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

NAME

       glTexParameter, glTextureParameter - set texture parameters

C SPECIFICATION

       void glTexParameterf(GLenum target, GLenum pname, GLfloat param);

       void glTexParameteri(GLenum target, GLenum pname, GLint param);

       void glTextureParameterf(GLuint texture, GLenum pname, GLfloat param);

       void glTextureParameteri(GLuint texture, GLenum pname, GLint param);

       void glTexParameterfv(GLenum target, GLenum pname, const GLfloat * params);

       void glTexParameteriv(GLenum target, GLenum pname, const GLint * params);

       void glTexParameterIiv(GLenum target, GLenum pname, const GLint * params);

       void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint * params);

       void glTextureParameterfv(GLuint texture, GLenum pname, const GLfloat *paramtexture.);

       void glTextureParameteriv(GLuint texture, GLenum pname, const GLint *param);

       void glTextureParameterIiv(GLuint texture, GLenum pname, const GLint *params);

       void glTextureParameterIuiv(GLuint texture, GLenum pname, const GLuint *params);

PARAMETERS

       target
           Specifies the target to which the texture is bound for glTexParameter functions. Must
           be one of GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY,
           GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_3D,
           GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY, or GL_TEXTURE_RECTANGLE.

       texture
           Specifies the texture object name for glTextureParameter functions.

       pname
           Specifies the symbolic name of a single-valued texture parameter.  pname can be one of
           the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL,
           GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_LOD_BIAS,
           GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD,
           GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G,
           GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or
           GL_TEXTURE_WRAP_R.

           For the vector commands (glTexParameter*v), pname can also be one of
           GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA.

       param
           For the scalar commands, specifies the value of pname.

       params
           For the vector commands, specifies a pointer to an array where the value or values of
           pname are stored.

DESCRIPTION

       glTexParameter and glTextureParameter assign the value or values in params to the texture
       parameter specified as pname. For glTexParameter, target defines the target texture,
       either GL_TEXTURE_1D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D, GL_TEXTURE_2D_ARRAY,
       GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_3D,
       GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY, or GL_TEXTURE_RECTANGLE. The following
       symbols are accepted in pname:

       GL_DEPTH_STENCIL_TEXTURE_MODE
           Specifies the mode used to read from depth-stencil format textures.  params must be
           one of GL_DEPTH_COMPONENT or GL_STENCIL_COMPONENT. If the depth stencil mode is
           GL_DEPTH_COMPONENT, then reads from depth-stencil format textures will return the
           depth component of the texel in Rt and the stencil component will be discarded. If the
           depth stencil mode is GL_STENCIL_COMPONENT then the stencil component is returned in
           Rt and the depth component is discarded. The initial value is GL_DEPTH_COMPONENT.

       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_BORDER_COLOR
           The data in params specifies four values that define the border values that should be
           used for border texels. If a texel is sampled from the border of the texture, the
           values of GL_TEXTURE_BORDER_COLOR are interpreted as an RGBA color to match the
           texture's internal format and substituted for the non-existent texel data. If the
           texture contains depth components, the first component of GL_TEXTURE_BORDER_COLOR is
           interpreted as a depth value. The initial value is 0.0 , 0.0 , 0.0 , 0.0.

           If the values for GL_TEXTURE_BORDER_COLOR are specified with glTexParameterIiv or
           glTexParameterIuiv, the values are stored unmodified with an internal data type of
           integer. If specified with glTexParameteriv, they are converted to floating point with
           the following equation: f = 2 c + 1 2 b - 1. If specified with glTexParameterfv, they
           are stored unmodified as floating-point values.

