349 lines
12 KiB
Plaintext
349 lines
12 KiB
Plaintext
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'\" e
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'\"! eqn | mmdoc
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'\"macro stdmacro
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.ds Vn Version 1.2
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.ds Dt 24 September 1999
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.ds Re Release 1.2.1
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.ds Dp Jan 14 18:30
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.ds Dm 01 texparame
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.ds Xs 38873 13 texparameter.gl
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.TH GLTEXPARAMETER 3G
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.SH NAME
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.B "glTexParameterf, glTexParameteri, glTexParameterfv, glTexParameteriv
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\- set texture parameters
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.SH C SPECIFICATION
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void \f3glTexParameterf\fP(
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GLenum \fItarget\fP,
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.nf
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.ta \w'\f3void \fPglTexParameterf( 'u
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GLenum \fIpname\fP,
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GLfloat \fIparam\fP )
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.fi
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void \f3glTexParameteri\fP(
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GLenum \fItarget\fP,
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.nf
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.ta \w'\f3void \fPglTexParameteri( 'u
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GLenum \fIpname\fP,
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GLint \fIparam\fP )
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.fi
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.EQ
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delim $$
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.EN
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.SH PARAMETERS
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.TP \w'\f2target\fP\ \ 'u
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\f2target\fP
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Specifies the target texture,
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which must be either \%\f3GL_TEXTURE_1D\fP, \%\f3GL_TEXTURE_2D\fP, or
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\%\f3GL_TEXTURE_3D\fP.
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.TP
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\f2pname\fP
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Specifies the symbolic name of a single-valued texture parameter.
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\f2pname\fP can be one of the following:
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\%\f3GL_TEXTURE_MIN_FILTER\fP,
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\%\f3GL_TEXTURE_MAG_FILTER\fP,
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\%\f3GL_TEXTURE_MIN_LOD\fP,
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\%\f3GL_TEXTURE_MAX_LOD\fP,
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\%\f3GL_TEXTURE_BASE_LEVEL\fP,
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\%\f3GL_TEXTURE_MAX_LEVEL\fP,
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\%\f3GL_TEXTURE_WRAP_S\fP,
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\%\f3GL_TEXTURE_WRAP_T\fP,
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\%\f3GL_TEXTURE_WRAP_R\fP, or
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\%\f3GL_TEXTURE_PRIORITY\fP.
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.TP
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\f2param\fP
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Specifies the value of \f2pname\fP.
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.SH C SPECIFICATION
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void \f3glTexParameterfv\fP(
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GLenum \fItarget\fP,
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.nf
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.ta \w'\f3void \fPglTexParameterfv( 'u
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GLenum \fIpname\fP,
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const GLfloat \fI*params\fP )
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.fi
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void \f3glTexParameteriv\fP(
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GLenum \fItarget\fP,
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.nf
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.ta \w'\f3void \fPglTexParameteriv( 'u
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GLenum \fIpname\fP,
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const GLint \fI*params\fP )
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.fi
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.SH PARAMETERS
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.TP
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\f2target\fP
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Specifies the target texture,
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which must be either \%\f3GL_TEXTURE_1D\fP, \%\f3GL_TEXTURE_2D\fP or
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\%\f3GL_TEXTURE_3D\fP.
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.TP
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\f2pname\fP
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Specifies the symbolic name of a texture parameter.
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\f2pname\fP can be one of the following:
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\%\f3GL_TEXTURE_MIN_FILTER\fP,
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\%\f3GL_TEXTURE_MAG_FILTER\fP,
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\%\f3GL_TEXTURE_MIN_LOD\fP,
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\%\f3GL_TEXTURE_MAX_LOD\fP,
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\%\f3GL_TEXTURE_BASE_LEVEL\fP,
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\%\f3GL_TEXTURE_MAX_LEVEL\fP,
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\%\f3GL_TEXTURE_WRAP_S\fP,
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\%\f3GL_TEXTURE_WRAP_T\fP,
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\%\f3GL_TEXTURE_WRAP_R\fP,
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\%\f3GL_TEXTURE_BORDER_COLOR\fP, or
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\%\f3GL_TEXTURE_PRIORITY\fP.
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.TP
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\f2params\fP
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Specifies a pointer to an array where the value or values of \f2pname\fP
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are stored.
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.SH DESCRIPTION
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Texture mapping is a technique that applies an image onto an object's surface
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as if the image were a decal or cellophane shrink-wrap.
