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GLTEXIMAGE1D()							GLTEXIMAGE1D()

NAME
       glTexImage1D - specify a	one-dimensional	texture	image

C SPECIFICATION
       void glTexImage1D( GLenum target,
			  GLint	level,
			  GLint	internalformat,
			  GLsizei width,
			  GLint	border,
			  GLenum format,
			  GLenum type,
			  const	GLvoid *pixels )

       delim $$

PARAMETERS
       target	       Specifies the target texture.  Must be GL_TEXTURE_1D or
		       GL_PROXY_TEXTURE_1D.

       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 tex-
		       ture.  Must be 1, 2, 3, or 4, or	one of	the  following
		       symbolic	 constants:  GL_ALPHA,	GL_ALPHA4,  GL_ALPHA8,
		       GL_ALPHA12,  GL_ALPHA16,	 GL_LUMINANCE,	GL_LUMINANCE4,
		       GL_LUMINANCE8, GL_LUMINANCE12, GL_LUMINANCE16, GL_LUMI-
		       NANCE_ALPHA,   GL_LUMINANCE4_ALPHA4,  GL_LUMINANCE6_AL-
		       PHA2,   GL_LUMINANCE8_ALPHA8,	GL_LUMINANCE12_ALPHA4,
		       GL_LUMINANCE12_ALPHA12,	GL_LUMINANCE16_ALPHA16,	GL_IN-
		       TENSITY,	GL_INTENSITY4, GL_INTENSITY8,  GL_INTENSITY12,
		       GL_INTENSITY16,	GL_RGB,	GL_R3_G3_B2, GL_RGB4, GL_RGB5,
		       GL_RGB8,	  GL_RGB10,   GL_RGB12,	  GL_RGB16,   GL_RGBA,
		       GL_RGBA2,  GL_RGBA4, GL_RGB5_A1,	GL_RGBA8, GL_RGB10_A2,
		       GL_RGBA12, or GL_RGBA16.

       width	       Specifies the width of the texture image.  Must	be  $2
		       sup  n  + 2 ( "border" )$ for some integer $n$. All im-
		       plementations support texture images that are at	 least
		       64  texels  wide. The height of the 1D texture image is
		       1.

       border	       Specifies the width of the border.  Must	be either 0 or
		       1.

       format	       Specifies the format of the pixel data.	The  following
		       symbolic	 values	 are accepted: GL_COLOR_INDEX, GL_RED,
		       GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_RGBA,  GL_LUMI-
		       NANCE, and GL_LUMINANCE_ALPHA.

       type	       Specifies the data type of the pixel data.  The follow-
		       ing  symbolic  values  are  accepted: GL_UNSIGNED_BYTE,
		       GL_BYTE,	GL_BITMAP, GL_UNSIGNED_SHORT, GL_SHORT,	GL_UN-
		       SIGNED_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 graphi-
       cal 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 bor-
       der, level-of-detail number (see	glTexParameter), and the internal res-
       olution 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	imple-
       mentation  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	float-
       ing-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_UN-
       PACK_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 con-
		 verts 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  in-
		 dex  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	 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	compo-
		 nent  is  then	 multiplied  by	 the   signed	scale	factor
		 GL_c_SCALE,  added  to	the signed bias	GL_c_BIAS, and clamped
		 to the	range [0,1] (see glPixelTransfer).

       GL_GREEN	 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	compo-
		 nent  is  then	 multiplied  by	 the   signed	scale	factor
		 GL_c_SCALE,  added  to	the signed bias	GL_c_BIAS, and clamped
		 to the	range [0,1] (see glPixelTransfer).

       GL_BLUE	 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	compo-
		 nent	is   then   multiplied	by  the	 signed	 scale	factor
		 GL_c_SCALE, added to the signed bias GL_c_BIAS,  and  clamped
		 to the	range [0,1] (see glPixelTransfer).

       GL_ALPHA	 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	GL_c_SCALE,  added  to
		 the  signed  bias  GL_c_BIAS,	and clamped to the range [0,1]
		 (see glPixelTransfer).

       GL_RGB	 Each element is an RGB	triple.	 The GL	converts it to	float-
		 ing  point and	assembles it into an RGBA element by attaching
		 1 for alpha.  Each component is then multiplied by the	signed
		 scale factor GL_c_SCALE, added	to the signed bias  GL_c_BIAS,
		 and clamped to	the range [0,1]	(see glPixelTransfer).

