bionic (3) glTexImage2D.3G.gz

Provided by: opengl-4-man-doc_1.0~svn33624-1_all bug

NAME

       glTexImage2D - specify a two-dimensional texture image

C SPECIFICATION

       void glTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height,
                         GLint border, GLenum format, GLenum type, const GLvoid * data);

PARAMETERS

       target
           Specifies the target texture. Must be GL_TEXTURE_2D, GL_PROXY_TEXTURE_2D, GL_TEXTURE_1D_ARRAY,
           GL_PROXY_TEXTURE_1D_ARRAY, GL_TEXTURE_RECTANGLE, GL_PROXY_TEXTURE_RECTANGLE,
           GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
           GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or
           GL_PROXY_TEXTURE_CUBE_MAP.

       level
           Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap
           reduction image. If target is GL_TEXTURE_RECTANGLE or GL_PROXY_TEXTURE_RECTANGLE, level must be 0.

       internalFormat
           Specifies the number of color components in the texture. Must be one of base internal formats given
           in Table 1, one of the sized internal formats given in Table 2, or one of the compressed internal
           formats given in Table 3, below.

       width
           Specifies the width of the texture image. All implementations support texture images that are at
           least 1024 texels wide.

       height
           Specifies the height of the texture image, or the number of layers in a texture array, in the case of
           the GL_TEXTURE_1D_ARRAY and GL_PROXY_TEXTURE_1D_ARRAY targets. All implementations support 2D texture
           images that are at least 1024 texels high, and texture arrays that are at least 256 layers deep.

       border
           This value must be 0.

       format
           Specifies the format of the pixel data. The following symbolic values are accepted: GL_RED, GL_RG,
           GL_RGB, GL_BGR, GL_RGBA, GL_BGRA, GL_RED_INTEGER, GL_RG_INTEGER, GL_RGB_INTEGER, GL_BGR_INTEGER,
           GL_RGBA_INTEGER, GL_BGRA_INTEGER, GL_STENCIL_INDEX, GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL.

       type
           Specifies the data type of the pixel data. The following symbolic values are accepted:
           GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, GL_INT, GL_FLOAT,
           GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5,
           GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_4_4_4_4_REV,
           GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8,
           GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and GL_UNSIGNED_INT_2_10_10_10_REV.

       data
           Specifies a pointer to the image data in memory.

DESCRIPTION

       Texturing allows elements of an image array to be read by shaders.

       To define texture images, call glTexImage2D. The arguments describe the parameters of the texture image,
       such as height, width, width of the border, level-of-detail number (see glTexParameter()), and number of
       color components provided. The last three arguments describe how the image is represented in memory.

       If target is GL_PROXY_TEXTURE_2D, GL_PROXY_TEXTURE_1D_ARRAY, GL_PROXY_TEXTURE_CUBE_MAP, or
       GL_PROXY_TEXTURE_RECTANGLE, no data is read from data, 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_2D, GL_TEXTURE_RECTANGLE or one of the GL_TEXTURE_CUBE_MAP targets, data is read
       from data 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. Each data byte is treated as eight 1-bit elements, with bit
       ordering determined by GL_UNPACK_LSB_FIRST (see glPixelStore()).

       If target is GL_TEXTURE_1D_ARRAY, data is interpreted as an array of one-dimensional images.

       If a non-zero named buffer object is bound to the GL_PIXEL_UNPACK_BUFFER target (see glBindBuffer())
       while a texture image is specified, data is treated as a byte offset into the buffer object's data store.

       The first element corresponds to the lower left corner of the texture image. Subsequent elements progress
       left-to-right through the remaining texels in the lowest row of the texture image, and then in
       successively higher rows of the texture image. The final element corresponds to the upper right corner of
       the texture image.

       format determines the composition of each element in data. It can assume one of these symbolic values:

       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 clamped to the
           range [0,1].

       GL_RG
           Each element is a red/green double. The GL converts it to floating point and assembles it into an
           RGBA element by attaching 0 for blue, and 1 for alpha. Each component is clamped to the range [0,1].

