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glTexImage4DSGIS(3G)	       OpenGL Reference		  glTexImage4DSGIS(3G)


NAME    [Toc]    [Back]

     glTexImage4DSGIS -	specify	a four-dimensional texture image

C SPECIFICATION    [Toc]    [Back]

     void glTexImage4DSGIS( GLenum target,
			    GLint level,
			    GLenum internalformat,
			    GLsizei width,
			    GLsizei height,
			    GLsizei depth,
			    GLsizei size4d,
			    GLint border,
			    GLenum format,
			    GLenum type,
			    const GLvoid *pixels )

PARAMETERS    [Toc]    [Back]

     target	     Specifies the target texture.  Must be GL_TEXTURE_4D_SGIS
		     or	GL_PROXY_TEXTURE_4D_SGIS.

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

     internalformat  Specifies the internal storage format of the texture
		     image.  it	must be	one of the following symbolic
		     constants:	 GL_ALPHA, GL_ALPHA4_EXT, GL_ALPHA8_EXT,
		     GL_ALPHA12_EXT, GL_ALPHA16_EXT, GL_LUMINANCE,
		     GL_LUMINANCE4_EXT,	GL_LUMINANCE8_EXT, GL_LUMINANCE12_EXT,
		     GL_LUMINANCE16_EXT, GL_LUMINANCE_ALPHA,
		     GL_LUMINANCE4_ALPHA4_EXT, GL_LUMINANCE6_ALPHA2_EXT,
		     GL_LUMINANCE8_ALPHA8_EXT, GL_LUMINANCE12_ALPHA4_EXT,
		     GL_LUMINANCE12_ALPHA12_EXT, GL_LUMINANCE16_ALPHA16_EXT,
		     GL_INTENSITY_EXT, GL_INTENSITY4_EXT, GL_INTENSITY8_EXT,
		     GL_INTENSITY12_EXT, GL_INTENSITY16_EXT, GL_RGB,
		     GL_RGB2_EXT, GL_RGB4_EXT, GL_RGB5_EXT, GL_RGB8_EXT,
		     GL_RGB10_EXT, GL_RGB12_EXT, GL_RGB16_EXT, GL_RGBA,
		     GL_RGBA2_EXT, GL_RGBA4_EXT, GL_RGB5_A1_EXT, GL_RGBA8_EXT,
		     GL_RGB10_A2_EXT, GL_RGBA12_EXT, GL_RGBA16_EXT,
		     GL_DUAL_ALPHA4_SGIS, GL_DUAL_ALPHA8_SGIS,
		     GL_DUAL_ALPHA12_SGIS, GL_DUAL_ALPHA16_SGIS,
		     GL_DUAL_LUMINANCE4_SGIS, GL_DUAL_LUMINANCE8_SGIS,
		     GL_DUAL_LUMINANCE12_SGIS, GL_DUAL_LUMINANCE16_SGIS,
		     GL_DUAL_INTENSITY4_SGIS, GL_DUAL_INTENSITY8_SGIS,
		     GL_DUAL_INTENSITY12_SGIS, GL_DUAL_INTENSITY16_SGIS,
		     GL_DUAL_LUMINANCE_ALPHA4_SGIS,
		     GL_DUAL_LUMINANCE_ALPHA8_SGIS, GL_QUAD_ALPHA4_SGIS,
		     GL_QUAD_ALPHA8_SGIS, GL_QUAD_LUMINANCE4_SGIS,
		     GL_QUAD_LUMINANCE8_SGIS, GL_QUAD_INTENSITY4_SGIS, or
		     GL_QUAD_INTENSITY8_SGIS.



									Page 1






glTexImage4DSGIS(3G)	       OpenGL Reference		  glTexImage4DSGIS(3G)



     width	     Specifies the width of the	texture	image.	Must be
		     2**n+2*border for some integer n.

     height	     Specifies the height of the texture image.	 Must be
		     2**m+I*border for some integer m, where I is 2 when
		     GL_INTERLACE_SGIX is disabled, and	1 otherwise.

     depth	     Specifies the depth of the	texture	image.	Must be
		     2**l+2*border for some integer l.

     size4d	     Specifies the extent (4th dimension size) of the texture
		     image.  Must be 2**k+2*border for some integer l.