       GL_RGBA	 Each element contains all four	components.  Each component is
		 then  multiplied by the signed	scale factor GL_c_SCALE, added
		 to the	signed bias GL_c_BIAS, and clamped to the range	 [0,1]
		 (see glPixelTransfer).

       GL_LUMINANCE
		 Each element is a single luminance value.  The	GL converts it
		 to  floating point, then assembles it into an RGBA element by
		 replicating the luminance value three times for  red,	green,
		 and  blue  and	attaching 1 for	alpha.	Each component is then
		 multiplied by the signed scale	factor	GL_c_SCALE,  added  to
		 the  signed  bias  GL_c_BIAS,	and clamped to the range [0,1]
		 (see glPixelTransfer).

       GL_LUMINANCE_ALPHA
		 Each element is a luminance/alpha pair.  The GL  converts  it
		 to  floating point, then assembles it into an RGBA element by
		 replicating the luminance value three times for  red,	green,
		 and  blue.   Each  component is then multiplied by the	signed
		 scale factor GL_c_SCALE, added	to the signed bias  GL_c_BIAS,
		 and clamped to	the range [0,1]	(see glPixelTransfer).

       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 in-
       ternalformat. 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_LUMINANCE,	GL_LU-
       MINANCE_ALPHA, GL_RGB, and GL_RGBA must match exactly. The numeric val-
       ues  1, 2, 3, and 4 may also be used to specify the preceding represen-
       tations.)

       Use the GL_PROXY_TEXTURE_1D target to try out a resolution and  format.
       The implementation will update and recompute its	best match for the re-
       quested storage resolution and format. To query this state, call	glGet-
       TexLevelParameter.   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  pixels.	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
       Texturing has no	effect in color	index mode.

       The  texture  image  can	be represented by the same data	formats	as the
       pixels in a glDrawPixels	 command,  except  that	 GL_STENCIL_INDEX  and
       GL_DEPTH_COMPONENT  cannot  be  used.  glPixelStore and glPixelTransfer
       modes affect texture images in exactly the way they  affect  glDrawPix-
       els.

       GL_PROXY_TEXTURE_1D  may	 only  be  used	 if  the  GL version is	1.1 or
       greater.

       Internal	formats	other than 1, 2, 3, or 4 may only be used  if  the  GL
       version is 1.1 or greater.

       In  GL  version	1.1  or	greater, pixels	may be a null pointer. In this
       case texture memory is allocated	to  accommodate	 a  texture  of	 width
       width.	You  can  then	download subtextures to	initialize the texture
       memory. The image is undefined if the program tries to apply an	unini-
       tialized	portion	of the texture image to	a primitive.

ERRORS
       GL_INVALID_ENUM	 is  generated	if  target  is	not  GL_TEXTURE_1D  or
       GL_PROXY_TEXTURE_1D.

       GL_INVALID_ENUM is generated if format is not an	accepted  format  con-
       stant.	Format constants other than GL_STENCIL_INDEX and GL_DEPTH_COM-
       PONENT are accepted.

       GL_INVALID_ENUM is generated if type is not a type constant.

       GL_INVALID_ENUM is generated if type is GL_BITMAP  and  format  is  not
       GL_COLOR_INDEX.

       GL_INVALID_VALUE	is generated if	level is less than 0.

       GL_INVALID_VALUE	 may  be  generated  if	level is greater than $log sub
       2$max, where max	is the returned	value of GL_MAX_TEXTURE_SIZE.

       GL_INVALID_VALUE	is generated if	internalformat is not 1, 2, 3,	4,  or
       one of the accepted resolution and format symbolic constants.

       GL_INVALID_VALUE	is generated if	width is less than 0 or	greater	than 2
       +  GL_MAX_TEXTURE_SIZE,	or  if	it cannot be represented as $2 sup n +
       2("border")$ for	some integer value of n.

       GL_INVALID_VALUE	is generated if	border is not 0	or 1.

       GL_INVALID_OPERATION is generated if glTexImage1D is  executed  between
       the execution of	glBegin	and the	corresponding execution	of glEnd.

ASSOCIATED GETS
       glGetTexImage glIsEnabled with argument GL_TEXTURE_1D

SEE ALSO
       glCopyPixels,  glCopyTexImage1D,	glCopyTexImage2D, glCopyTexSubImage1D,
       glCopyTexSubImage2D, glDrawPixels, glPixelStore,	 glPixelTransfer,  gl-
       TexEnv,	glTexGen, glTexImage2D,	glTexSubImage1D, glTexSubImage2D, glT-
       exParameter

								GLTEXIMAGE1D()

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