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GLTEXIMAGE1D(3G)								 GLTEXIMAGE1D(3G)

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 *pixels )

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 1, 2, 3,
		       or 4, or one of the following  symbolic	constants:  GL_ALPHA,  GL_ALPHA4,
		       GL_ALPHA8,    GL_ALPHA12,    GL_ALPHA16,    GL_LUMINANCE,   GL_LUMINANCE4,
		       GL_LUMINANCE8,	GL_LUMINANCE12,    GL_LUMINANCE16,    GL_LUMINANCE_ALPHA,
		       GL_LUMINANCE4_ALPHA4,	  GL_LUMINANCE6_ALPHA2,     GL_LUMINANCE8_ALPHA8,
		       GL_LUMINANCE12_ALPHA4,	GL_LUMINANCE12_ALPHA12,   GL_LUMINANCE16_ALPHA16,
		       GL_INTENSITY,	  GL_INTENSITY4,      GL_INTENSITY8,	  GL_INTENSITY12,
		       GL_INTENSITY16, GL_RGB, GL_R3_G3_B2, GL_RGB4, GL_RGB5, GL_RGB8,	GL_RGB10,
		       GL_RGB12,  GL_RGB16,  GL_RGBA,  GL_RGBA2,  GL_RGBA4, GL_RGB5_A1, GL_RGBA8,
		       GL_RGB10_A2, GL_RGBA12, or GL_RGBA16.

       width	       Specifies the width of the texture image.  Must be 2n+2(border)	for  some
		       integer n. All implementations support texture images that are at least 64
		       texels wide. The height of the 1D texture image is 1.

       border	       Specifies the width of the border.  Must be either 0 or 1.

       format	       Specifies the  of the pixel  data.   The  following  symbolic  values  are
		       accepted:  GL_COLOR_INDEX,  GL_RED,  GL_GREEN,  GL_BLUE, GL_ALPHA, GL_RGB,
		       GL_BGR, GL_RGBA, GL_BGRA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA.

       type	       Specifies the data type of the pixel data.  The following symbolic  values
		       are  accepted:  GL_UNSIGNED_BYTE,  GL_BYTE,  GL_BITMAP, 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.

       pixels	       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  used to store the image.  The last three
       arguments describe how the image is represented in memory; they are identical to the pixel
       formats used for glDrawPixels.

       If target is GL_PROXY_TEXTURE_1D, no data is read from pixels,  but  all  of  the  texture
       image  state is recalculated, checked for consistency, and checked against the implementa-
       tion's capabilities.  If the implementation cannot handle a texture of the requested  tex-
       ture  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 pixels 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 for-
       mat, to form elements.  If type is GL_BITMAP, the  data	is  considered	as  a  string  of
       unsigned  bytes	(and  format must be GL_COLOR_INDEX).  Each data byte is treated as eight
       1-bit elements, with bit ordering determined by GL_UNPACK_LSB_FIRST (see glPixelStore).

       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 ele-
       ment corresponds to the right end of the texture array.

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

       GL_COLOR_INDEX
		 Each  element	is  a  single  value, a color index.  The GL converts it to fixed
		 point (with an unspecified number of zero  bits  to  the  right  of  the  binary
		 point), shifted left or right depending on the value and sign of GL_INDEX_SHIFT,
		 and added to GL_INDEX_OFFSET (see glPixelTransfer).  The resulting index is con-
		 verted   to   a   set	 of   color  components  using	the  GL_PIXEL_MAP_I_TO_R,
		 GL_PIXEL_MAP_I_TO_G, GL_PIXEL_MAP_I_TO_B, and	GL_PIXEL_MAP_I_TO_A  tables,  and
		 clamped to the range [0,1].

       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  then  multiplied  by  the signed scale factor
		 GL_c_SCALE, added to the signed bias GL_c_BIAS.  and clamped to the range  [0,1]
		 (see glPixelTransfer).

       GL_GREEN  Each  element is a single green component.  The GL converts it to floating point
		 and assembles it into an RGBA element by attaching 0 for red and blue, and 1 for
		 alpha.  Each component is then multiplied by the signed scale factor GL_c_SCALE,
		 added to the signed  bias  GL_c_BIAS,	and  clamped  to  the  range  [0,1]  (see
		 glPixelTransfer).

       GL_BLUE	 Each  element	is a single blue component.  The GL converts it to floating point
		 and assembles it into an RGBA element by attaching 0 for red and  green,  and	1
		 for  alpha.   Each  component	is  then  multiplied  by  the signed scale factor
		 GL_c_SCALE, added to the signed bias GL_c_BIAS, and clamped to the  range  [0,1]
		 (see glPixelTransfer).

       GL_ALPHA  Each  element is a single alpha component.  The GL converts it to floating point
		 and assembles it into an RGBA element by attaching 0 for red, green,  and  blue.
		 Each  component  is then multiplied by the signed scale factor GL_c_SCALE, added
		 to  the  signed  bias	GL_c_BIAS,  and  clamped  to   the   range   [0,1]   (see
		 glPixelTransfer).

       GL_RGB

       GL_BGR	 Each  element is an RGB triple.  The GL converts it to floating point and assem-
		 bles it into an RGBA element by attaching 1 for alpha.  Each component  is  then
		 multiplied  by  the  signed  scale  factor  GL_c_SCALE, added to the signed bias
		 GL_c_BIAS, and clamped to the range [0,1] (see glPixelTransfer).

       GL_RGBA

       GL_BGRA	 Each element contains all four components.  Each component is then multiplied by
		 the  signed  scale  factor  GL_c_SCALE,  added to the signed bias GL_c_BIAS, and
		 clamped to the range [0,1] (see glPixelTransfer).

