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glTexParameterf, glTexParameteri, glTexParameterfv, glTexParameteriv
- set texture parameters
void glTexParameterf( GLenum target,
GLenum pname,
GLfloat param )
void glTexParameteri( GLenum target,
GLenum pname,
GLint param )
eqn not supported
- target
- Specifies the target texture, which
must be either GL_TEXTURE_1D, GL_TEXTURE_2D, or GL_TEXTURE_3D.
- pname
- Specifies
the symbolic name of a single-valued texture parameter. pname can be one
of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD,
GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_WRAP_S,
GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, or GL_TEXTURE_PRIORITY.
- param
- Specifies
the value of pname.
void glTexParameterfv( GLenum target,
GLenum pname,
const GLfloat *params )
void glTexParameteriv( GLenum target,
GLenum pname,
const GLint *params )
- target
- Specifies the target texture, which must be either GL_TEXTURE_1D,
GL_TEXTURE_2D or GL_TEXTURE_3D.
- pname
- Specifies the symbolic name of a texture
parameter. pname can be one of the following: GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_MAX_LEVEL,
GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_WRAP_R, GL_TEXTURE_BORDER_COLOR,
or GL_TEXTURE_PRIORITY.
- params
- Specifies a pointer to an array where the
value or values of pname are stored.
Texture mapping is a technique
that applies an image onto an object's surface as if the image were a decal
or cellophane shrink-wrap. The image is created in texture space, with an
($s$, $t$) coordinate system. A texture is a one- or two-dimensional image
and a set of parameters that determine how samples are derived from the
image.
glTexParameter assigns the value or values in params to the texture
parameter specified as pname. target defines the target texture, either
GL_TEXTURE_1D, GL_TEXTURE_2D, or GL_TEXTURE_3D. The following symbols are
accepted in pname:
- GL_TEXTURE_MIN_FILTER
- The texture minifying function
is used whenever the pixel being textured maps to an area greater than
one texture element. There are six defined minifying functions. Two of them
use the nearest one or nearest four texture elements to compute the texture
value. The other four use mipmaps.
- A mipmap is an ordered set of arrays
representing the same image
- at progressively lower resolutions. If the
texture has dimensions $2 sup n ~times~ 2 sup m$, there are $ bold max
( n, m ) + 1 $ mipmaps. The first mipmap is the original texture, with
dimensions $2 sup n ~times~ 2 sup m$. Each subsequent mipmap has dimensions
$2 sup { k - 1 } ~times~ 2 sup { l - 1 }$, where $2 sup k ~times~ 2 sup l$
are the dimensions of the previous mipmap, until either $k ~=~ 0$ or $l~=~0$.
At that point, subsequent mipmaps have dimension $ 1 ~times~ 2 sup { l
- 1 } $ or $ 2 sup { k - 1} ~times~ 1 $ until the final mipmap, which has
dimension $1 ~times~ 1$. To define the mipmaps, call glTexImage1D, glTexImage2D,
glTexImage3D, glCopyTexImage1D, or glCopyTexImage2D with the level argument
indicating the order of the mipmaps. Level 0 is the original texture; level
$ bold max ( n, m ) $ is the final $1 ~times~ 1$ mipmap.
- params supplies
a function for minifying the texture as one of the following:
- GL_NEAREST
- Returns the value of the texture element that is nearest (in Manhattan
distance) to the center of the pixel being textured.
- GL_LINEAR
- Returns the
weighted average of the four texture elements that are closest to the center
of the pixel being textured. These can include border texture elements,
depending on the values of GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T, and
on the exact mapping.
- GL_NEAREST_MIPMAP_NEAREST
- Chooses the mipmap that
most closely matches the size of the pixel being textured and uses the
GL_NEAREST criterion (the texture element nearest to the center of the
pixel) to produce a texture value.
- GL_LINEAR_MIPMAP_NEAREST
- Chooses the
mipmap that most closely matches the size of the pixel being textured and
uses the GL_LINEAR criterion (a weighted average of the four texture elements
that are closest to the center of the pixel) to produce a texture value.
- GL_NEAREST_MIPMAP_LINEAR
- Chooses the two mipmaps that most closely match
the size of the pixel being textured and uses the GL_NEAREST criterion
(the texture element nearest to the center of the pixel) to produce a texture
value from each mipmap. The final texture value is a weighted average of
those two values.
- GL_LINEAR_MIPMAP_LINEAR
- Chooses the two mipmaps that most
closely match the size of the pixel being textured and uses the GL_LINEAR
criterion (a weighted average of the four texture elements that are closest
to the center of the pixel) to produce a texture value from each mipmap.
The final texture value is a weighted average of those two values.
- As more
texture elements are sampled in the minification process,
- fewer aliasing
artifacts will be apparent. While the GL_NEAREST and GL_LINEAR minification
functions can be faster than the other four, they sample only one or four
texture elements to determine the texture value of the pixel being rendered
and can produce moire patterns or ragged transitions. The initial value
of GL_TEXTURE_MIN_FILTER is GL_NEAREST_MIPMAP_LINEAR.
- GL_TEXTURE_MAG_FILTER
- The texture magnification function is used when the pixel being textured
maps to an area less than or equal to one texture element. It sets the texture
magnification function to either GL_NEAREST or GL_LINEAR (see below). GL_NEAREST
is generally faster than GL_LINEAR, but it can produce textured images
with sharper edges because the transition between texture elements is not
as smooth. The initial value of GL_TEXTURE_MAG_FILTER is GL_LINEAR.
