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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 texture.
		     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_LUMINANCE_ALPHA, GL_LU-
		     MINANCE4_ALPHA4,  GL_LUMINANCE6_ALPHA2,   GL_LUMINANCE8_AL-
		     PHA8, GL_LUMINANCE12_ALPHA4, GL_LUMINANCE12_ALPHA12, GL_LU-
		     MINANCE16_ALPHA16,  GL_INTENSITY,	GL_INTENSITY4, GL_INTEN-
		     SITY8, 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 implementations
		     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 sym-
		     bolic   values   are   accepted:	GL_COLOR_INDEX,  GL_RED,
		     GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_RGBA, GL_LUMINANCE,
		     and GL_LUMINANCE_ALPHA.

     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-dimen-
     sional 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 for-
     mat used to store the image.  The last three arguments describe how the im-
     age  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.  Subse-
     quent  elements  progress left-to-right through the remaining texels in the
     texture array.  The final element corresponds to the right end of the  tex-
     ture 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_OFF-
	       SET (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    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  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 glPix-
	       elTransfer).

     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 component is then mul-
	       tiplied	by  the  signed  scale	factor	GL_c_SCALE, added to the
	       signed bias GL_c_BIAS, and clamped to the range [0,1] (see glPix-
	       elTransfer).

     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 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 glPix-
	       elTransfer).

     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 floating
	       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 repli-
	       cating 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  repli-
	       cating  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 internal-
     format. The GL will choose an internal representation that closely approxi-
     mates that requested by internalformat, but it may not match exactly.  (The
     representations specified by GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_RGB,  and
     GL_RGBA  must  match exactly. The numeric values 1, 2, 3, and 4 may also be
     used to specify the preceding representations.)

     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 requested
     storage resolution and format. To query this state, call glGetTexLevelPara-
     meter.  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_COMPO-
     NENT cannot be used.  glPixelStore and glPixelTransfer modes affect texture
     images in exactly the way they affect glDrawPixels.

     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  ver-
     sion 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 uninitialized 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  constant.
     Format constants other than GL_STENCIL_INDEX and GL_DEPTH_COMPONENT are ac-
     cepted.

     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 $2 sup n + 2("bor-
     der")$ 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, glTexEnv,
     glTexGen, glTexImage2D, glTexSubImage1D, glTexSubImage2D, glTexParameter

								  GLTEXIMAGE1D()

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