1991-2006
Silicon Graphics, Inc.
glTexParameter
3G
glTexParameter
set texture parameters
C Specification
void glTexParameterf
GLenum target
GLenum pname
GLfloat param
void glTexParameteri
GLenum target
GLenum pname
GLint param
void glTexParameterfv
GLenum target
GLenum pname
const GLfloat * params
void glTexParameteriv
GLenum target
GLenum pname
const GLint * params
void glTexParameterIiv
GLenum target
GLenum pname
const GLint * params
void glTexParameterIuiv
GLenum target
GLenum pname
const GLuint * params
Parameters
target
Specifies the target texture,
which must be either GL_TEXTURE_1D, GL_TEXTURE_2D,
GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY,
GL_TEXTURE_2D_ARRAY, GL_TEXTURE_RECTANGLE,
or GL_TEXTURE_CUBE_MAP.
pname
Specifies the symbolic name of a single-valued texture parameter.
pname can be one of the following:
GL_DEPTH_STENCIL_TEXTURE_MODE,
GL_TEXTURE_BASE_LEVEL,
GL_TEXTURE_COMPARE_FUNC,
GL_TEXTURE_COMPARE_MODE,
GL_TEXTURE_LOD_BIAS,
GL_TEXTURE_MIN_FILTER,
GL_TEXTURE_MAG_FILTER,
GL_TEXTURE_MIN_LOD,
GL_TEXTURE_MAX_LOD,
GL_TEXTURE_MAX_LEVEL,
GL_TEXTURE_SWIZZLE_R,
GL_TEXTURE_SWIZZLE_G,
GL_TEXTURE_SWIZZLE_B,
GL_TEXTURE_SWIZZLE_A,
GL_TEXTURE_WRAP_S,
GL_TEXTURE_WRAP_T, or
GL_TEXTURE_WRAP_R.
For the vector commands
(glTexParameter*v),
pname can also be one of
GL_TEXTURE_BORDER_COLOR or
GL_TEXTURE_SWIZZLE_RGBA.
param
For the scalar commands, specifies the value of
pname.
params
For the vector commands, specifies a pointer to an array
where the value or values of
pname are stored.
Description
glTexParameter assigns the value or values in params to the texture parameter
specified as pname.
target defines the target texture,
either GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_1D_ARRAY,
GL_TEXTURE_2D_ARRAY, GL_TEXTURE_RECTANGLE, or GL_TEXTURE_3D.
The following symbols are accepted in pname:
GL_DEPTH_STENCIL_TEXTURE_MODE
Specifies the mode used to read from depth-stencil format textures. params
must be one of GL_DEPTH_COMPONENT or GL_STENCIL_COMPONENT.
If the depth stencil mode is GL_DEPTH_COMPONENT, then reads from depth-stencil
format textures will return the depth component of the texel in
Rt and the stencil component
will be discarded. If the depth stencil mode is GL_STENCIL_COMPONENT then
the stencil component is returned in Rt
and the depth component is discarded. The initial value is GL_DEPTH_COMPONENT.
GL_TEXTURE_BASE_LEVEL
Specifies the index of the lowest defined mipmap level. This is an
integer value. The initial value is 0.
GL_TEXTURE_BORDER_COLOR
The data in params specifies four values that define the border values that
should be used for border texels. If a texel is sampled from the border of the texture, the
values of GL_TEXTURE_BORDER_COLOR are interpreted as an RGBA color to match the
texture's internal format and substituted for the non-existent texel data. If the texture contains depth
components, the first component of GL_TEXTURE_BORDER_COLOR is interpreted as a depth value.
The initial value is
0.0
,
0.0
,
0.0
,
0.0
.
If the values for GL_TEXTURE_BORDER_COLOR are specified with glTexParameterIiv
or glTexParameterIuiv, the values are stored unmodified with an internal data type of
integer. If specified with glTexParameteriv, they are converted to floating point with the following
equation:
f
=
2
c
+
1
2
b
-
1
.
If specified with glTexParameterfv, they are stored unmodified as floating-point values.
GL_TEXTURE_COMPARE_FUNC
Specifies the comparison operator used when GL_TEXTURE_COMPARE_MODE is
set to GL_COMPARE_REF_TO_TEXTURE. Permissible values are:
Texture Comparison Function
Computed result
GL_LEQUAL
result
=
1.0
0.0
⁢
r
<=
D
t
r
>
D
t
GL_GEQUAL
result
=
1.0
0.0
⁢
r
>=
D
t
r
<
D
t
GL_LESS
result
=
1.0
0.0
⁢
r
<
D
t
r
>=
D
t
GL_GREATER
result
=
1.0
0.0
⁢
r
>
D
t
r
<=
D
t
GL_EQUAL
result
=
1.0
0.0
⁢
r
=
D
t
r
≠
D
t
GL_NOTEQUAL
result
=
1.0
0.0
⁢
r
≠
D
t
r
=
D
t
GL_ALWAYS
result
=
1.0
GL_NEVER
result
=
0.0
where r
is the current interpolated texture coordinate, and
D
t
is the depth texture value sampled from the currently bound depth texture.
result
is assigned to the the red channel.