       GL_LUMINANCE
		 Each element is a single luminance value.  The GL converts it to floating point,
		 then  assembles it into an RGBA element by replicating the luminance value three
		 times for red, green, and blue and attaching 1 for  alpha.   Each  component  is
		 then  multiplied by the signed scale factor GL_c_SCALE, added to the signed bias
		 GL_c_BIAS, and clamped to the range [0,1] (see glPixelTransfer).

       GL_LUMINANCE_ALPHA
		 Each element is a luminance/alpha pair.  The GL converts it to  floating  point,
		 then  assembles it into an RGBA element by replicating the luminance value three
		 times for red, green, and blue.  Each component is then multiplied by the signed
		 scale	factor GL_c_SCALE, added to the signed bias GL_c_BIAS, and clamped to the
		 range [0,1] (see glPixelTransfer).

       If an application wants to store the texture at a certain resolution or in a certain ,  it
       can request the resolution and  with internalFormat. The GL will choose an internal repre-
       sentation that closely approximates that requested by internalFormat, but it may not match
       exactly.   (The representations specified by GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_RGB, and
       GL_RGBA must match exactly. The numeric values 1, 2, 3, and 4 may also be used to  specify
       the preceding representations.)

       Use  the  GL_PROXY_TEXTURE_1D  target to try out a resolution and update and recompute its
       best match for  the  requested  storage	resolution  and  .  To	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 pixels.
       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
       Texturing has no effect in color index mode.

       If  the	GL_ARB_imaging extension is supported, RGBA elements may also be processed by the
       imaging pipeline.  The following stages may be applied to an RGBA color before color  com-
       ponent clamping to the range [0, 1]:

       1. Color component replacement by the color table specified for
	  GL_COLOR_TABLE, if enabled. See glColorTable.

       2. One-dimensional convolution filtering, if enabled. See
	  glConvolutionFilter1D.

	  If  a  convolution  filter  changes  the  __width  of the texture (by processing with a
	  GL_CONVOLUTION_BORDER_MODE of GL_REDUCE, for example), the width must 2n+2(border), for
	  some integer n, after filtering.

       3. RGBA components may be multiplied by GL_POST_CONVOLUTION_c_SCALE,
	  and added to GL_POST_CONVOLUTION_c_BIAS, if enabled.	See glPixelTransfer.

       4. Color component replacement by the color table specified for
	  GL_POST_CONVOLUTION_COLOR_TABLE, if enabled.	See glColorTable.

       5. Transformation by the color matrix.  See glMatrixMode.

       6. RGBA components may be multiplied by GL_POST_COLOR_MATRIX_c_SCALE,
	  and added to GL_POST_COLOR_MATRIX_c_BIAS, if enabled.  See glPixelTransfer.

       7. Color component replacement by the color table specified for
	  GL_POST_COLOR_MATRIX_COLOR_TABLE, if enabled.  See glColorTable.

       The  texture  image  can  be  represented  by  the  same  data  formats as the pixels in a
       glDrawPixels command, except that GL_STENCIL_INDEX and GL_DEPTH_COMPONENT cannot be  used.
       glPixelStore  and  glPixelTransfer  modes  affect  texture  images in exactly the way they
       affect glDrawPixels.

       GL_PROXY_TEXTURE_1D may be used only if the GL version is 1.1 or greater.

       Internal formats other than 1, 2, 3, or 4 may be used only if the GL  version  is  1.1  or
       greater.

       In GL version 1.1 or greater, pixels 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.

       Formats GL_BGR, and GL_BGRA and types 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 are available only if the GL version is 1.2 or greater.

       When the GL_ARB_multitexture extension is supported, glTexImage1D specifies the one-dimen-
       sional texture for the current texture unit, specified with glActiveTextureARB.

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
	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_ENUM is generated if type is GL_BITMAP and format is not GL_COLOR_INDEX.

       GL_INVALID_VALUE is generated if level is less than 0.

       GL_INVALID_VALUE may be generated if level is greater  than  log2max,  where  max  is  the
       returned value of GL_MAX_TEXTURE_SIZE.

       GL_INVALID_VALUE  is generated if internalFormat is not 1, 2, 3, 4, or one of the accepted
       resolution and  symbolic constants.

       GL_INVALID_VALUE  is  generated	if  width  is  less  than  0  or   greater   than   2	+
       GL_MAX_TEXTURE_SIZE, or if it cannot be represented as 2n+2(border) for some integer value
       of n.

       GL_INVALID_VALUE is generated if border is not 0 or 1.

       GL_INVALID_OPERATION is generated if glTexImage1D is executed  between  the  execution  of
       glBegin and the corresponding execution of glEnd.

       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.

ASSOCIATED GETS
       glGetTexImage
       glIsEnabled with argument GL_TEXTURE_1D

SEE ALSO
       glActiveTextureARB(3G),	glColorTable(3G),  glConvolutionFilter1D(3G),	glCopyPixels(3G),
       glCopyTexImage1D(3G),		glCopyTexImage2D(3G),		 glCopyTexSubImage1D(3G),
       glCopyTexSubImage2D(3G),  glCopyTexSubImage3D(3G),   glDrawPixels(3G),	glMatrixMode(3G),
       glPixelStore(3G),   glPixelTransfer(3G),   glTexEnv(3G),  glTexGen(3G),	glTexImage2D(3G),
       glTexImage3D(3G),    glTexSubImage1D(3G),    glTexSubImage2D(3G),     glTexSubImage3D(3G),
       glTexParameter(3G)

										 GLTEXIMAGE1D(3G)
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