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

     format	     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_RGBA,
		     GL_ABGR_EXT, GL_LUMINANCE,	and GL_LUMINANCE_ALPHA.

     type	     Specifies the data	type of	the pixel data.	 The following
		     symbolic values are accepted:  GL_UNSIGNED_BYTE, GL_BYTE,
		     GL_UNSIGNED_SHORT,	GL_SHORT, GL_UNSIGNED_INT, GL_INT,
		     GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2_EXT,
		     GL_UNSIGNED_SHORT_4_4_4_4_EXT,
		     GL_UNSIGNED_SHORT_5_5_5_1_EXT,
		     GL_UNSIGNED_INT_8_8_8_8_EXT, and
		     GL_UNSIGNED_INT_10_10_10_2_EXT.

     pixels	     Specifies a pointer to the	image data in memory.

DESCRIPTION    [Toc]    [Back]

     Texturing maps a portion of a specified texture image onto	each graphical
     primitive for which texturing is enabled.	Four-dimensional texturing is
     enabled and disabled using	glEnable and glDisable with argument
     GL_TEXTURE_4D_SGIS.

     Texture images are	defined	with glTexImage4DSGIS. The arguments describe
     the parameters of the texture image, such as height, width, depth,	extent
     (the 4th dimension	size), width of	the border, level-of-detail number
     (see glTexParameter), and the internal resolution and format used to
     store the image.  The last	four arguments describe	the way	the image is
     represented in memory, and	they are identical to the pixel	formats	used
     for glDrawPixels.

     If	target is GL_PROXY_TEXTURE_4D_SGIS no data is read from	pixels,	 but
     all of the	texture	image state is recalculated, checked for consistency,
     and checked against the implementation's capabilities.  If	the
     implementation cannot handle a texture of the requested texture size, it
     will set all of the texture image state to	0 (GL_TEXTURE_WIDTH,



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glTexImage4DSGIS(3G)	       OpenGL Reference		  glTexImage4DSGIS(3G)



     GL_TEXTURE_HEIGHT,	GL_TEXTURE_BORDER, GL_TEXTURE_COMPONENTS,
     GL_TEXTURE_RED_SIZE_EXT, GL_TEXTURE_GREEN_SIZE_EXT,
     GL_TEXTURE_BLUE_SIZE_EXT, GL_TEXTURE_ALPHA_SIZE_EXT,
     GL_TEXTURE_LUMINANCE_SIZE_EXT, and	GL_TEXTURE_INTENSITY_SIZE_EXT),	but no
     error will	be generated.

     If	target is GL_TEXTURE_4D_SGIS, data is read from	pixels as a sequence
     of	signed or unsigned bytes, shorts, or longs, or single-precision
     floating-point values, depending on type. These values are	grouped	into
     sets of one, two, three, or four values, depending	on format, to form
     elements.	(Note that if type is set to GL_UNSIGNED_BYTE_3_3_2_EXT,
     GL_UNSIGNED_SHORT_4_4_4_4_EXT, GL_UNSIGNED_SHORT_5_5_5_1_EXT,
     GL_UNSIGNED_INT_8_8_8_8_EXT, or GL_UNSIGNED_INT_10_10_10_2_EXT then it is
     a special case in which all the elements of each group are	packed into a
     single unsigned byte, unsigned short, or unsigned int. This is described
     in	glDrawPixels.)

     Four-dimensional images consist of	multiple (perhaps 1) 3D	volumes	of
     image data	into a "hypervolume". The size in the 4th dimension can	be
     called the	"extent" of the	hypervolume. Analogous to 3D volumes whose
     depth ranges from "rear" to "front", the extent of	a hypervolume can be
     said to range from	"near" to "far".

     With this in mind,	the first element corresponds to the lower-left-rearnear
 corner of the	texture	hypervolume.  Subsequent elements progress
     left-to-right through the remaining texels	in the lowest-rear-near	row of
     the texture hypervolume, then in successively higher rows of the rearnear
 2D slice of the texture hypervolume, then in successively frontal 2D
     slices and	farther	3D volumes of the texture hypervolume.	The final
     element corresponds to the	upper-right-front-far corner of	the texture
     hypervolume.

     When GL_INTERLACE_SGIX is enabled,	only rows (0,2,4,...) of each S-T
     slice (where the border is	considered part	of the slice) are defined.
     Rows (1,3,5,...) are left undefined and can only be defined using
     glTexSubImage4DSGIS.  Note, that when GL_INTERLACE_SGIX is	enabled	the
     total height (i.e., the height of interior	texture	image plus twice the
     border) of	the defined texture is 2*height.

     Each element of pixels is converted to an RGBA element according to
     format, as	detailed below.	 Except	for GL_COLOR_INDEX, after the
     conversion	to RGBA, each component	is multiplied by the signed scale
     factor GL_c_SCALE,	added to the signed bias GL_c_BIAS, and	clamped	to the
     range [0,1], where	c is RED, GREEN, BLUE, or ALPHA, respectively (see
     glPixelTransfer).