       GL_TEXTURE_COMPARE_FUNC
           Specifies the comparison operator used when GL_TEXTURE_COMPARE_MODE is set to
           GL_COMPARE_REF_TO_TEXTURE. Permissible values are:

           ┌─────────────────────────────┬───────────────────────────────────────────────────────────────────────────────┐
           │ Texture Comparison FunctionComputed result                                                              │
           ├─────────────────────────────┼───────────────────────────────────────────────────────────────────────────────┤
           │GL_LEQUAL                    │ result                                                                        │
           │                             │                                                     =                         │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                     1.0       │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                     0.0       │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                             ⁢                 │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                         r     │
           │                             │                                                                         <=    │
           │                             │                                                                               │
           │                             │                                                                             D │
           │                             │                                                                             t │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                         r     │
           │                             │                                                                         >     │
           │                             │                                                                               │
           │                             │                                                                             D │
           │                             │                                                                             t │
           ├─────────────────────────────┼───────────────────────────────────────────────────────────────────────────────┤
           │GL_GEQUAL                    │ result                                                                        │
           │                             │                                                     =                         │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                     1.0       │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                     0.0       │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                             ⁢                 │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                         r     │
           │                             │                                                                         >=    │
           │                             │                                                                               │
           │                             │                                                                             D │
           │                             │                                                                             t │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                         r     │
           │                             │                                                                         <     │
           │                             │                                                                               │
           │                             │                                                                             D │
           │                             │                                                                             t │
           ├─────────────────────────────┼───────────────────────────────────────────────────────────────────────────────┤
           │GL_LESS                      │ result                                                                        │
           │                             │                                                     =                         │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                     1.0       │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                     0.0       │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                             ⁢                 │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                         r     │
           │                             │                                                                         <     │
           │                             │                                                                               │
           │                             │                                                                             D │
           │                             │                                                                             t │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                         r     │
           │                             │                                                                         >=    │
           │                             │                                                                               │
           │                             │                                                                             D │
           │                             │                                                                             t │
           ├─────────────────────────────┼───────────────────────────────────────────────────────────────────────────────┤
           │GL_GREATER                   │ result                                                                        │
           │                             │                                                     =                         │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                     1.0       │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                     0.0       │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                             ⁢                 │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                         r     │
           │                             │                                                                         >     │
           │                             │                                                                               │
           │                             │                                                                             D │
           │                             │                                                                             t │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                         r     │
           │                             │                                                                         <=    │
           │                             │                                                                               │
           │                             │                                                                             D │
           │                             │                                                                             t │
           ├─────────────────────────────┼───────────────────────────────────────────────────────────────────────────────┤
           │GL_EQUAL                     │ result                                                                        │
           │                             │                                                     =                         │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                     1.0       │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                     0.0       │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                             ⁢                 │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                         r     │
           │                             │                                                                         =     │
           │                             │                                                                               │
           │                             │                                                                             D │
           │                             │                                                                             t │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                         r     │
           │                             │                                                                         ≠     │
           │                             │                                                                               │
           │                             │                                                                             D │
           │                             │                                                                             t │
           ├─────────────────────────────┼───────────────────────────────────────────────────────────────────────────────┤
           │GL_NOTEQUAL                  │ result                                                                        │
           │                             │                                                     =                         │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                     1.0       │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                     0.0       │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                             ⁢                 │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                         r     │
           │                             │                                                                         ≠     │
           │                             │                                                                               │
           │                             │                                                                             D │
           │                             │                                                                             t │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                               │
           │                             │                                                                         r     │
           │                             │                                                                         =     │
           │                             │                                                                               │
           │                             │                                                                             D │
           │                             │                                                                             t │
           ├─────────────────────────────┼───────────────────────────────────────────────────────────────────────────────┤
           │GL_ALWAYS                    │ result                                                                        │
           │                             │                                                     =                         │
           │                             │                                                     1.0                       │
           ├─────────────────────────────┼───────────────────────────────────────────────────────────────────────────────┤
           │GL_NEVER                     │ result                                                                        │
           │                             │                                                     =                         │
           │                             │                                                     0.0                       │
           └─────────────────────────────┴───────────────────────────────────────────────────────────────────────────────┘
           where r is the current interpolated texture coordinate, and D t is the depth texture
           value sampled from the currently bound depth texture.  result is assigned to the the
           red channel.

