GLAPI/glTexImage3D

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glTexImage3D
Core in version 4.4
Core since version 1.2

glTexImage3D: specify a three-dimensional texture image

Function Definition

 void glTexImage3D(GLenum target​, GLint level​, GLint internalFormat​, GLsizei width​, GLsizei height​, GLsizei depth​, GLint border​, GLenum format​, GLenum type​, const GLvoid * data​);
target
Specifies the target texture. Must be one of GL_TEXTURE_3D​, GL_PROXY_TEXTURE_3D​, GL_TEXTURE_2D_ARRAY​ or GL_PROXY_TEXTURE_2D_ARRAY​.
level
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
internalFormat
Specifies the number of color components in the texture. Must be one of base internal formats given in Table 1, one of the sized internal formats given in Table 2, or one of the compressed internal formats given in Table 3, below.
width
Specifies the width of the texture image. All implementations support 3D texture images that are at least 16 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. For transfers of depth, stencil, or depth/stencil data, you must use GL_DEPTH_COMPONENT​, GL_STENCIL_INDEX​, or GL_DEPTH_STENCIL​, where appropriate. For transfers of normalized integer or floating-point color image data, you must use one of the following: GL_RED​, GL_GREEN​, GL_BLUE​, GL_RG​, GL_RGB​, GL_BGR​, GL_RGBA​, and GL_BGRA​. For transfers of non-normalized integer data, you must use one of the following: GL_RED_INTEGER​, GL_GREEN_INTEGER​, GL_BLUE_INTEGER​, GL_RG_INTEGER​, GL_RGB_INTEGER​, GL_BGR_INTEGER​, GL_RGBA_INTEGER​, and GL_BGRA_INTEGER​.
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_FLOAT​, GL_UNSIGNED_BYTE_3_3_2​, GL_UNSIGNED_BYTE_2_3_3_REV​, GL_UNSIGNED_SHORT_5_6_5​, GL_UNSIGNED_SHORT_5_6_5_REV​, GL_UNSIGNED_SHORT_4_4_4_4​, GL_UNSIGNED_SHORT_4_4_4_4_REV​, GL_UNSIGNED_SHORT_5_5_5_1​, GL_UNSIGNED_SHORT_1_5_5_5_REV​, GL_UNSIGNED_INT_8_8_8_8​, GL_UNSIGNED_INT_8_8_8_8_REV​, GL_UNSIGNED_INT_10_10_10_2​, and GL_UNSIGNED_INT_2_10_10_10_REV​.
data
Specifies a pointer to the image data in memory, or if a buffer is bound to GL_PIXEL_UNPACK_BUFFER​, this provides an integer offset into the bound buffer object. If a buffer is not bound to GL_PIXEL_UNPACK_BUFFER​, and this parameter is NULL, no Pixel Transfer will be performed.


Description

Texturing maps a portion of a specified texture image onto each graphical primitive for which texturing is enabled. To enable and disable three-dimensional texturing, call glEnable and glDisable with argument GL_TEXTURE_3D​.

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_PROXY_TEXTURE_3D​, no data is read from data​, 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 glGetError). To query for an entire mipmap array, use an image array level greater than or equal to 1.

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. Each data byte is treated as eight 1-bit elements, with bit ordering determined by GL_UNPACK_LSB_FIRST​ (see glPixelStore).

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. 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 clamped to the range [0,1].
GL_RG​
Each element is a red and green pair. The GL converts each to floating point and assembles it into an RGBA element by attaching 0 for blue, and 1 for alpha. Each component is clamped to the range [0,1].
GL_RGB​
 ; GL_BGR​
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 clamped to the range [0,1].
GL_RGBA​
 ; GL_BGRA​
Each element contains all four components. Each component is clamped to the range [0,1].

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 that closely approximates that requested by internalFormat​, but it may not match exactly. (The representations specified by GL_RED​, GL_RG​, GL_RGB​, and GL_RGBA​ must match exactly.)

internalFormat​ may be one of the formats from the tables below:

Base Internal Formats
Base Internal Format RGBA, Depth and Stencil Values Internal Components
GL_DEPTH_COMPONENT​ Depth D
GL_DEPTH_STENCIL​ Depth, Stencil D, S
GL_STENCIL_INDEX​ Stencil S
GL_RED​ Red R
GL_RG​ Red, Green R, G
GL_RGB​ Red, Green, Blue R, G, B
GL_RGBA​ Red, Green, Blue, Alpha R, G, B, A