     According to format, the conversion to RGBA is as follows:

     GL_COLOR_INDEX    [Toc]    [Back]
	       Each element is a single	value, a color index. It is converted
	       to fixed	point (with an unspecified number of zero bits to the
	       right of	the binary point), shifted left	or right depending on



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glTexImage4DSGIS(3G)	       OpenGL Reference		  glTexImage4DSGIS(3G)



	       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. It is converted to
	       floating	point and assembled into an RGBA element by attaching
	       0.0 for green and blue, and 1.0 for alpha.

     GL_GREEN  Each element is a single	green component. It is converted to
	       floating	point and assembled into an RGBA element by attaching
	       0.0 for red and blue, and 1.0 for alpha.

     GL_BLUE   Each element is a single	blue component.	It is converted	to
	       floating	point and assembled into an RGBA element by attaching
	       0.0 for red and green, and 1.0 for alpha.

     GL_ALPHA  Each element is a single	alpha component. It is converted to
	       floating	point and assembled into an RGBA element by attaching
	       0.0 for red, green, and blue.

     GL_RGB    Each element is an RGB triple.  It is converted to floating
	       point and assembled into	an RGBA	element	by attaching 1.0 for
	       alpha.  (see  glPixelTransfer).

     GL_RGBA,

     GL_ABGR_EXT    [Toc]    [Back]
	       Each element contains all four components; for GL_RGBA, the red
	       component is first, followed by green, then blue, and then
	       alpha; for GL_ABGR_EXT the order	is alpha, blue,	green, and
	       then red.

     GL_LUMINANCE    [Toc]    [Back]
	       Each element is a single	luminance value.  It is	converted to
	       floating	point, then assembled into an RGBA element by
	       replicating the luminance value three times for red, green, and
	       blue and	attaching 1.0 for alpha.

     GL_LUMINANCE_ALPHA    [Toc]    [Back]
	       Each element is a luminance/alpha pair.	It is converted	to
	       floating	point, then assembled into an RGBA element by
	       replicating the luminance value three times for red, green, and
	       blue.

     Please refer to the glDrawPixels reference	page for a description of the
     acceptable	values for the type parameter.

     An	application may	desire that the	texture	be stored at a certain
     resolution, or that it be stored in a certain format. This	resolution and
     format can	be requested by	internalformat,	but the	implementation may not



									Page 4






glTexImage4DSGIS(3G)	       OpenGL Reference		  glTexImage4DSGIS(3G)



     support that resolution (The formats of GL_LUMINANCE, GL_LUMINANCE_ALPHA,
     GL_RGB, and GL_RGBA must be supported.)  When a resolution	and storage
     format is specified, the implementation will update the texture state to
     provide the best match to the requested resolution. The
     GL_PROXY_TEXTURE_4D_SGIS target can be used to try	a resolution and
     format.  The implementation will compute its best match for the requested
     storage resolution	and format; this state can then	be queried using
     glGetTexLevelParameter.

     A one-component texture image uses	only the red component of the RGBA
     color extracted from pixels. A two-component image	uses the R and A
     values.  A	three-component	image uses the R, G, and B values.  A fourcomponent
 image uses all of the RGBA components.

     The mapping of components from the	canonical RGBA to the internal storage
     formats that begin	with GL_DUAL_ and GL_QUAD_ needs to be clarified.
     There are three cases.  The first case is for the GL_DUAL_	formats	that
     are groups	of GL_ALPHA, GL_LUMINANCE, and GL_INTENSITY.  The R value goes
     to	the first group	while the A value goes to the second group.  The
     second case is for	the GL_DUAL_ formats that are groups of
     GL_LUMINANCE_ALPHA.  The R	and G values go	to the first group while the B
     and A values go to	the second group.  The third case is for the GL_QUAD_
     formats.  The R value goes	to the first group, the	G value	to the second
     group, the	B value	to the third group, and	the A value to the fourth
     group.

NOTES    [Toc]    [Back]

     Texturing has no effect in	color index mode.

     The texture image can be represented by the same data formats and types
     as	the pixels in a	glDrawPixels command, except that formats
     GL_STENCIL_INDEX and GL_DEPTH_COMPONENT cannot be used, and type
     GL_BITMAP cannot be used.	glPixelStore and glPixelTransfer modes affect
     texture images in exactly the way they affect glDrawPixels.