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The image is created in texture space,
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with an ($s$, $t$) coordinate system.
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A texture is a one- or two-dimensional image and a set of parameters
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that determine how samples are derived from the image.
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.P
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\%\f3glTexParameter\fP assigns the value or values in \f2params\fP to the texture parameter
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specified as \f2pname\fP.
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\f2target\fP defines the target texture,
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either \%\f3GL_TEXTURE_1D\fP, \%\f3GL_TEXTURE_2D\fP, or \%\f3GL_TEXTURE_3D\fP.
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The following symbols are accepted in \f2pname\fP:
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.TP 10
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\%\f3GL_TEXTURE_MIN_FILTER\fP
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The texture minifying function is used whenever the pixel being textured
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maps to an area greater than one texture element.
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There are six defined minifying functions.
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Two of them use the nearest one or nearest four texture elements
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to compute the texture value.
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The other four use mipmaps.
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.IP
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A mipmap is an ordered set of arrays representing the same image
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at progressively lower resolutions.
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If the texture has dimensions $2 sup n ~times~ 2 sup m$, there are
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$ bold max ( n, m ) + 1 $ mipmaps.
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The first mipmap is the original texture,
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with dimensions $2 sup n ~times~ 2 sup m$.
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Each subsequent mipmap has dimensions $2 sup { k - 1 } ~times~ 2 sup { l - 1 }$,
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where $2 sup k ~times~ 2 sup l$ are the dimensions of the previous mipmap,
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until either $k ~=~ 0$ or $l~=~0$.
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At that point,
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subsequent mipmaps have dimension $ 1 ~times~ 2 sup { l - 1 } $
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or $ 2 sup { k - 1} ~times~ 1 $ until the final mipmap,
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which has dimension $1 ~times~ 1$.
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To define the mipmaps, call \%\f3glTexImage1D\fP, \%\f3glTexImage2D\fP,
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\%\f3glTexImage3D\fP,
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\%\f3glCopyTexImage1D\fP, or \%\f3glCopyTexImage2D\fP
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with the \f2level\fP argument indicating the order of the mipmaps.
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Level 0 is the original texture;
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level $ bold max ( n, m ) $ is the final $1 ~times~ 1$ mipmap.
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.IP
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\f2params\fP supplies a function for minifying the texture as one of the following:
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.RS 10
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.TP 10
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\%\f3GL_NEAREST\fP
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Returns the value of the texture element that is nearest
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(in Manhattan distance)
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to the center of the pixel being textured.
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.TP
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\%\f3GL_LINEAR\fP
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Returns the weighted average of the four texture elements
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that are closest to the center of the pixel being textured.
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These can include border texture elements,
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depending on the values of \%\f3GL_TEXTURE_WRAP_S\fP and \%\f3GL_TEXTURE_WRAP_T\fP,
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and on the exact mapping.
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.TP
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\%\f3GL_NEAREST_MIPMAP_NEAREST\fP
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Chooses the mipmap that most closely matches the size of the pixel
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being textured and uses the \%\f3GL_NEAREST\fP criterion
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(the texture element nearest to the center of the pixel)
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to produce a texture value.
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.TP
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\%\f3GL_LINEAR_MIPMAP_NEAREST\fP
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Chooses the mipmap that most closely matches the size of the pixel
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being textured and uses the \%\f3GL_LINEAR\fP criterion
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(a weighted average of the four texture elements that are closest
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to the center of the pixel)
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to produce a texture value.
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.TP
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\%\f3GL_NEAREST_MIPMAP_LINEAR\fP
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Chooses the two mipmaps that most closely match the size of the pixel
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being textured and uses the \%\f3GL_NEAREST\fP criterion
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(the texture element nearest to the center of the pixel)
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to produce a texture value from each mipmap.
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The final texture value is a weighted average of those two values.
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.TP
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\%\f3GL_LINEAR_MIPMAP_LINEAR\fP
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Chooses the two mipmaps that most closely match the size of the pixel
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being textured and uses the \%\f3GL_LINEAR\fP criterion
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(a weighted average of the four texture elements that are closest
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to the center of the pixel)
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to produce a texture value from each mipmap.
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The final texture value is a weighted average of those two values.
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.RE
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.IP
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As more texture elements are sampled in the minification process,
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fewer aliasing artifacts will be apparent.
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While the \%\f3GL_NEAREST\fP and \%\f3GL_LINEAR\fP minification functions can be
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faster than the other four,
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they sample only one or four texture elements to determine the texture value
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of the pixel being rendered and can produce moire patterns
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or ragged transitions.
