENT</STRONG> cannot be used.	  <STRONG>fglPixelStore</STRONG>	and <STRONG>fglPixelTransfer</STRONG> modes affect texture	  images in exactly the	way they affect	<STRONG>fglDrawPixels</STRONG>.	  <STRONG>GL_PROXY_TEXTURE_1D</STRONG> may only be used if the GL version is	  1.1 or greater.	  Internal formats other than 1, 2, 3, or 4 may	only be	used	  if the GL version is 1.1 or greater.	  In GL	version	1.1 or greater,	<EM>pixels</EM> may be a	null pointer.	  In this case texture memory is allocated to accommodate a	  texture of width <EM>width</EM>. You can then download	subtextures to	  initialize the texture memory. The image is undefined	if the	  program tries	to apply an uninitialized portion of the	  texture image	to a primitive.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>target</EM> is not	<STRONG>GL_TEXTURE_1D</STRONG>	  or <STRONG>GL_PROXY_TEXTURE_1D</STRONG>.	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>format</EM> is not	an accepted	  format constant.  Format constants other than	  <STRONG>GL_STENCIL_INDEX</STRONG> and <STRONG>GL_DEPTH_COMPONENT</STRONG> are accepted.	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>type</EM> is not a	type constant.	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>type</EM> is <STRONG>GL_BITMAP</STRONG> and	<EM>format</EM>	  is not <STRONG>GL_COLOR_INDEX</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 <EM>max</EM>, where <EM>max</EM> is	the returned value of	  <STRONG>GL_MAX_TEXTURE_SIZE</STRONG>.	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if <EM>internalformat</EM> is not 1, 2,	  3, 4,	or one of the accepted resolution and format symbolic	  constants.	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if <EM>width</EM> is less than 0	or	  greater than 2 + <STRONG>GL_MAX_TEXTURE_SIZE</STRONG>,	or if it cannot	be	  represented as 2n+2(border) for some integer value of	<EM>n</EM>.	  <STRONG>GL_INVALID_VALUE</STRONG> is generated	if <EM>border</EM> is not 0 or 1.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>fglTexImage1D</STRONG> is	  executed between the execution of <STRONG>fglBegin</STRONG> and the	  corresponding	execution of <STRONG>fglEnd</STRONG>.     <STRONG>ASSOCIATED</STRONG>	<STRONG>GETS</STRONG>	  <STRONG>fglGetTexImage</STRONG> <STRONG>fglIsEnabled</STRONG> with argument <STRONG>GL_TEXTURE_1D</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>fglCopyPixels</STRONG>, <STRONG>fglCopyTexImage1D</STRONG>, <STRONG>fglCopyTexImage2D</STRONG>,	  <STRONG>fglCopyTexSubImage1D</STRONG>,	<STRONG>fglCopyTexSubImage2D</STRONG>, <STRONG>fglDrawPixels</STRONG>,	  <STRONG>fglPixelStore</STRONG>, <STRONG>fglPixelTransfer</STRONG>, <STRONG>fglTexEnv</STRONG>, <STRONG>fglTexGen</STRONG>,	  <STRONG>fglTexImage2D</STRONG>, <STRONG>fglTexSubImage1D</STRONG>, <STRONG>fglTexSubImage2D</STRONG>,	  <STRONG>fglTexParameter</STRONG></PRE></BODY></HTML>

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -