471 lines
16 KiB
Plaintext
471 lines
16 KiB
Plaintext
'\" 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 teximage3
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.ds Xs 11081 17 teximage3d.gl
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.TH GLTEXIMAGE3D 3G
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.SH NAME
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.B "glTexImage3D
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\- specify a three-dimensional texture image
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.SH C SPECIFICATION
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void \f3glTexImage3D\fP(
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GLenum \fItarget\fP,
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.nf
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.ta \w'\f3void \fPglTexImage3D( 'u
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GLint \fIlevel\fP,
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GLint \fIinternalFormat\fP,
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GLsizei \fIwidth\fP,
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GLsizei \fIheight\fP,
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GLsizei \fIdepth\fP,
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GLint \fIborder\fP,
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GLenum \fIformat\fP,
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GLenum \fItype\fP,
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const GLvoid \fI*pixels\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'\fIinternalFormat\fP\ \ 'u
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\f2target\fP
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Specifies the target texture.
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Must be \%\f3GL_TEXTURE_3D\fP or \%\f3GL_PROXY_TEXTURE_3D\fP.
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.TP
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\f2level\fP
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Specifies the level-of-detail number.
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Level 0 is the base image level.
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Level $n$ is the $n sup th$ mipmap reduction image.
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.TP
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\f2internalFormat\fP
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Specifies the number of color components in the texture.
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Must be 1, 2, 3, or 4, or one of the following symbolic constants:
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\%\f3GL_ALPHA\fP,
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\%\f3GL_ALPHA4\fP,
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\%\f3GL_ALPHA8\fP,
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\%\f3GL_ALPHA12\fP,
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\%\f3GL_ALPHA16\fP,
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\%\f3GL_LUMINANCE\fP,
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\%\f3GL_LUMINANCE4\fP,
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\%\f3GL_LUMINANCE8\fP,
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\%\f3GL_LUMINANCE12\fP,
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\%\f3GL_LUMINANCE16\fP,
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\%\f3GL_LUMINANCE_ALPHA\fP,
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\%\f3GL_LUMINANCE4_ALPHA4\fP,
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\%\f3GL_LUMINANCE6_ALPHA2\fP,
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\%\f3GL_LUMINANCE8_ALPHA8\fP,
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\%\f3GL_LUMINANCE12_ALPHA4\fP,
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\%\f3GL_LUMINANCE12_ALPHA12\fP,
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\%\f3GL_LUMINANCE16_ALPHA16\fP,
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\%\f3GL_INTENSITY\fP,
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\%\f3GL_INTENSITY4\fP,
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\%\f3GL_INTENSITY8\fP,
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\%\f3GL_INTENSITY12\fP,
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\%\f3GL_INTENSITY16\fP,
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\%\f3GL_R3_G3_B2\fP,
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\%\f3GL_RGB\fP,
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\%\f3GL_RGB4\fP,
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\%\f3GL_RGB5\fP,
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\%\f3GL_RGB8\fP,
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\%\f3GL_RGB10\fP,
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\%\f3GL_RGB12\fP,
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\%\f3GL_RGB16\fP,
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\%\f3GL_RGBA\fP,
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\%\f3GL_RGBA2\fP,
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\%\f3GL_RGBA4\fP,
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\%\f3GL_RGB5_A1\fP,
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\%\f3GL_RGBA8\fP,
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\%\f3GL_RGB10_A2\fP,
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\%\f3GL_RGBA12\fP, or
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\%\f3GL_RGBA16\fP.
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.TP
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\f2width\fP
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Specifies the width of the texture image.
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Must be $2 sup n ~+~ 2 ( "border" )$ for some integer $n$. All
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implementations support texture images that are at least 64 texels
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wide.
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.TP
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\f2height\fP
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Specifies the height of the texture image.
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Must be $2 sup m ~+~ 2 ( "border" )$ for some integer $m$. All
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implementations support texture images that are at least 64 texels
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high.