Sized Internal Formats
Component Bitdepth
Sized Internal Format Base Internal Format Red Green Blue Alpha Shared
GL_R8​ GL_RED​ 8
GL_R8_SNORM​ GL_RED​ s8
GL_R16​ GL_RED​ 16
GL_R16_SNORM​ GL_RED​ s16
GL_RG8​ GL_RG​ 8 8
GL_RG8_SNORM​ GL_RG​ s8 s8
GL_RG16​ GL_RG​ 16 16
GL_RG16_SNORM​ GL_RG​ s16 s16
GL_R3_G3_B2​ GL_RGB​ 3 3 2
GL_RGB4​ GL_RGB​ 4 4 4
GL_RGB5​ GL_RGB​ 5 5 5
GL_RGB8​ GL_RGB​ 8 8 8
GL_RGB8_SNORM​ GL_RGB​ s8 s8 s8
GL_RGB10​ GL_RGB​ 10 10 10
GL_RGB12​ GL_RGB​ 12 12 12
GL_RGB16_SNORM​ GL_RGB​ 16 16 16
GL_RGBA2​ GL_RGB​ 2 2 2 2
GL_RGBA4​ GL_RGB​ 4 4 4 4
GL_RGB5_A1​ GL_RGBA​ 5 5 5 1
GL_RGBA8​ GL_RGBA​ 8 8 8 8
GL_RGBA8_SNORM​ GL_RGBA​ s8 s8 s8 s8
GL_RGB10_A2​ GL_RGBA​ 10 10 10 2
GL_RGB10_A2UI​ GL_RGBA​ ui10 ui10 ui10 ui2
GL_RGBA12​ GL_RGBA​ 12 12 12 12
GL_RGBA16​ GL_RGBA​ 16 16 16 16
GL_SRGB8​ GL_RGB​ 8 8 8
GL_SRGB8_ALPHA8​ GL_RGBA​ 8 8 8 8
GL_R16F​ GL_RED​ f16
GL_RG16F​ GL_RG​ f16 f16
GL_RGB16F​ GL_RGB​ f16 f16 f16
GL_RGBA16F​ GL_RGBA​ f16 f16 f16 f16
GL_R32F​ GL_RED​ f32
GL_RG32F​ GL_RG​ f32 f32
GL_RGB32F​ GL_RGB​ f32 f32 f32
GL_RGBA32F​ GL_RGBA​ f32 f32 f32 f32
GL_R11F_G11F_B10F​ GL_RGB​ f11 f11 f10
GL_RGB9_E5​ GL_RGB​ 9 9 9 5
GL_R8I​ GL_RED​ i8
GL_R8UI​ GL_RED​ ui8
GL_R16I​ GL_RED​ i16
GL_R16UI​ GL_RED​ ui16
GL_R32I​ GL_RED​ i32
GL_R32UI​ GL_RED​ ui32
GL_RG8I​ GL_RG​ i8 i8
GL_RG8UI​ GL_RG​ ui8 ui8
GL_RG16I​ GL_RG​ i16 i16
GL_RG16UI​ GL_RG​ ui16 ui16
GL_RG32I​ GL_RG​ i32 i32
GL_RG32UI​ GL_RG​ ui32 ui32
GL_RGB8I​ GL_RGB​ i8 i8 i8
GL_RGB8UI​ GL_RGB​ ui8 ui8 ui8
GL_RGB16I​ GL_RGB​ i16 i16 i16
GL_RGB16UI​ GL_RGB​ ui16 ui16 ui16
GL_RGB32I​ GL_RGB​ i32 i32 i32
GL_RGB32UI​ GL_RGB​ ui32 ui32 ui32
GL_RGBA8I​ GL_RGBA​ i8 i8 i8 i8
GL_RGBA8UI​ GL_RGBA​ ui8 ui8 ui8 ui8
GL_RGBA16I​ GL_RGBA​ i16 i16 i16 i16
GL_RGBA16UI​ GL_RGBA​ ui16 ui16 ui16 ui16
GL_RGBA32I​ GL_RGBA​ i32 i32 i32 i32
GL_RGBA32UI​ GL_RGBA​ ui32 ui32 ui32 ui32


Sized Depth and Stencil Internal Formats
Component Bitdepth
Sized Internal Format Base Internal Format Depth Stencil
GL_DEPTH_COMPONENT16​ GL_DEPTH_COMPONENT​ 16
GL_DEPTH_COMPONENT24​ GL_DEPTH_COMPONENT​ 24
GL_DEPTH_COMPONENT32​ GL_DEPTH_COMPONENT​ 32
GL_DEPTH_COMPONENT32F​ GL_DEPTH_COMPONENT​ f32
GL_DEPTH24_STENCIL8​ GL_DEPTH_STENCIL​ 24 8
GL_DEPTH32F_STENCIL8​ GL_DEPTH_STENCIL​ f32 8
GL_STENCIL_INDEX8​ GL_STENCIL_INDEX​ 8