- GL_NEAREST
- Returns the value of the texture element that is nearest (in Manhattan
distance) to the center of the pixel being textured.
- GL_LINEAR
- Returns the
weighted average of the four texture elements that are closest to the center
of the pixel being textured. These can include border texture elements,
depending on the values of GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T, and
on the exact mapping.
- GL_TEXTURE_MIN_LOD
- Sets the minimum level-of-detail
parameter. This floating-point value limits the selection of highest resolution
mipmap (lowest mipmap level). The initial value is -1000.
- GL_TEXTURE_MAX_LOD
- Sets the maximum level-of-detail parameter. This floating-point value limits
the selection of the lowest resolution mipmap (highest mipmap level). The
initial value is 1000.
- GL_TEXTURE_BASE_LEVEL
- Specifies the index of the
lowest defined mipmap level. This is an integer value. The initial value
is 0.
- GL_TEXTURE_MAX_LEVEL
- Sets the index of the highest defined mipmap
level. This is an integer value. The initial value is 1000.
- GL_TEXTURE_WRAP_S
- Sets the wrap parameter for texture coordinate $s$ to either GL_CLAMP,
GL_CLAMP_TO_EDGE, or GL_REPEAT. GL_CLAMP causes $s$ coordinates to be clamped
to the range [0,1] and is useful for preventing wrapping artifacts when
mapping a single image onto an object. GL_CLAMP_TO_EDGE causes $s$ coordinates
to be clamped to the range $left [ {1 over 2N}, 1 - {1 over 2N} right ]$,
where $N$ is the size of the texture in the direction of clamping. GL_REPEAT
causes the integer part of the $s$ coordinate to be ignored; the GL uses
only the fractional part, thereby creating a repeating pattern. Border
texture elements are accessed only if wrapping is set to GL_CLAMP. Initially,
GL_TEXTURE_WRAP_S is set to GL_REPEAT.
- GL_TEXTURE_WRAP_T
- Sets the wrap parameter
for texture coordinate $t$ to either GL_CLAMP, GL_CLAMP_TO_EDGE, or GL_REPEAT.
See the discussion under GL_TEXTURE_WRAP_S. Initially, GL_TEXTURE_WRAP_T
is set to GL_REPEAT.
- GL_TEXTURE_WRAP_R
- Sets the wrap parameter for texture
coordinate $r$ to either GL_CLAMP, GL_CLAMP_TO_EDGE, or GL_REPEAT. See the
discussion under GL_TEXTURE_WRAP_S. Initially, GL_TEXTURE_WRAP_R is set
to GL_REPEAT.
- GL_TEXTURE_BORDER_COLOR
- Sets a border color. params contains
four values that comprise the RGBA color of the texture border. Integer
color components are interpreted linearly such that the most positive integer
maps to 1.0, and the most negative integer maps to -1.0. The values are clamped
to the range [0,1] when they are specified. Initially, the border color
is (0, 0, 0, 0).
- GL_TEXTURE_PRIORITY
- Specifies the texture residence priority
of the currently bound texture. Permissible values are in the range [0, 1].
See glPrioritizeTextures and glBindTexture for more information.
GL_TEXTURE_3D,
GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL
are only available if the GL version is 1.2 or greater.
Suppose that a program
has enabled texturing (by calling glEnable with argument GL_TEXTURE_1D,
GL_TEXTURE_2D, or GL_TEXTURE_3D) and has set GL_TEXTURE_MIN_FILTER to one
of the functions that requires a mipmap. If either the dimensions of the
texture images currently defined (with previous calls to glTexImage1D,
glTexImage2D, glTexImage3D, glCopyTexImage1D, or glCopyTexImage2D) do
not follow the proper sequence for mipmaps (described above), or there
are fewer texture images defined than are needed, or the set of texture
images have differing numbers of texture components, then it is as if texture
mapping were disabled.
Linear filtering accesses the four nearest texture
elements only in 2D textures. In 1D textures, linear filtering accesses
the two nearest texture elements.
When the GL_ARB_multitexture extension
is supported, glTexParameter specifies the texture parameters for the active
texture unit, specified by calling glActiveTextureARB.
GL_INVALID_ENUM
is generated if target or pname is not one of the accepted defined values.
GL_INVALID_ENUM is generated if params should have a defined constant value
(based on the value of pname) and does not.
GL_INVALID_OPERATION is generated
if glTexParameter is executed between the execution of glBegin and the
corresponding execution of glEnd.
glGetTexParameter
glGetTexLevelParameter
glActiveTextureARB(3G)
, glBindTexture(3G)
,
glCopyPixels(3G)
, glCopyTexImage1D(3G)
, glCopyTexImage2D(3G)
, glCopyTexSubImage1D(3G)
,
glCopyTexSubImage2D(3G)
, glCopyTexSubImage3D(3G)
, glDrawPixels(3G)
, glPixelStore(3G)
,
glPixelTransfer(3G)
, glPrioritizeTextures(3G)
, glTexEnv(3G)
, glTexGen(3G)
,
glTexImage1D(3G)
, glTexImage2D(3G)
, glTexImage3D(3G)
, glTexSubImage1D(3G)
,
glTexSubImage2D(3G)
, glTexSubImage3D(3G)
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