GL_TEXTURE_COMPARE_MODE
Specifies the texture comparison mode for currently bound depth textures.
That is, a texture whose internal format is GL_DEPTH_COMPONENT_*; see
glTexImage2D)
Permissible values are:
GL_COMPARE_REF_TO_TEXTURE
Specifies that the interpolated and clamped
r
texture coordinate should
be compared to the value in the currently bound depth texture. See the
discussion of GL_TEXTURE_COMPARE_FUNC for details of how the comparison
is evaluated. The result of the comparison is assigned to the red channel.
GL_NONE
Specifies that the red channel should be assigned the
appropriate value from the currently bound depth texture.
GL_TEXTURE_LOD_BIAS
params specifies a fixed bias value that is to be added to the level-of-detail
parameter for the texture before texture sampling. The specified value is added to the shader-supplied
bias value (if any) and subsequently clamped into the implementation-defined range
-
bias
max
bias
max
,
where
bias
max
is the value of the implementation defined constant GL_MAX_TEXTURE_LOD_BIAS. The initial value is 0.0.
GL_TEXTURE_MIN_FILTER
The texture minifying function is used whenever the level-of-detail function
used when sampling from the texture determines that the texture should be minified.
There are six defined minifying functions.
Two of them use either the nearest texture elements or a weighted average of multiple 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
×
2
m
,
there are
max
⁡
n
m
+
1
mipmaps.
The first mipmap is the original texture,
with dimensions
2
n
×
2
m
.
Each subsequent mipmap has dimensions
2
k
-
1
×
2
l
-
1
,
where
2
k
×
2
l
are the dimensions of the previous mipmap,
until either
k
=
0
or
l
=
0
.
At that point,
subsequent mipmaps have dimension
1
×
2
l
-
1
or
2
k
-
1
×
1
until the final mipmap,
which has dimension
1
×
1
.
To define the mipmaps, call glTexImage1D, glTexImage2D,
glTexImage3D,
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
×
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 specified texture coordinates.
GL_LINEAR
Returns the weighted average of the four texture elements
that are closest to the specified texture coordinates.
These can include items wrapped or repeated from other parts of a texture,
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 closest to the specified texture coordinates)
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 specified texture coordinates)
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 closest to the specified texture coordinates )
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 texture elements that are closest to the specified texture coordinates)
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 multiple 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 whenever the level-of-detail function
used when sampling from the texture determines that the texture should be magified.
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 specified texture coordinates.
GL_LINEAR
Returns the weighted average of the texture elements
that are closest to the specified texture coordinates.
These can include items wrapped or repeated from other parts of a texture,
depending on the values of GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T,
and on the exact mapping.
GL_TEXTURE_MIN_LOD
Sets the minimum level-of-detail parameter. This floating-point value
limits the selection of highest resolution mipmap (lowest mipmap
level). The initial value is -1000.
GL_TEXTURE_MAX_LOD
Sets the maximum level-of-detail parameter. This floating-point value
limits the selection of the lowest resolution mipmap (highest mipmap
level). The initial value is 1000.
GL_TEXTURE_MAX_LEVEL
Sets the index of the highest defined mipmap level. This is an integer
value. The initial value is 1000.
GL_TEXTURE_SWIZZLE_R
Sets the swizzle that will be applied to the r
component of a texel before it is returned to the shader. Valid values for param are GL_RED,
GL_GREEN, GL_BLUE, GL_ALPHA, GL_ZERO and
GL_ONE.
If GL_TEXTURE_SWIZZLE_R is GL_RED, the value for
r will be taken from the first
channel of the fetched texel.
If GL_TEXTURE_SWIZZLE_R is GL_GREEN, the value for
r will be taken from the second
channel of the fetched texel.
If GL_TEXTURE_SWIZZLE_R is GL_BLUE, the value for
r will be taken from the third
channel of the fetched texel.
If GL_TEXTURE_SWIZZLE_R is GL_ALPHA, the value for
r will be taken from the fourth
channel of the fetched texel.
If GL_TEXTURE_SWIZZLE_R is GL_ZERO, the value for
r will be subtituted with
0.0.
If GL_TEXTURE_SWIZZLE_R is GL_ONE, the value for
r will be subtituted with
1.0.
The initial value is GL_RED.