       GL_TEXTURE_COMPARE_MODE
           Specifies the texture comparison mode for currently bound depth textures. That is, a
           texture whose internal format is GL_DEPTH_COMPONENT_*; see glTexImage2D()) Permissible
           values are:

           GL_COMPARE_REF_TO_TEXTURE
               Specifies that the interpolated and clamped r texture coordinate should be
               compared to the value in the currently bound depth texture. See the discussion of
               GL_TEXTURE_COMPARE_FUNC for details of how the comparison is evaluated. The result
               of the comparison is assigned to the red channel.

           GL_NONE
               Specifies that the red channel should be assigned the appropriate value from the
               currently bound depth texture.

       GL_TEXTURE_LOD_BIAS
           params specifies a fixed bias value that is to be added to the level-of-detail
           parameter for the texture before texture sampling. The specified value is added to the
           shader-supplied bias value (if any) and subsequently clamped into the
           implementation-defined range - bias max bias max, where bias max is the value of the
           implementation defined constant GL_MAX_TEXTURE_LOD_BIAS. The initial value is 0.0.

       GL_TEXTURE_MIN_FILTER
           The texture minifying function is used whenever the level-of-detail function used when
           sampling from the texture determines that the texture should be minified. There are
           six defined minifying functions. Two of them use either the nearest texture elements
           or a weighted average of multiple 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 n × 2 m, there are max ⁡ n m + 1
           mipmaps. The first mipmap is the original texture, with dimensions 2 n × 2 m. Each
           subsequent mipmap has dimensions 2 k - 1 × 2 l - 1, where 2 k × 2 l are the dimensions
           of the previous mipmap, until either k = 0 or l = 0. At that point, subsequent mipmaps
           have dimension 1 × 2 l - 1 or 2 k - 1 × 1 until the final mipmap, which has dimension
           1 × 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 max ⁡ n m is the final 1 × 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 specified texture coordinates.

           GL_LINEAR
               Returns the weighted average of the four texture elements that are closest to the
               specified texture coordinates. These can include items wrapped or repeated from
               other parts of a texture, 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 closest to the specified
               texture coordinates) 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 specified texture coordinates) 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 closest to the
               specified texture coordinates ) 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 texture
               elements that are closest to the specified texture coordinates) 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 multiple 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 whenever the level-of-detail function used
           when sampling from the texture determines that the texture should be magified. 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 specified texture coordinates.

           GL_LINEAR
               Returns the weighted average of the texture elements that are closest to the
               specified texture coordinates. These can include items wrapped or repeated from
               other parts of a texture, 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_MAX_LEVEL
           Sets the index of the highest defined mipmap level. This is an integer value. The
           initial value is 1000.

       GL_TEXTURE_SWIZZLE_R
           Sets the swizzle that will be applied to the r component of a texel before it is
           returned to the shader. Valid values for param are GL_RED, GL_GREEN, GL_BLUE,
           GL_ALPHA, GL_ZERO and GL_ONE. If GL_TEXTURE_SWIZZLE_R is GL_RED, the value for r will
           be taken from the first channel of the fetched texel. If GL_TEXTURE_SWIZZLE_R is
           GL_GREEN, the value for r will be taken from the second channel of the fetched texel.
           If GL_TEXTURE_SWIZZLE_R is GL_BLUE, the value for r will be taken from the third
           channel of the fetched texel. If GL_TEXTURE_SWIZZLE_R is GL_ALPHA, the value for r
           will be taken from the fourth channel of the fetched texel. If GL_TEXTURE_SWIZZLE_R is
           GL_ZERO, the value for r will be subtituted with 0.0. If GL_TEXTURE_SWIZZLE_R is
           GL_ONE, the value for r will be subtituted with 1.0. The initial value is GL_RED.

       GL_TEXTURE_SWIZZLE_G
           Sets the swizzle that will be applied to the g component of a texel before it is
           returned to the shader. Valid values for param and their effects are similar to those
           of GL_TEXTURE_SWIZZLE_R. The initial value is GL_GREEN.

