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# docs.GL

OpenGL 4
OpenGL 3
OpenGL 2

# glTexImage1D

## 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 1, 2, 3, or 4, or one of the following symbolic constants: `GL_ALPHA`, `GL_ALPHA4`, `GL_ALPHA8`, `GL_ALPHA12`, `GL_ALPHA16`, `GL_COMPRESSED_ALPHA`, `GL_COMPRESSED_LUMINANCE`, `GL_COMPRESSED_LUMINANCE_ALPHA`, `GL_COMPRESSED_INTENSITY`, `GL_COMPRESSED_RGB`, `GL_COMPRESSED_RGBA`, `GL_DEPTH_COMPONENT`, `GL_DEPTH_COMPONENT16`, `GL_DEPTH_COMPONENT24`, `GL_DEPTH_COMPONENT32`, `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_R3_G3_B2`, `GL_RGB`, `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`, `GL_RGBA16`, `GL_SLUMINANCE`, `GL_SLUMINANCE8`, `GL_SLUMINANCE_ALPHA`, `GL_SLUMINANCE8_ALPHA8`, `GL_SRGB`, `GL_SRGB8`, `GL_SRGB_ALPHA`, or `GL_SRGB8_ALPHA8`.

`width`

  Specifies the width of the texture image including the border if any. If the GL version does not support non-power-of-two sizes, this value must be 2 n + 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 format 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`.

`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; they are identical to the pixel formats used for glDrawPixels.

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. 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).

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_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 converted 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_INTENSITY`

  Each element is a single intensity value. The GL converts it to floating point, then assembles it into an RGBA element by replicating the intensity value three times for red, green, blue, and 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_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 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 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).

`GL_DEPTH_COMPONENT`

  Each element is a single depth value. The GL converts it to floating point, multiplies by the signed scale factor `GL_DEPTH_SCALE`, adds the signed bias `GL_DEPTH_BIAS`, and clamps to the range [0,1] (see glPixelTransfer).

Refer to the glDrawPixels reference page for a description of the acceptable values for the `type` parameter.

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_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 above representations.)

If the `internalFormat` parameter is one of the generic compressed formats, `GL_COMPRESSED_ALPHA`, `GL_COMPRESSED_INTENSITY`, `GL_COMPRESSED_LUMINANCE`, `GL_COMPRESSED_LUMINANCE_ALPHA`, `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`, `GL_SRGB8_ALPHA8`, `GL_SLUMINANCE`, `GL_SLUMINANCE8`, `GL_SLUMINANCE_ALPHA`, or `GL_SLUMINANCE8_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_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.

Depth textures can be treated as LUMINANCE, INTENSITY or ALPHA textures during texture filtering and application. 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

Texturing has no effect in color index mode.

If the `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 component 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 2 n + 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` 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, `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.

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 `ARB_multitexture` extension is supported, or the GL version is 1.3 or greater, `glTexImage1D` specifies the one-dimensional texture for the current texture unit, specified with glActiveTexture.

`GL_DEPTH_COMPONENT`, `GL_DEPTH_COMPONENT16`, `GL_DEPTH_COMPONENT24`, and `GL_DEPTH_COMPONENT32` are available only if the GL version is 1.4 or greater.

Non-power-of-two textures are supported if the GL version is 2.0 or greater, or if the implementation exports the `GL_ARB_texture_non_power_of_two` extension.

The `GL_SRGB`, `GL_SRGB8`, `GL_SRGB_ALPHA`, `GL_SRGB8_ALPHA8`, `GL_SLUMINANCE`, `GL_SLUMINANCE8`, `GL_SLUMINANCE_ALPHA`, and `GL_SLUMINANCE8_ALPHA8` internal formats are only available if the GL version is 2.1 or greater.

## 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_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 log 2 ⁡ max , 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 format symbolic constants.

`GL_INVALID_VALUE` is generated if `width` is less than 0 or greater than 2 + `GL_MAX_TEXTURE_SIZE`.

`GL_INVALID_VALUE` is generated if non-power-of-two textures are not supported and the `width` cannot be represented as 2 n + 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 `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`.

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

## Associated Gets

glGetTexImage

glIsEnabled with argument `GL_TEXTURE_1D`

glGet with argument `GL_PIXEL_UNPACK_BUFFER_BINDING`

## See Also

glActiveTexture, glColorTable, glCompressedTexImage1D, glCompressedTexSubImage1D, glConvolutionFilter1D, glCopyPixels, glCopyTexImage1D, glCopyTexSubImage1D, glDrawPixels, glGetCompressedTexImage, glMatrixMode, glPixelStore, glPixelTransfer, glTexEnv, glTexGen, glTexImage2D, glTexImage3D, glTexSubImage1D, glTexSubImage2D, glTexSubImage3D, glTexParameter

## Copyright

Copyright © 1991-2006 Silicon Graphics, Inc. This document is licensed under the SGI Free Software B License. For details, see https://web.archive.org/web/20171022161616/http://oss.sgi.com/projects/FreeB/.

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