GL_TEXTURE_SWIZZLE_G
Sets the swizzle that will be applied to the g
component of a texel before it is returned to the shader. Valid values for param and their effects are similar to
those of GL_TEXTURE_SWIZZLE_R.
The initial value is GL_GREEN.
GL_TEXTURE_SWIZZLE_B
Sets the swizzle that will be applied to the b
component of a texel before it is returned to the shader. Valid values for param and their effects are similar to
those of GL_TEXTURE_SWIZZLE_R.
The initial value is GL_BLUE.
GL_TEXTURE_SWIZZLE_A
Sets the swizzle that will be applied to the a
component of a texel before it is returned to the shader. Valid values for param and their effects are similar to
those of GL_TEXTURE_SWIZZLE_R.
The initial value is GL_ALPHA.
GL_TEXTURE_SWIZZLE_RGBA
Sets the swizzles that will be applied to the
r,
g,
b, and
a
components of a texel before they are returned to the shader. Valid values for params and their effects are similar to
those of GL_TEXTURE_SWIZZLE_R, except that all channels are specified simultaneously.
Setting the value of GL_TEXTURE_SWIZZLE_RGBA is equivalent (assuming no errors are generated) to
setting the parameters of each of GL_TEXTURE_SWIZZLE_R,
GL_TEXTURE_SWIZZLE_G,
GL_TEXTURE_SWIZZLE_B, and
GL_TEXTURE_SWIZZLE_A successively.
GL_TEXTURE_WRAP_S
Sets the wrap parameter for texture coordinate
s
to either GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER,
GL_MIRRORED_REPEAT,
GL_REPEAT, or GL_MIRROR_CLAMP_TO_EDGE. GL_CLAMP_TO_EDGE causes
s
coordinates to be clamped to the
range
1
2N
1
-
1
2N
,
where
N
is the size
of the texture in the direction of clamping.
GL_CLAMP_TO_BORDER evaluates s coordinates in a similar manner to GL_CLAMP_TO_EDGE.
However, in cases where clamping would have occurred in GL_CLAMP_TO_EDGE mode, the fetched texel data
is substituted with the values specified by GL_TEXTURE_BORDER_COLOR.
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.
GL_MIRRORED_REPEAT causes the
s
coordinate to be set to the
fractional part of the texture coordinate if the integer part of
s
is
even; if the integer part of
s
is odd, then the
s
texture coordinate is
set to
1
-
frac
⁡
s
,
where
frac
⁡
s
represents the fractional part of
s.
GL_MIRROR_CLAMP_TO_EDGE causes the the s
coordinate to be repeated as for GL_MIRRORED_REPEAT for one reptition of the texture,
at which point the coordinate to be clamped as in GL_CLAMP_TO_EDGE.
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_TO_EDGE, GL_CLAMP_TO_BORDER,
GL_MIRRORED_REPEAT, GL_REPEAT, or
GL_MIRROR_CLAMP_TO_EDGE. See the discussion under GL_TEXTURE_WRAP_S.
Initially, GL_TEXTURE_WRAP_T is set to GL_REPEAT.
GL_TEXTURE_WRAP_R
Sets the wrap parameter for texture coordinate
r
to either GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER,
GL_MIRRORED_REPEAT, GL_REPEAT, or
GL_MIRROR_CLAMP_TO_EDGE. See the discussion under GL_TEXTURE_WRAP_S.
Initially, GL_TEXTURE_WRAP_R is set to GL_REPEAT.
Notes
Suppose that a program attempts to sample from a texture 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,
glTexImage3D, 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 the texture is considered incomplete.
Linear filtering accesses the four nearest texture elements only in 2D
textures. In 1D textures, linear filtering accesses the two nearest
texture elements. In 3D textures, linear filtering accesses the eight nearest
texture elements.
glTexParameter specifies the texture parameters for the active texture unit, specified
by calling glActiveTexture.
GL_DEPTH_STENCIL_TEXTURE_MODE is available only if the GL version is 4.3 or greater.
GL_MIRROR_CLAMP_TO_EDGE is available only if the GL version is 4.4 or greater.
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.
Associated Gets
glGetTexParameter
glGetTexLevelParameter
See Also
glActiveTexture,
glBindTexture,
glCopyTexImage1D,
glCopyTexImage2D,
glCopyTexSubImage1D,
glCopyTexSubImage2D,
glCopyTexSubImage3D,
glPixelStore,
glSamplerParameter,
glTexImage1D,
glTexImage2D,
glTexImage3D,
glTexSubImage1D,
glTexSubImage2D,
glTexSubImage3D
Copyright
Copyright 1991-2006
Silicon Graphics, Inc.
Copyright 2012-2013
Khronos Group. This document is licensed under the SGI
Free Software B License. For details, see
http://oss.sgi.com/projects/FreeB/.