DragonFly On-Line Manual Pages
GLTEXPARAMETER() GLTEXPARAMETER()
NAME
glTexParameterf, glTexParameteri, glTexParameterfv, glTexParameteriv -
set texture parameters
C SPECIFICATION
void glTexParameterf( GLenum target,
GLenum pname,
GLfloat param )
void glTexParameteri( GLenum target,
GLenum pname,
GLint param )
PARAMETERS
target Specifies the target texture, which must be either
GL_TEXTURE_1D or GL_TEXTURE_2D.
pname Specifies the symbolic name of a single-valued texture
parameter. pname can be one of the following:
GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER,
GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_PRIORITY.
param Specifies the value of pname.
C SPECIFICATION
void glTexParameterfv( GLenum target,
GLenum pname,
const GLfloat *params )
void glTexParameteriv( GLenum target,
GLenum pname,
const GLint *params )
PARAMETERS
target Specifies the target texture, which must be either GL_TEXTURE_1D
or GL_TEXTURE_2D.
pname Specifies the symbolic name of a texture parameter. pname can
be one of the following: GL_TEXTURE_MIN_FILTER,
GL_TEXTURE_MAG_FILTER, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T,
GL_TEXTURE_BORDER_COLOR, or GL_TEXTURE_PRIORITY.
params Specifies a pointer to an array where the value or values of
pname are stored.
DESCRIPTION
Texture mapping is a technique that applies an image onto an object's
surface as if the image were a decal or cellophane shrink-wrap. The
image is created in texture space, with an (s, t) coordinate system. A
texture is a one- or two-dimensional image and a set of parameters that
determine how samples are derived from the image.
glTexParameter assigns the value or values in params to the texture
parameter specified as pname. target defines the target texture,
either GL_TEXTURE_1D or GL_TEXTURE_2D. The following symbols are
accepted in pname:
GL_TEXTURE_MIN_FILTER
The texture minifying function is used whenever the pixel
being textured maps to an area greater than one texture
element. There are six defined minifying functions. Two of
them use the nearest one or nearest four texture elements to
compute the texture value. The other four use mipmaps.
A mipmap is an ordered set of arrays representing the same
image at progressively lower resolutions. If the texture has
dimensions 2^n x 2^m, there are max (n, m) + 1 mipmaps. The
first mipmap is the original texture, with dimensions 2^n x
2^m. Each subsequent mipmap has dimensions 2^(k - 1) x 2^(l
- 1), where 2^k x 2^l are the dimensions of the previous
mipmap, until either k = 0 or l = 0. At that point,
subsequent mipmaps have dimension 1 x 2^(l - 1) or 2^(k - 1)
x 1 until the final mipmap, which has dimension 1 x 1. To
define the mipmaps, call glTexImage1D, glTexImage2D,
glCopyTexImage1D, or glCopyTexImage2D with the level argument
indicating the order of the mipmaps. Level 0 is the original
texture; level max (n, m) is the final 1 x 1 mipmap.
params supplies a function for minifying the texture as one
of the following:
GL_NEAREST
Returns the value of the texture element that is
nearest (in Manhattan distance) to the center of
the pixel being textured.
GL_LINEAR Returns the weighted average of the four texture
elements that are closest to the center of the
pixel being textured. These can include border
texture elements, depending on the values of
GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T, and on the
exact mapping.
GL_NEAREST_MIPMAP_NEAREST
Chooses the mipmap that most closely matches the
size of the pixel being textured and uses the
GL_NEAREST criterion (the texture element nearest
to the center of the pixel) to produce a texture
value.
GL_LINEAR_MIPMAP_NEAREST
Chooses the mipmap that most closely matches the
size of the pixel being textured and uses the
GL_LINEAR criterion (a weighted average of the four
texture elements that are closest to the center of
the pixel) to produce a texture value.
GL_NEAREST_MIPMAP_LINEAR
Chooses the two mipmaps that most closely match the
size of the pixel being textured and uses the
GL_NEAREST criterion (the texture element nearest
to the center of the pixel) to produce a texture
value from each mipmap. The final texture value is
a weighted average of those two values.
GL_LINEAR_MIPMAP_LINEAR
Chooses the two mipmaps that most closely match the
size of the pixel being textured and uses the
GL_LINEAR criterion (a weighted average of the four
texture elements that are closest to the center of
the pixel) to produce a texture value from each
mipmap. The final texture value is a weighted
average of those two values.