       GL_RGB, GL_BGR
           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 clamped to the range [0,1].

       GL_RGBA, GL_BGRA
           Each element contains all four components. Each component is clamped to the range [0,1].

       GL_DEPTH_COMPONENT
           Each element is a single depth value. The GL converts it to floating point and clamps to the range
           [0,1].

       GL_DEPTH_STENCIL
           Each element is a pair of depth and stencil values. The depth component of the pair is interpreted as
           in GL_DEPTH_COMPONENT. The stencil component is interpreted based on specified the depth + stencil
           internal format.

       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 internalFormat. 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_RED, GL_RG, GL_RGB, and GL_RGBA must match exactly.)

       internalFormat may be one of the base internal formats shown in Table 1, below

       Table 1. Base Internal Formats
       ┌─────────────────────┬─────────────────────────┬─────────────────────┐
       │Base Internal FormatRGBA, Depth and StencilInternal Components │
       │                     │ Values                  │                     │
       ├─────────────────────┼─────────────────────────┼─────────────────────┤
       │GL_DEPTH_COMPONENT   │ Depth                   │ D                   │
       ├─────────────────────┼─────────────────────────┼─────────────────────┤
       │GL_DEPTH_STENCIL     │ Depth, Stencil          │ D, S                │
       ├─────────────────────┼─────────────────────────┼─────────────────────┤
       │GL_RED               │ Red                     │ R                   │
       ├─────────────────────┼─────────────────────────┼─────────────────────┤
       │GL_RG                │ Red, Green              │ R, G                │
       ├─────────────────────┼─────────────────────────┼─────────────────────┤
       │GL_RGB               │ Red, Green, Blue        │ R, G, B             │
       ├─────────────────────┼─────────────────────────┼─────────────────────┤
       │GL_RGBA              │ Red, Green, Blue, Alpha │ R, G, B, A          │
       └─────────────────────┴─────────────────────────┴─────────────────────┘

       internalFormat may also be one of the sized internal formats shown in Table 2, below

