Graphics Reference
In-Depth Information
(continued)
level specifies which mip level to load. The first level is
specified by 0, followed by an increasing level for each
successive mipmap.
internalFormat the internal format for the texture storage; can be
either an unsized base internal format or a sized
internal format. The full list of valid internalFormat ,
format , and type combinations is provided in
TablesĀ 9-4 through 9-10.
The unsized internal formats can be
GL_RGBA, GL_RGB , GL_LUMINANCE_ALPHA
GL_LUMINANCE , GL_ALPHA
The sized internal formats can be
GL_R8 , GL_R8_SNORM , GL_R16F , GL_R32F
GL_R8UI , GL_R16UI , GL_R32UI , GL_R32I
GL_RG8 , GL_RG8_SNORM , GL_RG16F , GL_RG32F
GL_RG8UI , GL_RG8I , GL_RG16UI , GL_RG32UI
GL_RG32I , GL_RGB8 , GL_SRGB8 , GL_RGB565
GL_RGB8_SNORM , GL_R11F_G11F_B10F
GL_RGB9_E5 , GL_RGB16F , GL_RGB32F
GL_RGB8UI , GL_RGB16UI , GL_RGB16I , GL_RGB32UI
GL_RGB32I , GL_RGBA8 , GL_SRGB8_ALPHA8
GL_RGBA8_SNORM , GL_RGB5_A1 , GL_RGBA4
GL_RGB10_A2 , GL_RGBA16F , GL_RGBA32F
GL_RGBA8UI , GL_RGBA8I , GL_RGB10_A2UI
GL_RGBA16UI , GL_RGBA16I , GL_RGBA32I
GL_RGBA32UI , GL_DEPTH_COMPONENT16
GL_DEPTH_COMPONENT24 , GL_DEPTH_COMPONENT32F
GL_DEPTH24_STENCIL8 , GL_DEPTH24F_STENCIL8
the width of the image in pixels.
width
the height of the image in pixels.
height
this parameter is ignored in OpenGL ES, but was kept
for compatibility with the desktop OpenGL interface;
should be 0.
border
the format of the incoming texture data; can be
GL_RED
GL_RED_INTEGER
GL_RG
format
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