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.TP
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\f2depth\fP
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Specifies the depth of the texture image.
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Must be $2 sup k ~+~ 2 ( "border" )$ for some integer $k$. All
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implementations support texture images that are at least 64 texels
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deep.
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.TP
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\f2border\fP
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Specifies the width of the border.
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Must be either 0 or 1.
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.TP
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\f2format\fP
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Specifies the of the pixel data.
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The following symbolic values are accepted:
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\%\f3GL_COLOR_INDEX\fP,
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\%\f3GL_RED\fP,
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\%\f3GL_GREEN\fP,
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\%\f3GL_BLUE\fP,
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\%\f3GL_ALPHA\fP,
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\%\f3GL_RGB\fP,
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\%\f3GL_BGR\fP,
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\%\f3GL_RGBA\fP,
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\%\f3GL_BGRA\fP,
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\%\f3GL_LUMINANCE\fP, and
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\%\f3GL_LUMINANCE_ALPHA\fP.
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.TP
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\f2type\fP
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Specifies the data type of the pixel data.
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The following symbolic values are accepted:
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\%\f3GL_UNSIGNED_BYTE\fP,
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\%\f3GL_BYTE\fP,
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\%\f3GL_BITMAP\fP,
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\%\f3GL_UNSIGNED_SHORT\fP,
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\%\f3GL_SHORT\fP,
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\%\f3GL_UNSIGNED_INT\fP,
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\%\f3GL_INT\fP,
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\%\f3GL_FLOAT\fP
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\%\f3GL_UNSIGNED_BYTE_3_3_2\fP,
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\%\f3GL_UNSIGNED_BYTE_2_3_3_REV\fP,
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\%\f3GL_UNSIGNED_SHORT_5_6_5\fP,
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\%\f3GL_UNSIGNED_SHORT_5_6_5_REV\fP,
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\%\f3GL_UNSIGNED_SHORT_4_4_4_4\fP,
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\%\f3GL_UNSIGNED_SHORT_4_4_4_4_REV\fP,
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\%\f3GL_UNSIGNED_SHORT_5_5_5_1\fP,
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\%\f3GL_UNSIGNED_SHORT_1_5_5_5_REV\fP,
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\%\f3GL_UNSIGNED_INT_8_8_8_8\fP,
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\%\f3GL_UNSIGNED_INT_8_8_8_8_REV\fP,
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\%\f3GL_UNSIGNED_INT_10_10_10_2\fP, and
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\%\f3GL_UNSIGNED_INT_2_10_10_10_REV\fP.
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.TP
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\f2pixels\fP
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Specifies a pointer to the image data in memory.
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.SH DESCRIPTION
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Texturing maps a portion of a specified texture image
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onto each graphical primitive for which texturing is enabled.
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To enable and disable three-dimensional texturing, call \%\f3glEnable\fP
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and \%\f3glDisable\fP with argument \%\f3GL_TEXTURE_3D\fP.
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.P
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To define texture images, call \%\f3glTexImage3D\fP.
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The arguments describe the parameters of the texture image,
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such as height,
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width, depth,
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width of the border,
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level-of-detail number
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(see \%\f3glTexParameter\fP),
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and number of color components provided.
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The last three arguments describe how the image is represented in memory;
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they are identical to the pixel formats used for \%\f3glDrawPixels\fP.
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.P
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If \f2target\fP is \%\f3GL_PROXY_TEXTURE_3D\fP, no data is read from \f2pixels\fP, but
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all of the texture image state is recalculated, checked for
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consistency, and checked
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against the implementation's capabilities. If the implementation cannot
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handle a texture of the requested texture size, it sets
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all of the image state to 0,
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but does not generate an error (see \%\f3glGetError\fP). To query for an
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entire mipmap array, use an image array level greater than or equal to
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1.
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.P
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If \f2target\fP is \%\f3GL_TEXTURE_3D\fP,
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data is read from \f2pixels\fP as a sequence of signed or unsigned bytes,
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shorts,
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or longs,
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or single-precision floating-point values,
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depending on \f2type\fP.
