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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 * data);

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 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. The height of the 1D texture image is 1.

       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 maps a portion of a specified texture image onto each graphical primitive for
       which texturing is enabled. To enable and disable one-dimensional texturing, call
       glEnable() and

       glDisable with argument GL_TEXTURE_1D.

       Texture images are defined with glTexImage1D. The arguments describe the parameters of the
       texture image, such as width, width of the border, level-of-detail number (see
       glTexParameter()), and the internal resolution and format used to store the image. The
       last three arguments describe how the image is represented in memory.

       If target is GL_PROXY_TEXTURE_1D, 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_1D, 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 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 left end of the texture array. Subsequent elements
       progress left-to-right through the remaining texels in the texture array. The final
       element corresponds to the right end of the texture array.

       format determines the composition of each element in 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 single 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 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].

       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
       ┌──────────────────┬──────────┬──────────┬────────────┬───────────┬────────────┬─────────────┐
       │SizedBaseRed BitsGreen BitsBlue BitsAlpha BitsShared Bits │
       │InternalInternal │          │            │           │            │             │
       │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 InternalBase Internal FormatType     │
       │Format                                │                      │          │
       ├──────────────────────────────────────┼──────────────────────┼──────────┤
       │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_ALPHAor 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_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 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 from data. 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.

       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

       glPixelStore() modes affect texture images.

       data 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.

       glTexImage1D specifies the one-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_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 are accepted.

       GL_INVALID_ENUM is generated if type is not a type constant.

       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 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, or GL_UNSIGNED_SHORT_5_6_5_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, or
       GL_UNSIGNED_INT_2_10_10_10_REV and format is neither GL_RGBA nor GL_BGRA.

       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_COMPONENT32.

       GL_INVALID_OPERATION is generated if internalFormat is GL_DEPTH_COMPONENT,
       GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, or GL_DEPTH_COMPONENT32, 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.

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         │     │     │     │     │     │     │     │     │     │     │     │     │
       ├─────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
       │glTexImage1D │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │
       └─────────────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┘

SEE ALSO

       glActiveTexture(), glCompressedTexImage1D(), glCompressedTexSubImage1D(),
       glCopyTexImage1D(), glCopyTexSubImage1D(), glGetCompressedTexImage(), glPixelStore(),
       glTexImage2D(), glTexImage3D(), glTexSubImage1D(), glTexSubImage2D(), glTexSubImage3D(),
       glTexParameter()

COPYRIGHT

       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

       Copyright © 1991-2006 Silicon Graphics, Inc.

[FIXME: source]                             01/03/2018                           GLTEXIMAGE1D(3G)