Graphics Reference
In-Depth Information
specifies which mip level to load. The base level is
specified by 0, followed by an increasing level for each
successive mipmap.
level
the internal format for the texture storage; can be either
an unsized base internal format or a sized internal
format. The full valid internalFormat , format , and
type combinations are provided in Tables 9-4
through 9-10.
internal
Format
the width of the image in pixels.
width
the height of the image in pixels.
height
the number of slices of the 3D texture.
depth
this parameter is ignored in OpenGL ES. It 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
GL_RG_INTEGER
GL_RGB
GL_RGB_INTEGER
GL_RGBA
GL_RGBA_INTEGER
GL_DEPTH_COMPONENT
GL_DEPTH_STENCIL
GL_LUMINANCE_ALPHA
GL_ALPHA
format
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
type
contains the actual pixel data for the image. The data must
contain ( width * height * depth ) number of pixels with
the appropriate number of bytes per pixel based on the
format and type specification. The image data should be
stored as a sequence of 2D texture slices.
pixels
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