     A texture image with zero height, width, depth, or	extent indicates the
     null texture.  If the null	texture	is specified for level-of-detail 0, it
     is	as if texturing	were disabled.

     glTexImage4DSGIS is part of the EXT_texture3d extension.

     If	type is	set to GL_UNSIGNED_BYTE_3_3_2_EXT,
     GL_UNSIGNED_SHORT_4_4_4_4_EXT, GL_UNSIGNED_SHORT_5_5_5_1_EXT,
     GL_UNSIGNED_INT_8_8_8_8_EXT, or GL_UNSIGNED_INT_10_10_10_2_EXT and	the
     EXT_packed_pixels extension is not	supported then a GL_INVALID_ENUM error
     is	generated.

     See glIntro for more information on using extensions.







									Page 5






glTexImage4DSGIS(3G)	       OpenGL Reference		  glTexImage4DSGIS(3G)



ERRORS
     GL_INVALID_ENUM is	generated when target is not an	accepted value.

     GL_INVALID_ENUM is	generated when format is not an	accepted value.

     GL_INVALID_ENUM is	generated when type is not an accepted value.

     GL_INVALID_VALUE is generated if level is less than zero or greater than
     log (max),	where max is the returned value	of
	2
     GL_MAX_4D_TEXTURE_SIZE_SGIS.

     GL_INVALID_VALUE is generated if internalformat is	not an accepted	value.

     GL_INVALID_VALUE is generated if width, height, depth, or size4d is less
     than zero or greater than GL_MAX_4D_TEXTURE_SIZE_SGIS, when width,	depth,
     or	size4d cannot be represented as	2**k+2*border for some integer k, or
     when height cannot	be represented as 2**k+I*border, where I is 2 when
     GL_INTERLACE_SGIX is disabled and 1 otherwise.

     GL_INVALID_VALUE is generated if border is	not 0 or 1.

     GL_INVALID_OPERATION is generated if glTexImage4DSGIS is executed between
     the execution of glBegin and the corresponding execution of glEnd.

     GL_INVALID_VALUE is generated if the implementation cannot	accomodate a
     texture of	the size requested.

ASSOCIATED GETS    [Toc]    [Back]

     glGetTexImage
     glIsEnabled with argument GL_TEXTURE_4D_SGIS
     glGetTexLevelParameter with a first argument of GL_PROXY_TEXTURE_4D_SGIS
     and a third argument of GL_TEXTURE_RED_SIZE_EXT,
     GL_TEXTURE_GREEN_SIZE_EXT,	GL_TEXTURE_BLUE_SIZE_EXT,
     GL_TEXTURE_ALPHA_SIZE_EXT,	GL_TEXTURE_LUMINANCE_SIZE_EXT,
     GL_TEXTURE_INTENSITY_SIZE_EXT, GL_TEXTURE_WIDTH, GL_TEXTURE_HEIGHT,
     GL_TEXTURE_DEPTH_EXT, GL_TEXTURE_BORDER, or GL_TEXTURE_COMPONENTS.



MACHINE	DEPENDENCIES
     The EXT_packed_pixels extension is	not supported on RealityEngine,
     RealityEngine2, and VTX systems.

     On	High Impact and	Maximum	Impact systems the number of bits per
     component,	represented internally,	is the same for	all components and
     will be 4,	8, or 12 bits per component. All specified internal formats
     will receive an equal or greater representation in	this scheme, up	to the
     12-bit limit.  High Impact	and Maximum Impact on Indigo2 systems do not
     support texture internal formats of the type GL_INTENSITY or GL_ALPHA,
     although High Impact and Maximum Impact on	Octane systems do support
     these types.




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glTexImage4DSGIS(3G)	       OpenGL Reference		  glTexImage4DSGIS(3G)



     High Impact and Maximum Impact on Indigo2 systems without the TRAM	option
     card support 4 bits per component for GL_RGB and GL_RGBA, 4/8 bits	per
     component for GL_LUMINANCE_ALPHA, and 4/8/12 bits per component for
     GL_LUMINANCE.

     4D	texture	mapping	is supported only on High Impact and Maximum Impact
     systems, but only for the SGIX_pixel_texture extension (see
     glPixelTexGenSGIX).  Standard texture-mapping of triangles	and other
     primitives	is not supported.

SEE ALSO    [Toc]    [Back]

      
      
     glDrawPixels, glFog, glPixelStore,	glPixelTransfer, glTexEnv, glTexGen,
     glTexImage1D, glTexImage2D, glTexParameter,


									PPPPaaaaggggeeee 7777
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