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     <STRONG>NAME</STRONG>
	  <STRONG>glTexImage2D</STRONG> - specify a two-dimensional texture image


     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>
	  void <STRONG>glTexImage2D</STRONG>( GLenum <EM>target</EM>,
			     GLint <EM>level</EM>,
			     GLint <EM>internalformat</EM>,
			     GLsizei <EM>width</EM>,
			     GLsizei <EM>height</EM>,
			     GLint <EM>border</EM>,
			     GLenum <EM>format</EM>,
			     GLenum <EM>type</EM>,
			     const GLvoid *<EM>pixels</EM> )


     <STRONG>PARAMETERS</STRONG>
	  <EM>target</EM>	  Specifies the	target texture.	 Must be
			  <STRONG>GL_TEXTURE_2D</STRONG>	or <STRONG>GL_PROXY_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	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_R3_G3_B2</STRONG>,
			  <STRONG>GL_RGB</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.

	  <EM>height</EM>	  Specifies the	height of the texture image.
			  Must be 2m+2(border) for some	integer	m. All
			  implementations support texture images that
			  are at least 64 texels high.

	  <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 two-dimensional texturing,	call <STRONG>glEnable</STRONG>
	  and <STRONG>glDisable</STRONG>	with argument <STRONG>GL_TEXTURE_2D</STRONG>.

	  To define texture images, call <STRONG>glTexImage2D</STRONG>. The arguments
	  describe the parameters of the texture image,	such as
	  height, width, width of the border, level-of-detail number
	  (see <STRONG>glTexParameter</STRONG>),	and number of color components
	  provided.  The last three arguments describe how the image
	  is represented in memory; they are identical to the pixel
	  formats used for <STRONG>glDrawPixels</STRONG>.

	  If <EM>target</EM> is <STRONG>GL_PROXY_TEXTURE_2D</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>glGetError</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_2D</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>glPixelStore</STRONG>).

	  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.

	  <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>glPixelTransfer</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>glPixelTransfer</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>glPixelTransfer</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>glPixelTransfer</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>glPixelTransfer</STRONG>).

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