       GL_TEXTURE_SWIZZLE_B
           Sets the swizzle that will be applied to the b component of a texel before it is
           returned to the shader. Valid values for param and their effects are similar to those
           of GL_TEXTURE_SWIZZLE_R. The initial value is GL_BLUE.

       GL_TEXTURE_SWIZZLE_A
           Sets the swizzle that will be applied to the a component of a texel before it is
           returned to the shader. Valid values for param and their effects are similar to those
           of GL_TEXTURE_SWIZZLE_R. The initial value is GL_ALPHA.

       GL_TEXTURE_SWIZZLE_RGBA
           Sets the swizzles that will be applied to the r, g, b, and a components of a texel
           before they are returned to the shader. Valid values for params and their effects are
           similar to those of GL_TEXTURE_SWIZZLE_R, except that all channels are specified
           simultaneously. Setting the value of GL_TEXTURE_SWIZZLE_RGBA is equivalent (assuming
           no errors are generated) to setting the parameters of each of GL_TEXTURE_SWIZZLE_R,
           GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, and GL_TEXTURE_SWIZZLE_A successively.

       GL_TEXTURE_WRAP_S
           Sets the wrap parameter for texture coordinate s to either GL_CLAMP_TO_EDGE,
           GL_CLAMP_TO_BORDER, GL_MIRRORED_REPEAT, GL_REPEAT, or GL_MIRROR_CLAMP_TO_EDGE.
           GL_CLAMP_TO_EDGE causes s coordinates to be clamped to the range 1 2N 1 - 1 2N, where
           N is the size of the texture in the direction of clamping.  GL_CLAMP_TO_BORDER
           evaluates s coordinates in a similar manner to GL_CLAMP_TO_EDGE. However, in cases
           where clamping would have occurred in GL_CLAMP_TO_EDGE mode, the fetched texel data is
           substituted with the values specified by GL_TEXTURE_BORDER_COLOR.  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.  GL_MIRRORED_REPEAT causes the s
           coordinate to be set to the fractional part of the texture coordinate if the integer
           part of s is even; if the integer part of s is odd, then the s texture coordinate is
           set to 1 - frac ⁡ s, where frac ⁡ s represents the fractional part of s.
           GL_MIRROR_CLAMP_TO_EDGE causes the the s coordinate to be repeated as for
           GL_MIRRORED_REPEAT for one reptition of the texture, at which point the coordinate to
           be clamped as in GL_CLAMP_TO_EDGE. 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_TO_EDGE,
           GL_CLAMP_TO_BORDER, GL_MIRRORED_REPEAT, GL_REPEAT, or GL_MIRROR_CLAMP_TO_EDGE. 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_TO_EDGE,
           GL_CLAMP_TO_BORDER, GL_MIRRORED_REPEAT, GL_REPEAT, or GL_MIRROR_CLAMP_TO_EDGE. See the
           discussion under GL_TEXTURE_WRAP_S. Initially, GL_TEXTURE_WRAP_R is set to GL_REPEAT.

NOTES

       Suppose that a program attempts to sample from a texture 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
       the texture is considered incomplete.

       Linear filtering accesses the four nearest texture elements only in 2D textures. In 1D
       textures, linear filtering accesses the two nearest texture elements. In 3D textures,
       linear filtering accesses the eight nearest texture elements.

       glTexParameter specifies the texture parameters for the active texture unit, specified by
       calling glActiveTexture().  glTextureParameter specifies the texture parameters for the
       texture object with ID texture.

       GL_DEPTH_STENCIL_TEXTURE_MODE is available only if the GL version is 4.3 or greater.

       GL_MIRROR_CLAMP_TO_EDGE is available only if the GL version is 4.4 or greater.

ERRORS

       GL_INVALID_ENUM is generated by glTexParameter if target is not one of the accepted
       defined values.

       GL_INVALID_ENUM is generated if 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_ENUM is generated if glTexParameter{if} or glTextureParameter{if} is called for
       a non-scalar parameter (pname GL_TEXTURE_BORDER_COLOR or GL_TEXTURE_SWIZZLE_RGBA).