       Table 2. Sized Internal Formats
       ┌──────────────────┬───────────────┬──────────┬────────────┬───────────┬────────────┬─────────────┐
       │Sized InternalBase InternalRed BitsGreen BitsBlue BitsAlpha BitsShared Bits │
       │FormatFormat        │          │            │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_R8GL_RED        │    8     │            │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_R8_SNORMGL_RED        │    s8    │            │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_R16GL_RED        │    16    │            │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_R16_SNORMGL_RED        │   s16    │            │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RG8GL_RG         │    8     │     8      │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RG8_SNORMGL_RG         │    s8    │     s8     │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RG16GL_RG         │    16    │     16     │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RG16_SNORMGL_RG         │   s16    │    s16     │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_R3_G3_B2GL_RGB        │    3     │     3      │     2     │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGB4GL_RGB        │    4     │     4      │     4     │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGB5GL_RGB        │    5     │     5      │     5     │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGB8GL_RGB        │    8     │     8      │     8     │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGB8_SNORMGL_RGB        │    s8    │     s8     │    s8     │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGB10GL_RGB        │    10    │     10     │    10     │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGB12GL_RGB        │    12    │     12     │    12     │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGB16_SNORMGL_RGB        │    16    │     16     │    16     │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGBA2GL_RGB        │    2     │     2      │     2     │     2      │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGBA4GL_RGB        │    4     │     4      │     4     │     4      │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGB5_A1GL_RGBA       │    5     │     5      │     5     │     1      │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGBA8GL_RGBA       │    8     │     8      │     8     │     8      │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGBA8_SNORMGL_RGBA       │    s8    │     s8     │    s8     │     s8     │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGB10_A2GL_RGBA       │    10    │     10     │    10     │     2      │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGB10_A2UIGL_RGBA       │   ui10   │    ui10    │   ui10    │    ui2     │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGBA12GL_RGBA       │    12    │     12     │    12     │     12     │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGBA16GL_RGBA       │    16    │     16     │    16     │     16     │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_SRGB8GL_RGB        │    8     │     8      │     8     │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_SRGB8_ALPHA8GL_RGBA       │    8     │     8      │     8     │     8      │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_R16FGL_RED        │   f16    │            │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RG16FGL_RG         │   f16    │    f16     │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGB16FGL_RGB        │   f16    │    f16     │    f16    │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGBA16FGL_RGBA       │   f16    │    f16     │    f16    │    f16     │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_R32FGL_RED        │   f32    │            │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RG32FGL_RG         │   f32    │    f32     │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGB32FGL_RGB        │   f32    │    f32     │    f32    │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGBA32FGL_RGBA       │   f32    │    f32     │    f32    │    f32     │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_R11F_G11F_B10FGL_RGB        │   f11    │    f11     │    f10    │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGB9_E5GL_RGB        │    9     │     9      │     9     │            │      5      │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_R8IGL_RED        │    i8    │            │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_R8UIGL_RED        │   ui8    │            │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_R16IGL_RED        │   i16    │            │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_R16UIGL_RED        │   ui16   │            │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_R32IGL_RED        │   i32    │            │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_R32UIGL_RED        │   ui32   │            │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RG8IGL_RG         │    i8    │     i8     │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RG8UIGL_RG         │   ui8    │    ui8     │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RG16IGL_RG         │   i16    │    i16     │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RG16UIGL_RG         │   ui16   │    ui16    │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RG32IGL_RG         │   i32    │    i32     │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RG32UIGL_RG         │   ui32   │    ui32    │           │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGB8IGL_RGB        │    i8    │     i8     │    i8     │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGB8UIGL_RGB        │   ui8    │    ui8     │    ui8    │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGB16IGL_RGB        │   i16    │    i16     │    i16    │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGB16UIGL_RGB        │   ui16   │    ui16    │   ui16    │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGB32IGL_RGB        │   i32    │    i32     │    i32    │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGB32UIGL_RGB        │   ui32   │    ui32    │   ui32    │            │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGBA8IGL_RGBA       │    i8    │     i8     │    i8     │     i8     │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGBA8UIGL_RGBA       │   ui8    │    ui8     │    ui8    │    ui8     │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGBA16IGL_RGBA       │   i16    │    i16     │    i16    │    i16     │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGBA16UIGL_RGBA       │   ui16   │    ui16    │   ui16    │    ui16    │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGBA32IGL_RGBA       │   i32    │    i32     │    i32    │    i32     │             │
       ├──────────────────┼───────────────┼──────────┼────────────┼───────────┼────────────┼─────────────┤
       │GL_RGBA32UIGL_RGBA       │   ui32   │    ui32    │   ui32    │    ui32    │             │
       └──────────────────┴───────────────┴──────────┴────────────┴───────────┴────────────┴─────────────┘

       Finally, internalFormat may also be one of the generic or compressed compressed texture formats shown in
       Table 3 below