As more texture elements are sampled in the minification
process, fewer aliasing artifacts will be apparent. While
the GL_NEAREST and GL_LINEAR minification functions can be
faster than the other four, they sample only one or four
texture elements to determine the texture value of the pixel
being rendered and can produce moire patterns or ragged
transitions. The initial value of GL_TEXTURE_MIN_FILTER is
GL_NEAREST_MIPMAP_LINEAR.
GL_TEXTURE_MAG_FILTER
The texture magnification function is used when the pixel
being textured maps to an area less than or equal to one
texture element. It sets the texture magnification function
to either GL_NEAREST or GL_LINEAR (see below). GL_NEAREST is
generally faster than GL_LINEAR, but it can produce textured
images with sharper edges because the transition between
texture elements is not as smooth. The initial value of
GL_TEXTURE_MAG_FILTER is GL_LINEAR.
GL_NEAREST
Returns the value of the texture element that is
nearest (in Manhattan distance) to the center of
the pixel being textured.
GL_LINEAR Returns the weighted average of the four texture
elements that are closest to the center of the
pixel being textured. These can include border
texture elements, depending on the values of
GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T, and on the
exact mapping.
GL_TEXTURE_WRAP_S
Sets the wrap parameter for texture coordinate s to either
GL_CLAMP or GL_REPEAT. GL_CLAMP causes s coordinates to be
clamped to the range [0,1] and is useful for preventing
wrapping artifacts when mapping a single image onto an
object. GL_REPEAT causes the integer part of the s
coordinate to be ignored; the GL uses only the fractional
part, thereby creating a repeating pattern. Border texture
elements are accessed only if wrapping is set to GL_CLAMP.
Initially, GL_TEXTURE_WRAP_S is set to GL_REPEAT.
GL_TEXTURE_WRAP_T
Sets the wrap parameter for texture coordinate t to either
GL_CLAMP or GL_REPEAT. See the discussion under
GL_TEXTURE_WRAP_S. Initially, GL_TEXTURE_WRAP_T is set to
GL_REPEAT.
GL_TEXTURE_BORDER_COLOR
Sets a border color. params contains four values that
comprise the RGBA color of the texture border. Integer color
components are interpreted linearly such that the most
positive integer maps to 1.0, and the most negative integer
maps to -1.0. The values are clamped to the range [0,1] when
they are specified. Initially, the border color is (0, 0, 0,
0).
GL_TEXTURE_PRIORITY
Specifies the texture residence priority of the currently
bound texture. Permissible values are in the range [0, 1].
See glPrioritizeTextures and glBindTexture for more
information.
NOTES
Suppose that a program has enabled texturing (by calling glEnable with
argument GL_TEXTURE_1D or GL_TEXTURE_2D) and has set
GL_TEXTURE_MIN_FILTER to one of the functions that requires a mipmap.
If either the dimensions of the texture images currently defined (with
previous calls to glTexImage1D, glTexImage2D, glCopyTexImage1D, or
glCopyTexImage2D) do not follow the proper sequence for mipmaps
(described above), or there are fewer texture images defined than are
needed, or the set of texture images have differing numbers of texture
components, then it is as if texture mapping were disabled.
Linear filtering accesses the four nearest texture elements only in 2D
textures. In 1D textures, linear filtering accesses the two nearest
texture elements.
ERRORS
GL_INVALID_ENUM is generated if target or pname is not one of the
accepted defined values.
GL_INVALID_ENUM is generated if params should have a defined constant
value (based on the value of pname) and does not.
GL_INVALID_OPERATION is generated if glTexParameter is executed between
the execution of glBegin and the corresponding execution of glEnd.
ASSOCIATED GETS
glGetTexParameter
glGetTexLevelParameter
SEE ALSO
glBindTexture, glCopyPixels, glCopyTexImage1D, glCopyTexImage2D,
glCopyTexSubImage1D, glCopyTexSubImage2D, glDrawPixels, glPixelStore,
glPixelTransfer, glPrioritizeTextures, glTexEnv, glTexGen,
glTexImage1D, glTexImage2D, glTexSubImage1D, glTexSubImage2D
GLTEXPARAMETER()