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These values are grouped into sets of one,
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two,
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three,
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or four values,
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depending on \f2format\fP,
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to form elements.
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If \f2type\fP is \%\f3GL_BITMAP\fP,
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the data is considered as a string of unsigned bytes (and
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\f2format\fP must be \%\f3GL_COLOR_INDEX\fP).
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Each data byte is treated as eight 1-bit elements,
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with bit ordering determined by \%\f3GL_UNPACK_LSB_FIRST\fP
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(see \%\f3glPixelStore\fP).
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.P
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The first element corresponds to the lower left corner of the texture
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image.
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Subsequent elements progress left-to-right through the remaining texels
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in the lowest row of the texture image, and then in successively higher
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rows of the texture image.
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The final element corresponds to the upper right corner of the texture
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image.
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.P
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\f2format\fP determines the composition of each element in \f2pixels\fP.
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It can assume one of eleven symbolic values:
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.TP 10
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\%\f3GL_COLOR_INDEX\fP
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Each element is a single value,
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a color index.
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The GL converts it to fixed point
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(with an unspecified number of zero bits to the right of the binary point),
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shifted left or right depending on the value and sign of \%\f3GL_INDEX_SHIFT\fP,
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and added to \%\f3GL_INDEX_OFFSET\fP
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(see
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.br
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\%\f3glPixelTransfer\fP).
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The resulting index is converted to a set of color components
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using the
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\%\f3GL_PIXEL_MAP_I_TO_R\fP,
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\%\f3GL_PIXEL_MAP_I_TO_G\fP,
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\%\f3GL_PIXEL_MAP_I_TO_B\fP, and
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\%\f3GL_PIXEL_MAP_I_TO_A\fP tables,
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and clamped to the range [0,1].
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.TP
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\%\f3GL_RED\fP
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Each element is a single red component.
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The GL converts it to floating point and assembles it into an RGBA element
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by attaching 0 for green and blue, and 1 for alpha.
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Each component is then multiplied by the signed scale factor \%\f3GL_c_SCALE\fP,
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added to the signed bias \%\f3GL_c_BIAS\fP,
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and clamped to the range [0,1]
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(see \%\f3glPixelTransfer\fP).
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.TP
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\%\f3GL_GREEN\fP
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Each element is a single green component.
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The GL converts it to floating point and assembles it into an RGBA element
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by attaching 0 for red and blue, and 1 for alpha.
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Each component is then multiplied by the signed scale factor \%\f3GL_c_SCALE\fP,
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added to the signed bias \%\f3GL_c_BIAS\fP,
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and clamped to the range [0,1]
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(see \%\f3glPixelTransfer\fP).
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.TP
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\%\f3GL_BLUE\fP
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Each element is a single blue component.
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The GL converts it to floating point and assembles it into an RGBA element
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by attaching 0 for red and green, and 1 for alpha.
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Each component is then multiplied by the signed scale factor \%\f3GL_c_SCALE\fP,
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added to the signed bias \%\f3GL_c_BIAS\fP,
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and clamped to the range [0,1]
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(see \%\f3glPixelTransfer\fP).
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.TP
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\%\f3GL_ALPHA\fP
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Each element is a single alpha component.
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The GL converts it to floating point and assembles it into an RGBA element
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by attaching 0 for red, green, and blue.
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Each component is then multiplied by the signed scale factor \%\f3GL_c_SCALE\fP,
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added to the signed bias \%\f3GL_c_BIAS\fP,
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and clamped to the range [0,1]
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(see \%\f3glPixelTransfer\fP).
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.TP
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\%\f3GL_RGB\fP
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.TP
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\%\f3GL_BGR\fP
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Each element is an RGB triple.
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The GL converts it to floating point and assembles it into an RGBA element
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by attaching 1 for alpha.