       Table 3. Compressed Internal Formats
       ┌──────────────────────────────────────┬──────────────────────┬──────────┐
       │Compressed Internal FormatBase Internal FormatType     │
       ├──────────────────────────────────────┼──────────────────────┼──────────┤
       │GL_COMPRESSED_REDGL_RED               │ Generic  │
       ├──────────────────────────────────────┼──────────────────────┼──────────┤
       │GL_COMPRESSED_RGGL_RG                │ Generic  │
       ├──────────────────────────────────────┼──────────────────────┼──────────┤
       │GL_COMPRESSED_RGBGL_RGB               │ Generic  │
       ├──────────────────────────────────────┼──────────────────────┼──────────┤
       │GL_COMPRESSED_RGBAGL_RGBA              │ Generic  │
       ├──────────────────────────────────────┼──────────────────────┼──────────┤
       │GL_COMPRESSED_SRGBGL_RGB               │ Generic  │
       ├──────────────────────────────────────┼──────────────────────┼──────────┤
       │GL_COMPRESSED_SRGB_ALPHAGL_RGBA              │ Generic  │
       ├──────────────────────────────────────┼──────────────────────┼──────────┤
       │GL_COMPRESSED_RED_RGTC1GL_RED               │ Specific │
       ├──────────────────────────────────────┼──────────────────────┼──────────┤
       │GL_COMPRESSED_SIGNED_RED_RGTC1GL_RED               │ Specific │
       ├──────────────────────────────────────┼──────────────────────┼──────────┤
       │GL_COMPRESSED_RG_RGTC2GL_RG                │ Specific │
       ├──────────────────────────────────────┼──────────────────────┼──────────┤
       │GL_COMPRESSED_SIGNED_RG_RGTC2GL_RG                │ Specific │
       ├──────────────────────────────────────┼──────────────────────┼──────────┤
       │GL_COMPRESSED_RGBA_BPTC_UNORMGL_RGBA              │ Specific │
       ├──────────────────────────────────────┼──────────────────────┼──────────┤
       │GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORMGL_RGBA              │ Specific │
       ├──────────────────────────────────────┼──────────────────────┼──────────┤
       │GL_COMPRESSED_RGB_BPTC_SIGNED_FLOATGL_RGB               │ Specific │
       ├──────────────────────────────────────┼──────────────────────┼──────────┤
       │GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOATGL_RGB               │ Specific │
       └──────────────────────────────────────┴──────────────────────┴──────────┘

       If the internalFormat parameter is one of the generic compressed formats, GL_COMPRESSED_RED,
       GL_COMPRESSED_RG, GL_COMPRESSED_RGB, or GL_COMPRESSED_RGBA, the GL will replace the internal format with
       the symbolic constant for a specific internal format and compress the texture before storage. If no
       corresponding internal format is available, or the GL can not compress that image for any reason, the
       internal format is instead replaced with a corresponding base internal format.

       If the internalFormat parameter is GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8, the texture is
       treated as if the red, green, or blue components are encoded in the sRGB color space. Any alpha component
       is left unchanged. The conversion from the sRGB encoded component c s to a linear component c l is:

       c l = { c s 12.92 if c s ≤ 0.04045 ( c s + 0.055 1.055 ) 2.4 if c s > 0.04045

       Assume c s is the sRGB component in the range [0,1].

       Use the GL_PROXY_TEXTURE_2D, GL_PROXY_TEXTURE_1D_ARRAY, GL_PROXY_TEXTURE_RECTANGLE, or
       GL_PROXY_TEXTURE_CUBE_MAP 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 then query this state, call
       glGetTexLevelParameter(). 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 data. A
       two-component image uses the R and G values. A three-component image uses the R, G, and B values. A
       four-component image uses all of the RGBA components.

       Image-based shadowing can be enabled by comparing texture r coordinates to depth texture values to
       generate a boolean result. See glTexParameter() for details on texture comparison.

NOTES

       The glPixelStore() mode affects texture images.

       data may be a null pointer. In this case, texture memory is allocated to accommodate a texture of width
       width and height height. You can then download subtextures to initialize this texture memory. The image
       is undefined if the user tries to apply an uninitialized portion of the texture image to a primitive.

       glTexImage2D specifies the two-dimensional texture for the current texture unit, specified with
       glActiveTexture().

       GL_STENCIL_INDEX may be used for format only if the GL version is 4.4 or higher.

ERRORS

       GL_INVALID_ENUM is generated if target is not GL_TEXTURE_2D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_RECTANGLE,
       GL_PROXY_TEXTURE_2D, GL_PROXY_TEXTURE_1D_ARRAY, GL_PROXY_TEXTURE_RECTANGLE, GL_PROXY_TEXTURE_CUBE_MAP,
       GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
       GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.

       GL_INVALID_ENUM is generated if target is one of the six cube map 2D image targets and the width and
       height parameters are not equal.

       GL_INVALID_ENUM is generated if type is not a type constant.

       GL_INVALID_VALUE is generated if width is less than 0 or greater than GL_MAX_TEXTURE_SIZE.