       GL_INVALID_ENUM is generated if the effective target is either GL_TEXTURE_2D_MULTISAMPLE
       or GL_TEXTURE_2D_MULTISAMPLE_ARRAY, and pname is any of the sampler states.

       GL_INVALID_ENUM is generated if the effective target is GL_TEXTURE_RECTANGLE and either of
       pnames GL_TEXTURE_WRAP_S or GL_TEXTURE_WRAP_T is set to either GL_MIRROR_CLAMP_TO_EDGE,
       GL_MIRRORED_REPEAT or GL_REPEAT.

       GL_INVALID_ENUM is generated if the effective target is GL_TEXTURE_RECTANGLE and pname
       GL_TEXTURE_MIN_FILTER is set to a value other than GL_NEAREST or GL_LINEAR (no mipmap
       filtering is permitted).

       GL_INVALID_OPERATION is generated if the effective target is either
       GL_TEXTURE_2D_MULTISAMPLE or GL_TEXTURE_2D_MULTISAMPLE_ARRAY, and pname
       GL_TEXTURE_BASE_LEVEL is set to a value other than zero.

       GL_INVALID_OPERATION is generated by glTextureParameter if texture is not the name of an
       existing texture object.

       GL_INVALID_OPERATION is generated if the effective target is GL_TEXTURE_RECTANGLE and
       pname GL_TEXTURE_BASE_LEVEL is set to any value other than zero.

       GL_INVALID_VALUE is generated if pname is GL_TEXTURE_BASE_LEVEL or GL_TEXTURE_MAX_LEVEL,
       and param or params is negative.

ASSOCIATED GETS

       glGetTexParameter()

       glGetTextureParameter

       glGetTexLevelParameter()

       glGetTextureLevelParameter

VERSION SUPPORT

       ┌───────────────────────┬───────────────────────────────────────────────────────────────────────┐
       │                       │                OpenGL Version                                         │
       ├───────────────────────┼─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┤
       │Function2.02.13.03.13.23.34.04.14.24.34.44.5 │
       │/                      │     │     │     │     │     │     │     │     │     │     │     │     │
       │Feature                │     │     │     │     │     │     │     │     │     │     │     │     │
       │Name                   │     │     │     │     │     │     │     │     │     │     │     │     │
       ├───────────────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
       │glTexParameterIiv      │  -  │  -  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │
       ├───────────────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
       │glTexParameterIuiv     │  -  │  -  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │
       ├───────────────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
       │glTexParameterf        │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │
       ├───────────────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
       │glTexParameterfv       │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │
       ├───────────────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
       │glTexParameteri        │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │
       ├───────────────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
       │glTexParameteriv       │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │
       ├───────────────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
       │glTextureParameterIiv  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  ✔  │
       ├───────────────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
       │glTextureParameterIuiv │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  ✔  │
       ├───────────────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
       │glTextureParameterf    │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  ✔  │
       ├───────────────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
       │glTextureParameterfv   │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  ✔  │
       ├───────────────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
       │glTextureParameteri    │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  ✔  │
       ├───────────────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
       │glTextureParameteriv   │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  ✔  │
       └───────────────────────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┘

SEE ALSO

       glActiveTexture(), glBindTexture(), glCopyTexImage1D(), glCopyTexImage2D(),
       glCopyTexSubImage1D(), glCopyTexSubImage2D(), glCopyTexSubImage3D(), glPixelStore(),
       glSamplerParameter(), glTexImage1D(), glTexImage2D(), glTexImage3D(), glTexSubImage1D(),
       glTexSubImage2D(), glTexSubImage3D()

COPYRIGHT

       Copyright © 1991-2006 Silicon Graphics, Inc. Copyright © 2012-2014 Khronos Group. This
       document is licensed under the SGI Free Software B License. For details, see
       http://oss.sgi.com/projects/FreeB/.

COPYRIGHT

       Copyright © 1991-2006 Silicon Graphics, Inc.
       Copyright © 2012-2014 Khronos Group

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