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Each component is then multiplied by the signed scale factor \%\f3GL_c_SCALE\fP,
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added to the signed bias \%\f3GL_c_BIAS\fP,
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and clamped to the range [0,1]
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(see
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.br
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\%\f3glPixelTransfer\fP).
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.TP
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\%\f3GL_RGBA\fP
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.TP
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\%\f3GL_BGRA\fP
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Each element contains all four components.
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Each component is multiplied by the signed scale factor \%\f3GL_c_SCALE\fP,
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added to the signed bias \%\f3GL_c_BIAS\fP,
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and clamped to the range [0,1]
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(see \%\f3glPixelTransfer\fP).
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.TP
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\%\f3GL_LUMINANCE\fP
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Each element is a single luminance value.
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The GL converts it to floating point,
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then assembles it into an RGBA element by replicating the luminance value
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three times for red, green, and blue and attaching 1 for alpha.
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Each component is then multiplied by the signed scale factor \%\f3GL_c_SCALE\fP,
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added to the signed bias \%\f3GL_c_BIAS\fP,
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and clamped to the range [0,1]
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(see \%\f3glPixelTransfer\fP).
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.TP
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\%\f3GL_LUMINANCE_ALPHA\fP
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Each element is a luminance/alpha pair.
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The GL converts it to floating point,
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then assembles it into an RGBA element by replicating the luminance value
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three times for red, green, and blue.
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Each component is then multiplied by the signed scale factor \%\f3GL_c_SCALE\fP,
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added to the signed bias \%\f3GL_c_BIAS\fP,
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and clamped to the range [0,1]
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(see
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.br
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\%\f3glPixelTransfer\fP).
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.P
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Refer to the \%\f3glDrawPixels\fP reference page for a description of
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the acceptable values for the \f2type\fP parameter.
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.P
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If an application wants to store the texture at a certain
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resolution or in a certain , it can request the resolution
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and with \f2internalFormat\fP. The GL will choose an internal
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representation that closely approximates that requested by \f2internalFormat\fP, but
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it may not match exactly.
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(The representations specified by \%\f3GL_LUMINANCE\fP,
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\%\f3GL_LUMINANCE_ALPHA\fP, \%\f3GL_RGB\fP,
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and \%\f3GL_RGBA\fP must match exactly. The numeric values 1, 2, 3, and 4
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may also be used to specify the above representations.)
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.P
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Use the \%\f3GL_PROXY_TEXTURE_3D\fP target to try out a resolution and
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. The implementation will
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update and recompute its best match for the requested storage resolution
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and . To then query this state, call
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\%\f3glGetTexLevelParameter\fP.
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If the texture cannot be accommodated, texture state is set to 0.
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.P
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A one-component texture image uses only the red component of the RGBA
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color extracted from \f2pixels\fP.
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A two-component image uses the R and A values.
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A three-component image uses the R, G, and B values.
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A four-component image uses all of the RGBA components.
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.SH NOTES
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Texturing has no effect in color index mode.
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.P
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The texture image can be represented by the same data formats
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as the pixels in a \%\f3glDrawPixels\fP command,
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except that \%\f3GL_STENCIL_INDEX\fP and \%\f3GL_DEPTH_COMPONENT\fP
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cannot be used.
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\%\f3glPixelStore\fP and \%\f3glPixelTransfer\fP modes affect texture images
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in exactly the way they affect \%\f3glDrawPixels\fP.
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.P
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.P
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\%\f3glTexImage3D\fP is available only if the GL version is 1.2 or greater.
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.P
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Internal formats other than 1, 2, 3, or 4 may be used only if the GL
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version is 1.1 or greater.
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.P
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\f2pixels\fP may be a null pointer.
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In this case texture memory is
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allocated to accommodate a texture of width \f2width\fP, height \f2height\fP,
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and depth \f2depth\fP.
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You can then download subtextures to initialize this
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texture memory.
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The image is undefined if the user tries to apply
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an uninitialized portion of the texture image to a primitive.