       GL_INVALID_VALUE is generated if target is not GL_TEXTURE_1D_ARRAY or GL_PROXY_TEXTURE_1D_ARRAY and
       height is less than 0 or greater than GL_MAX_TEXTURE_SIZE.

       GL_INVALID_VALUE is generated if target is GL_TEXTURE_1D_ARRAY or GL_PROXY_TEXTURE_1D_ARRAY and height is
       less than 0 or greater than GL_MAX_ARRAY_TEXTURE_LAYERS.

       GL_INVALID_VALUE is generated if level is less than 0.

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

       GL_INVALID_VALUE is generated if internalFormat is not one of the accepted resolution and format symbolic
       constants.

       GL_INVALID_VALUE is generated if width or height is less than 0 or greater than GL_MAX_TEXTURE_SIZE.

       GL_INVALID_VALUE is generated if border is not 0.

       GL_INVALID_OPERATION is generated if type is one of GL_UNSIGNED_BYTE_3_3_2, GL_UNSIGNED_BYTE_2_3_3_REV,
       GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, or GL_UNSIGNED_INT_10F_11F_11F_REV, and format is
       not GL_RGB.

       GL_INVALID_OPERATION is generated if type is one of GL_UNSIGNED_SHORT_4_4_4_4,
       GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_1_5_5_5_REV,
       GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2,
       GL_UNSIGNED_INT_2_10_10_10_REV, or GL_UNSIGNED_INT_5_9_9_9_REV, and format is neither GL_RGBA nor
       GL_BGRA.

       GL_INVALID_OPERATION is generated if target is not GL_TEXTURE_2D, GL_PROXY_TEXTURE_2D,
       GL_TEXTURE_RECTANGLE, or GL_PROXY_TEXTURE_RECTANGLE, and internalFormat is GL_DEPTH_COMPONENT,
       GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, or GL_DEPTH_COMPONENT32F.

       GL_INVALID_OPERATION is generated if format is GL_DEPTH_COMPONENT and internalFormat is not
       GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, or GL_DEPTH_COMPONENT32F.

       GL_INVALID_OPERATION is generated if internalFormat is GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16,
       GL_DEPTH_COMPONENT24, or GL_DEPTH_COMPONENT32F, and format is not GL_DEPTH_COMPONENT.

       GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER
       target and the buffer object's data store is currently mapped.

       GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER
       target and the data would be unpacked from the buffer object such that the memory reads required would
       exceed the data store size.

       GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER
       target and data is not evenly divisible into the number of bytes needed to store in memory a datum
       indicated by type.

       GL_INVALID_VALUE is generated if target is GL_TEXTURE_RECTANGLE or GL_PROXY_TEXTURE_RECTANGLE and level
       is not 0.

ASSOCIATED GETS

       glGetTexImage()

       glGet() with argument GL_PIXEL_UNPACK_BUFFER_BINDING

VERSION SUPPORT

       ┌─────────────┬───────────────────────────────────────────────────────────────────────┐
       │             │                OpenGL Version                                         │
       ├─────────────┼─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┤
       │Function2.02.13.03.13.23.34.04.14.24.34.44.5 │
       │/            │     │     │     │     │     │     │     │     │     │     │     │     │
       │Feature      │     │     │     │     │     │     │     │     │     │     │     │     │
       │Name         │     │     │     │     │     │     │     │     │     │     │     │     │
       ├─────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
       │glTexImage2D │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │
       └─────────────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┘

SEE ALSO

       glActiveTexture(), glCopyTexImage1D(), glCopyTexImage2D(), glCopyTexSubImage1D(), glCopyTexSubImage2D(),
       glCopyTexSubImage3D(), glPixelStore(), glTexImage1D(), glTexImage3D(), glTexSubImage1D(),
       glTexSubImage2D(), glTexSubImage3D(), glTexParameter()

       Copyright © 1991-2006 Silicon Graphics, Inc. Copyright © 2011-2014 Khronos Group. This document is
       licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.

       Copyright © 1991-2006 Silicon Graphics, Inc.

[FIXME: source]                                    01/03/2018                                   GLTEXIMAGE2D(3G)