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The initial value of \%\f3GL_TEXTURE_MIN_FILTER\fP is
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\%\f3GL_NEAREST_MIPMAP_LINEAR\fP.
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.TP 10
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\%\f3GL_TEXTURE_MAG_FILTER\fP
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The texture magnification function is used when the pixel being textured
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maps to an area less than or equal to one texture element.
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It sets the texture magnification function to either \%\f3GL_NEAREST\fP
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or \%\f3GL_LINEAR\fP (see below). \%\f3GL_NEAREST\fP is generally faster
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than \%\f3GL_LINEAR\fP,
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but it can produce textured images with sharper edges
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because the transition between texture elements is not as smooth.
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The initial value of \%\f3GL_TEXTURE_MAG_FILTER\fP is \%\f3GL_LINEAR\fP.
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.RS 10
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.TP 10
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\%\f3GL_NEAREST\fP
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Returns the value of the texture element that is nearest
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(in Manhattan distance)
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to the center of the pixel being textured.
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.TP
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\%\f3GL_LINEAR\fP
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Returns the weighted average of the four texture elements
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that are closest to the center of the pixel being textured.
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These can include border texture elements,
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depending on the values of \%\f3GL_TEXTURE_WRAP_S\fP and \%\f3GL_TEXTURE_WRAP_T\fP,
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and on the exact mapping.
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.P
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.RE
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.P
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.TP 10
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\%\f3GL_TEXTURE_MIN_LOD\fP
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Sets the minimum level-of-detail parameter. This floating-point value
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limits the selection of highest resolution mipmap (lowest mipmap
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level). The initial value is -1000.
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.P
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.TP 10
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\%\f3GL_TEXTURE_MAX_LOD\fP
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Sets the maximum level-of-detail parameter. This floating-point value
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limits the selection of the lowest resolution mipmap (highest mipmap
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level). The initial value is 1000.
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.P
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.TP 10
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\%\f3GL_TEXTURE_BASE_LEVEL\fP
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Specifies the index of the lowest defined mipmap level. This is an
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integer value. The initial value is 0.
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.P
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.TP 10
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\%\f3GL_TEXTURE_MAX_LEVEL\fP
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Sets the index of the highest defined mipmap level. This is an integer
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value. The initial value is 1000.
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.P
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.TP 10
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\%\f3GL_TEXTURE_WRAP_S\fP
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Sets the wrap parameter for texture coordinate $s$ to either
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\%\f3GL_CLAMP\fP, \%\f3GL_CLAMP_TO_EDGE\fP, or \%\f3GL_REPEAT\fP.
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\%\f3GL_CLAMP\fP causes $s$ coordinates to be clamped to the range [0,1]
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and is useful for preventing wrapping artifacts when mapping
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a single image onto an object.
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\%\f3GL_CLAMP_TO_EDGE\fP causes $s$ coordinates to be clamped to the range
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$left [ {1 over 2N}, 1 - {1 over 2N} right ]$, where $N$ is the size
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of the texture in the direction of clamping.
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\%\f3GL_REPEAT\fP causes the integer part of the $s$ coordinate to be ignored;
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the GL uses only the fractional part,
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thereby creating a repeating pattern.
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Border texture elements are accessed only if wrapping is set to \%\f3GL_CLAMP\fP.
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Initially, \%\f3GL_TEXTURE_WRAP_S\fP is set to \%\f3GL_REPEAT\fP.
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.P
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.TP 10
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\%\f3GL_TEXTURE_WRAP_T\fP
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Sets the wrap parameter for texture coordinate $t$ to either
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\%\f3GL_CLAMP\fP, \%\f3GL_CLAMP_TO_EDGE\fP, or \%\f3GL_REPEAT\fP.
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See the discussion under \%\f3GL_TEXTURE_WRAP_S\fP.
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Initially, \%\f3GL_TEXTURE_WRAP_T\fP is set to \%\f3GL_REPEAT\fP.
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.TP 10
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\%\f3GL_TEXTURE_WRAP_R\fP
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Sets the wrap parameter for texture coordinate $r$ to either
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\%\f3GL_CLAMP\fP, \%\f3GL_CLAMP_TO_EDGE\fP, or \%\f3GL_REPEAT\fP.
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See the discussion under \%\f3GL_TEXTURE_WRAP_S\fP.