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.P
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Formats \%\f3GL_BGR\fP, and \%\f3GL_BGRA\fP and types
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\%\f3GL_UNSIGNED_BYTE_3_3_2\fP,
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\%\f3GL_UNSIGNED_BYTE_2_3_3_REV\fP,
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\%\f3GL_UNSIGNED_SHORT_5_6_5\fP,
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\%\f3GL_UNSIGNED_SHORT_5_6_5_REV\fP,
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\%\f3GL_UNSIGNED_SHORT_4_4_4_4\fP,
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\%\f3GL_UNSIGNED_SHORT_4_4_4_4_REV\fP,
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\%\f3GL_UNSIGNED_SHORT_5_5_5_1\fP,
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\%\f3GL_UNSIGNED_SHORT_1_5_5_5_REV\fP,
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\%\f3GL_UNSIGNED_INT_8_8_8_8\fP,
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\%\f3GL_UNSIGNED_INT_8_8_8_8_REV\fP,
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\%\f3GL_UNSIGNED_INT_10_10_10_2\fP, and
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\%\f3GL_UNSIGNED_INT_2_10_10_10_REV\fP are available only if the GL version
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is 1.2 or greater.
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.P
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When the \%\f3GL_ARB_multitexture\fP extension is supported, \%\f3glTexImage3D\fP
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specifies the three-dimensional texture for the current texture unit,
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specified with \%\f3glActiveTextureARB\fP.
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.P
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If the \%\f3GL_ARB_imaging\fP extension is supported, RGBA elements may
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also be processed by the imaging pipeline. The following stages may be
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applied to an RGBA color before color component clamping to the range
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[0,\ 1]:
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.TP 3
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1. Color component replacement by the color table specified for
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\%\f3GL_COLOR_TABLE\fP, if enabled. See \%\f3glColorTable\fP.
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.TP
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2. Color component replacement by the color table specified for
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\%\f3GL_POST_CONVOLUTION_COLOR_TABLE\fP, if enabled. See \%\f3glColorTable\fP.
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.TP
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3. Transformation by the color matrix. See \%\f3glMatrixMode\fP.
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.TP
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4. RGBA components may be multiplied by \%\f3GL_POST_COLOR_MATRIX_c_SCALE\fP,
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and added to \%\f3GL_POST_COLOR_MATRIX_c_BIAS\fP, if enabled. See
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\%\f3glPixelTransfer\fP.
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.TP
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5. Color component replacement by the color table specified for
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\%\f3GL_POST_COLOR_MATRIX_COLOR_TABLE\fP, if enabled. See
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\%\f3glColorTable\fP.
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.SH ERRORS
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\%\f3GL_INVALID_ENUM\fP is generated if \f2target\fP is not \%\f3GL_TEXTURE_3D\fP
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or \%\f3GL_PROXY_TEXTURE_3D\fP.
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.P
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\%\f3GL_INVALID_ENUM\fP is generated if \f2format\fP is not an accepted
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constant.
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Format constants other than \%\f3GL_STENCIL_INDEX\fP and \%\f3GL_DEPTH_COMPONENT\fP
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are accepted.
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.P
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\%\f3GL_INVALID_ENUM\fP is generated if \f2type\fP is not a type constant.
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|
.P
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\%\f3GL_INVALID_ENUM\fP is generated if \f2type\fP is \%\f3GL_BITMAP\fP and
|
|
\f2format\fP is not \%\f3GL_COLOR_INDEX\fP.
|
|
.P
|
|
\%\f3GL_INVALID_VALUE\fP is generated if \f2level\fP is less than 0.
|
|
.P
|
|
.P
|
|
\%\f3GL_INVALID_VALUE\fP may be generated if \f2level\fP is greater than $log
|
|
sub 2$\f2max\fP,
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|
where \f2max\fP is the returned value of \%\f3GL_MAX_TEXTURE_SIZE\fP.