Compressed Internal Formats
Compressed Internal Format Base Internal Format Type
GL_COMPRESSED_RED​ GL_RED​ Generic
GL_COMPRESSED_RG​ GL_RG​ Generic
GL_COMPRESSED_RGB​ GL_RGB​ Generic
GL_COMPRESSED_RGBA​ GL_RGBA​ Generic
GL_COMPRESSED_SRGB​ GL_RGB​ Generic
GL_COMPRESSED_SRGB_ALPHA​ GL_RGBA​ Generic
GL_COMPRESSED_RED_RGTC1​ GL_RED​ Specific
GL_COMPRESSED_SIGNED_RED_RGTC1​ GL_RED​ Specific
GL_COMPRESSED_RG_RGTC2​ GL_RG​ Specific
GL_COMPRESSED_SIGNED_RG_RGTC2​ GL_RG​ Specific
GL_COMPRESSED_RGBA_BPTC_UNORM​ GL_RGBA​ Specific
GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM​ GL_RGBA​ Specific
GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT​ GL_RGB​ Specific
GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT​ GL_RGB​ Specific
S3TC formats
GL_COMPRESSED_RGB_S3TC_DXT1_EXT​ GL_RGB​ Specific
GL_COMPRESSED_SRGB_S3TC_DXT1_EXT​ GL_RGB​ Specific
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT​ GL_RGBA​ Specific
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT​ GL_RGBA​ Specific
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT​ GL_RGBA​ Specific
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT​ GL_RGBA​ Specific
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT​ GL_RGBA​ Specific
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT​ GL_RGBA​ Specific


If the internalFormat​ parameter is one of the generic compressed formats, GL_COMPRESSED_RED​, GL_COMPRESSED_RG​, GL_COMPRESSED_RGB​, or GL_COMPRESSED_RGBA​, the GL will replace the internal format with the symbolic constant for a specific internal format and compress the texture before storage. If no corresponding internal format is available, or the GL can not compress that image for any reason, the internal format is instead replaced with a corresponding base internal format.

If the internalFormat​ parameter is GL_SRGB​, GL_SRGB8​, GL_SRGB_ALPHA​, 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 cs to a linear component cl is:


Assume cs is the sRGB component in the range [0,1].

Use the GL_PROXY_TEXTURE_3D​ 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 then query this state, call glGetTexLevelParameter. 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 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.

Notes

The glPixelStore 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 three-dimensional texture for the current texture unit, specified with glActiveTexture.

GL_STENCIL_INDEX​ may be used for format​ only if the GL version is 4.4 or higher.

Errors

GL_INVALID_ENUM​ is generated if target​ is not GL_TEXTURE_3D​ or GL_PROXY_TEXTURE_3D​.

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 log2(max), where max is the returned value of GL_MAX_TEXTURE_SIZE​.

GL_INVALID_VALUE​ is generated if internalFormat​ is not one of the accepted resolution and format symbolic constants.

GL_INVALID_VALUE​ is generated if width​, height​, or depth​ is less than 0 or greater than GL_MAX_TEXTURE_SIZE​.

GL_INVALID_VALUE​ is generated if border​ is not 0.

GL_INVALID_OPERATION​ is generated if type​ is one of GL_UNSIGNED_BYTE_3_3_2​, GL_UNSIGNED_BYTE_2_3_3_REV​, GL_UNSIGNED_SHORT_5_6_5​, or GL_UNSIGNED_SHORT_5_6_5_REV​ and format​ is not GL_RGB​.

GL_INVALID_OPERATION​ is generated if type​ is one of GL_UNSIGNED_SHORT_4_4_4_4​, GL_UNSIGNED_SHORT_4_4_4_4_REV​, GL_UNSIGNED_SHORT_5_5_5_1​, GL_UNSIGNED_SHORT_1_5_5_5_REV​, GL_UNSIGNED_INT_8_8_8_8​, GL_UNSIGNED_INT_8_8_8_8_REV​, GL_UNSIGNED_INT_10_10_10_2​, or GL_UNSIGNED_INT_2_10_10_10_REV​ and format​ is neither GL_RGBA​ nor GL_BGRA​.

GL_INVALID_OPERATION​ is generated if format​ or internalFormat​ is GL_DEPTH_COMPONENT​, GL_DEPTH_COMPONENT16​, GL_DEPTH_COMPONENT24​, or GL_DEPTH_COMPONENT32​.

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​.

Associated Gets

glGetTexImage

glGet with argument GL_PIXEL_UNPACK_BUFFER_BINDING​

See Also

glActiveTexture, glBindTexture, glTexImage1D, glTexImage2D, glTexImage2DMultisample, glTexImage3DMultisample, glTexSubImage3D, glPixelStore

Copyright

Copyright © 1991-2006 Silicon Graphics, Inc. Copyright © 2011-2013 Khronos Group. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.