Graphics Reference
In-Depth Information
GL_RG_INTEGER
GL_RGB
GL_RGB_INTEGER
GL_RGBA
GL_RGBA_INTEGER
GL_DEPTH_COMPONENT
GL_DEPTH_STENCIL
GL_LUMINANCE_ALPHA
GL_ALPHA
the type of the incoming pixel data; can be
GL_UNSIGNED_BYTE
GL_BYTE
GL_UNSIGNED_SHORT
GL_SHORT
GL_UNSIGNED_INT
GL_INT
GL_HALF_FLOAT
GL_FLOAT
GL_UNSIGNED_SHORT_5_6_5
GL_UNSIGNED_SHORT_4_4_4_4
GL_UNSIGNED_SHORT_5_5_5_1
GL_UNSIGNED_INT_2_10_10_10_REV
GL_UNSIGNED_INT_10F_11F_11F_REV
GL_UNSIGNED_INT_5_9_9_9_REV
GL_UNSIGNED_INT_24_8
GL_FLOAT_32_UNSIGNED_INT_24_8_REV
GL_UNSIGNED_SHORT_5_6_5
type
contains the actual pixel data for the image. The
data must contain ( width * height ) number of
pixels with the appropriate number of bytes per
pixel based on the format and type specification.
The pixel rows must be aligned to the
GL_UNPACK_ALIGNMENT set with
glPixelStorei (defined next).
pixels
Example 9-1, from the Simple_Texture2D example, demonstrates
generating a texture object, binding it, and then loading a 2 × 2 2D
texture with RGB image data made from unsigned bytes.
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