|
|
.P
|
|
\%\f3GL_INVALID_VALUE\fP is generated if \f2internalFormat\fP is not 1, 2, 3, 4, or one of the
|
|
accepted resolution and symbolic constants.
|
|
.P
|
|
\%\f3GL_INVALID_VALUE\fP is generated if \f2width\fP, \f2height\fP, or \f2depth\fP
|
|
is less than 0 or greater than 2 + \%\f3GL_MAX_TEXTURE_SIZE\fP,
|
|
or if either cannot be represented as $2 sup k ~+~ 2( "border" )$ for some
|
|
integer value of \f2k\fP.
|
|
.P
|
|
\%\f3GL_INVALID_VALUE\fP is generated if \f2border\fP is not 0 or 1.
|
|
.P
|
|
\%\f3GL_INVALID_OPERATION\fP is generated if \%\f3glTexImage3D\fP
|
|
is executed between the execution of \%\f3glBegin\fP
|
|
and the corresponding execution of \%\f3glEnd\fP.
|
|
.P
|
|
\%\f3GL_INVALID_OPERATION\fP is generated if \f2type\fP is one of
|
|
\%\f3GL_UNSIGNED_BYTE_3_3_2\fP,
|
|
\%\f3GL_UNSIGNED_BYTE_2_3_3_REV\fP,
|
|
\%\f3GL_UNSIGNED_SHORT_5_6_5\fP, or
|
|
\%\f3GL_UNSIGNED_SHORT_5_6_5_REV\fP
|
|
and \f2format\fP is not \%\f3GL_RGB\fP.
|
|
.P
|
|
\%\f3GL_INVALID_OPERATION\fP is generated if \f2type\fP is one of
|
|
\%\f3GL_UNSIGNED_SHORT_4_4_4_4\fP,
|
|
\%\f3GL_UNSIGNED_SHORT_4_4_4_4_REV\fP,
|
|
\%\f3GL_UNSIGNED_SHORT_5_5_5_1\fP,
|
|
\%\f3GL_UNSIGNED_SHORT_1_5_5_5_REV\fP,
|
|
\%\f3GL_UNSIGNED_INT_8_8_8_8\fP,
|
|
\%\f3GL_UNSIGNED_INT_8_8_8_8_REV\fP,
|
|
\%\f3GL_UNSIGNED_INT_10_10_10_2\fP, or
|
|
\%\f3GL_UNSIGNED_INT_2_10_10_10_REV\fP
|
|
and \f2format\fP is neither \%\f3GL_RGBA\fP nor \%\f3GL_BGRA\fP.
|
|
.SH ASSOCIATED GETS
|
|
\%\f3glGetTexImage\fP
|
|
.br
|
|
\%\f3glIsEnabled\fP with argument \%\f3GL_TEXTURE_3D\fP
|
|
.SH SEE ALSO
|
|
\%\f3glActiveTextureARB(3G)\fP,
|
|
\%\f3glCopyPixels(3G)\fP,
|
|
\%\f3glCopyTexImage1D(3G)\fP,
|
|
\%\f3glCopyTexImage2D(3G)\fP,
|
|
\%\f3glCopyTexSubImage1D(3G)\fP,
|
|
\%\f3glCopyTexSubImage2D(3G)\fP,
|
|
\%\f3glCopyTexSubImage3D(3G)\fP,
|
|
\%\f3glDrawPixels(3G)\fP,
|
|
\%\f3glPixelStore(3G)\fP,
|
|
\%\f3glPixelTransfer(3G)\fP,
|
|
\%\f3glTexEnv(3G)\fP,
|
|
\%\f3glTexGen(3G)\fP,
|
|
\%\f3glTexImage1D(3G)\fP,
|
|
\%\f3glTexImage2D(3G)\fP,
|
|
\%\f3glTexSubImage1D(3G)\fP,
|
|
\%\f3glTexSubImage2D(3G)\fP,
|
|
\%\f3glTexSubImage3D(3G)\fP,
|
|
\%\f3glTexParameter(3G)\fP
|
|
|
|
|