GLint leve )

PARAMETERS
       target  Specifies   the   target  texture.   Must  be  GL_TEXTURE_1D  or
               GL_PROXY_TEXTURE_1D.

       leve    Specifies the level-of-detail number.  Level 0 is the base image
               level.  Level n is the nth mipmap reduction image.

       _param3 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.

       _param4 Specifies the width of the texture image.   Must  be  2n+2(_eqn‐
               param5)  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.

       _param5 Specifies the width of the border.  Must be either 0 or 1.

       _param6 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.

       _param7 Specifies the data type of the pixel data.  The  following  sym‐
               bolic 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.

       _param8 Specifies a pointer to the image data in memory.

DESCRIPTION
       Texturing maps a portion of a specified texture image onto each  graphi‐
       cal  primitive  for  which  texturing is enabled.  To enable and disable
       one-dimensional texturing, call glEnable  and  glDisable  with  argument
       GL_TEXTURE_1D.


       If target is GL_TEXTURE_1D, data is read from _param8 as a  sequence  of
       signed  or  unsigned bytes, shorts, or longs, or single-precision float‐
       ing-point values, depending on _param7.  These values are  grouped  into
       sets  of  one, two, three, or four values, depending on _param6, to form
       elements.  If _param7 is GL_BITMAP, the data is considered as  a  string
       of  unsigned bytes (and _param6 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 element corresponds to the right end of
       the texture array.

       _param6 determines the composition of each element in _param8.   It  can
       assume one of eleven symbolic values:

       GL_COLOR_INDEX
                 Each  element  is  a single value, a color index.  The GL con‐
                 verts 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  at‐
                 taching 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 at‐
                 taching 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 at‐
                 taching  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 at‐

       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 format, it can  request  the  resolution  and  format  with
       _param3.  The GL will choose an internal representation that closely ap‐
       proximates that requested by _param3, 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 format.
       The implementation will update and recompute its best match for the  re‐
       quested  storage  resolution  and  format.  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 _param8.  A two-component image uses the R and A  values.   A
       three-component image uses the R, G, and B values.  A four-component im‐
       age 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 component clamping to the range [0, 1]:

       1. Color component replacement by the color table specified for
          GL_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, _param8 may be a  null  pointer.  In  this
       case  texture  memory  is  allocated  to  accommodate a texture of width
       _param4.  You can then download subtextures to  initialize  the  texture
       memory.  The  image is undefined if the program tries to apply an unini‐
       tialized 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 speci‐
       fies the one-dimensional 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 _param6 is not an accepted  format  con‐
       stant.     Format    constants    other    than   GL_STENCIL_INDEX   and
       GL_DEPTH_COMPONENT are accepted.

       GL_INVALID_ENUM is generated if _param7 is not a type constant.

       GL_INVALID_ENUM is generated if _param7 is GL_BITMAP and _param6 is  not
       GL_COLOR_INDEX.

       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    _param7    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  _param6  is
       not GL_RGB.

       GL_INVALID_OPERATION    is    generated    if    _param7   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
       _param6 is neither GL_RGBA nor GL_BGRA.

ASSOCIATED GETS
       glGetTexImage
       glIsEnabled with argument GL_TEXTURE_1D

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

                                                               GLTEXIMAGE1D(3G)

Man(1) output converted with man2html