plucky (3) glTexImage3D.3G.gz

Provided by: opengl-4-man-doc_1.0~svn33624-3_all bug

NAME

       glTexImage3D - specify a three-dimensional texture image

C SPECIFICATION

       void glTexImage3D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height,
                         GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * data);

PARAMETERS

       target
           Specifies the target texture. Must be one of GL_TEXTURE_3D, GL_PROXY_TEXTURE_3D, GL_TEXTURE_2D_ARRAY
           or GL_PROXY_TEXTURE_2D_ARRAY.

       level
           Specifies the level-of-detail number. Level 0 is the base image level. Level n is the n th 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 3D texture images that are at
           least 16 texels wide.

       height
           Specifies the height of the texture image. All implementations support 3D texture images that are at
           least 256 texels high.

       depth
           Specifies the depth of the texture image, or the number of layers in a texture array. All
           implementations support 3D texture images that are at least 256 texels deep, 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 maps a portion of a specified texture image onto each graphical primitive for which texturing
       is enabled. To enable and disable three-dimensional texturing, call glEnable() and

       glDisable with argument GL_TEXTURE_3D.

       To define texture images, call glTexImage3D. The arguments describe the parameters of the texture image,
       such as height, width, depth, 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_3D, 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_3D, 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 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 and green pair. The GL converts each 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].

       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, blue, or luminance 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_3D 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 A values. A three-component image uses the R, G, and B values. A
       four-component image uses all of the RGBA components.

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, height height, and depth depth. 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.

       glTexImage3D specifies the three-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_3D or GL_PROXY_TEXTURE_3D.

       GL_INVALID_ENUM is generated if format is not an accepted format constant. Format constants other than
       GL_STENCIL_INDEX and GL_DEPTH_COMPONENT are 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, height, or depth 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 or internalFormat is GL_DEPTH_COMPONENT,
       GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, or GL_DEPTH_COMPONENT32.

       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         │     │     │     │     │     │     │     │     │     │     │     │     │
       ├─────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
       │glTexImage3D │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │
       └─────────────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┘

SEE ALSO

       glActiveTexture(), glCompressedTexImage1D(), glCompressedTexImage2D(), glCompressedTexImage3D(),
       glCompressedTexSubImage1D(), glCompressedTexSubImage2D(), glCompressedTexSubImage3D(),
       glCopyTexImage1D(), glCopyTexImage2D(), glCopyTexSubImage1D(), glCopyTexSubImage2D(),
       glCopyTexSubImage3D(), glGetCompressedTexImage(), glPixelStore(), glTexImage1D(), glTexImage2D(),
       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 © 2011-2014 Khronos Group

[FIXME: source]                                    11/18/2024                                   GLTEXIMAGE3D(3G)