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Initially, \%\f3GL_TEXTURE_WRAP_R\fP is set to \%\f3GL_REPEAT\fP.
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.TP
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\%\f3GL_TEXTURE_BORDER_COLOR\fP
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Sets a border color.
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\f2params\fP contains four values that comprise the RGBA color
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of the texture border.
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Integer color components are interpreted linearly such that the most
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positive integer maps to 1.0,
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and the most negative integer maps to -1.0.
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The values are clamped to the range [0,1] when they are specified.
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Initially, the border color is (0, 0, 0, 0).
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.TP 10
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\%\f3GL_TEXTURE_PRIORITY\fP
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Specifies the texture residence priority of the currently bound texture.
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Permissible values are in the range [0,\ 1].
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See \%\f3glPrioritizeTextures\fP and \%\f3glBindTexture\fP for more information.
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.SH NOTES
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\%\f3GL_TEXTURE_3D\fP, \%\f3GL_TEXTURE_MIN_LOD\fP, \%\f3GL_TEXTURE_MAX_LOD\fP,
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\%\f3GL_TEXTURE_BASE_LEVEL\fP, and \%\f3GL_TEXTURE_MAX_LEVEL\fP are only
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available if the GL version is 1.2 or greater.
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.P
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Suppose that a program has enabled texturing
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(by calling \%\f3glEnable\fP
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with argument \%\f3GL_TEXTURE_1D\fP, \%\f3GL_TEXTURE_2D\fP, or \%\f3GL_TEXTURE_3D\fP)
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and has set \%\f3GL_TEXTURE_MIN_FILTER\fP to one of the functions
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that requires a mipmap.
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If either the dimensions of the texture images currently defined
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(with previous calls to \%\f3glTexImage1D\fP, \%\f3glTexImage2D\fP,
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\%\f3glTexImage3D\fP,
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\%\f3glCopyTexImage1D\fP, or \%\f3glCopyTexImage2D\fP)
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do not follow the proper sequence for mipmaps
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(described above),
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or there are fewer texture images defined than are needed,
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or the set of texture images have differing numbers of texture components,
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then it is as if texture mapping were disabled.
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.P
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Linear filtering accesses the four nearest texture elements only in 2D
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textures.
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In 1D textures, linear filtering accesses the two nearest texture
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elements.
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.P
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When the \%\f3GL_ARB_multitexture\fP extension is supported, \%\f3glTexParameter\fP
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specifies the texture parameters for the active texture unit, specified
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by calling \%\f3glActiveTextureARB\fP.
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.SH ERRORS
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\%\f3GL_INVALID_ENUM\fP is generated if \f2target\fP or \f2pname\fP is not
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one of the accepted defined values.
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.P
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\%\f3GL_INVALID_ENUM\fP is generated if \f2params\fP should have a defined
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constant value (based on the value of \f2pname\fP) and does not.
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.P
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\%\f3GL_INVALID_OPERATION\fP is generated if \%\f3glTexParameter\fP
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is executed between the execution of \%\f3glBegin\fP
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and the corresponding execution of \%\f3glEnd\fP.
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.SH ASSOCIATED GETS
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\%\f3glGetTexParameter\fP
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.br
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\%\f3glGetTexLevelParameter\fP
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.SH SEE ALSO
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\%\f3glActiveTextureARB(3G)\fP,
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\%\f3glBindTexture(3G)\fP,
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\%\f3glCopyPixels(3G)\fP,
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\%\f3glCopyTexImage1D(3G)\fP,
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\%\f3glCopyTexImage2D(3G)\fP,
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\%\f3glCopyTexSubImage1D(3G)\fP,
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\%\f3glCopyTexSubImage2D(3G)\fP,
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\%\f3glCopyTexSubImage3D(3G)\fP,
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\%\f3glDrawPixels(3G)\fP,
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\%\f3glPixelStore(3G)\fP,
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\%\f3glPixelTransfer(3G)\fP,
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\%\f3glPrioritizeTextures(3G)\fP,
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\%\f3glTexEnv(3G)\fP,
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\%\f3glTexGen(3G)\fP,
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\%\f3glTexImage1D(3G)\fP,
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\%\f3glTexImage2D(3G)\fP,
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\%\f3glTexImage3D(3G)\fP,
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\%\f3glTexSubImage1D(3G)\fP,
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\%\f3glTexSubImage2D(3G)\fP,
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\%\f3glTexSubImage3D(3G)\fP
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