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HP b2600 Reference Guide

HP b2600
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T
glTexImage1D
Chapter 18
435
GL_LUMINANCE_ALPHA. If the extension GL_EXT_shadow is
supported, the symbolic value GL_DEPTH_COMPONENT is also
accepted.
type Specifies the data type of the pixel data. The following symbolic values
are accepted: GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP,
GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT,
GL_INT, and GL_FLOAT.
pixels Specifies a pointer to the image data in memory.
Description
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
glEnable and glDisable with argument GL_TEXTURE_1D.
Texture images are defined with glTexImage1D. The arguments describe the parameters
of the texture image, such as width, width of the border, level-of-detail number (see
glTexParameter), 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 glDrawPixels.
If target is GL_PROXY_TEXTURE_1D, no data is read from pixels, 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_1D, data is read from pixels 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. If type is GL_BITMAP, the data is considered as a string of
unsigned bytes (and format must be GL_COLOR_INDEX). Each data byte is treated as
eight 1-bit elements, with bit ordering determined by GL_UNPACK_LSB_FIRST (see
glPixelStore).
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.
format determines the composition of each element in pixels. It can assume one of nine
symbolic values:
GL_COLOR_INDEX
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 GL_INDEX_SHIFT, and added to
GL_INDEX_OFFSET (see glPixelTransfer). The resulting index is converted to a set of
color components using the GL_PIXEL_MAP_I_TO_R, GL_PIXEL_MAP_I_TO_G,
GL_PIXEL_MAP_I_TO_B, and GL_PIXEL_MAP_I_TO_A tables, and clamped to the
range [0, 1].
GL_RED

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HP b2600 Specifications

General IconGeneral
BrandHP
Modelb2600
CategoryDesktop
LanguageEnglish

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