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<title>glTexParameter - OpenGL 4 Reference Pages</title>
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<div class="refentry" id="glTexParameter">
<div class="titlepage"/>
<div class="refnamediv">
<h2>Name</h2>
<p>glTexParameter, glTextureParameter — set texture parameters</p>
</div>
<div class="refsynopsisdiv">
<h2>C Specification</h2>
<div class="funcsynopsis">
<table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
<tr>
<td>
<code class="funcdef">void <strong class="fsfunc">glTexParameterf</strong>(</code>
</td>
<td>GLenum <var class="pdparam">target</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum <var class="pdparam">pname</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLfloat <var class="pdparam">param</var><code>)</code>;</td>
</tr>
</table>
<div class="funcprototype-spacer"> </div>
<table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
<tr>
<td>
<code class="funcdef">void <strong class="fsfunc">glTexParameteri</strong>(</code>
</td>
<td>GLenum <var class="pdparam">target</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum <var class="pdparam">pname</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLint <var class="pdparam">param</var><code>)</code>;</td>
</tr>
</table>
<div class="funcprototype-spacer"> </div>
</div>
<div class="funcsynopsis">
<table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
<tr>
<td>
<code class="funcdef">void <strong class="fsfunc">glTextureParameterf</strong>(</code>
</td>
<td>GLuint <var class="pdparam">texture</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum <var class="pdparam">pname</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLfloat <var class="pdparam">param</var><code>)</code>;</td>
</tr>
</table>
<div class="funcprototype-spacer"> </div>
<table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
<tr>
<td>
<code class="funcdef">void <strong class="fsfunc">glTextureParameteri</strong>(</code>
</td>
<td>GLuint <var class="pdparam">texture</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum <var class="pdparam">pname</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLint <var class="pdparam">param</var><code>)</code>;</td>
</tr>
</table>
<div class="funcprototype-spacer"> </div>
</div>
<div class="funcsynopsis">
<table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
<tr>
<td>
<code class="funcdef">void <strong class="fsfunc">glTexParameterfv</strong>(</code>
</td>
<td>GLenum <var class="pdparam">target</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum <var class="pdparam">pname</var>, </td>
</tr>
<tr>
<td> </td>
<td>const GLfloat * <var class="pdparam">params</var><code>)</code>;</td>
</tr>
</table>
<div class="funcprototype-spacer"> </div>
<table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
<tr>
<td>
<code class="funcdef">void <strong class="fsfunc">glTexParameteriv</strong>(</code>
</td>
<td>GLenum <var class="pdparam">target</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum <var class="pdparam">pname</var>, </td>
</tr>
<tr>
<td> </td>
<td>const GLint * <var class="pdparam">params</var><code>)</code>;</td>
</tr>
</table>
<div class="funcprototype-spacer"> </div>
<table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
<tr>
<td>
<code class="funcdef">void <strong class="fsfunc">glTexParameterIiv</strong>(</code>
</td>
<td>GLenum <var class="pdparam">target</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum <var class="pdparam">pname</var>, </td>
</tr>
<tr>
<td> </td>
<td>const GLint * <var class="pdparam">params</var><code>)</code>;</td>
</tr>
</table>
<div class="funcprototype-spacer"> </div>
<table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
<tr>
<td>
<code class="funcdef">void <strong class="fsfunc">glTexParameterIuiv</strong>(</code>
</td>
<td>GLenum <var class="pdparam">target</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum <var class="pdparam">pname</var>, </td>
</tr>
<tr>
<td> </td>
<td>const GLuint * <var class="pdparam">params</var><code>)</code>;</td>
</tr>
</table>
<div class="funcprototype-spacer"> </div>
</div>
<div class="funcsynopsis">
<table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
<tr>
<td>
<code class="funcdef">void <strong class="fsfunc">glTextureParameterfv</strong>(</code>
</td>
<td>GLuint <var class="pdparam">texture</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum <var class="pdparam">pname</var>, </td>
</tr>
<tr>
<td> </td>
<td>const GLfloat
*<var class="pdparam">paramtexture.</var><code>)</code>;</td>
</tr>
</table>
<div class="funcprototype-spacer"> </div>
<table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
<tr>
<td>
<code class="funcdef">void <strong class="fsfunc">glTextureParameteriv</strong>(</code>
</td>
<td>GLuint <var class="pdparam">texture</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum <var class="pdparam">pname</var>, </td>
</tr>
<tr>
<td> </td>
<td>const GLint *<var class="pdparam">param</var><code>)</code>;</td>
</tr>
</table>
<div class="funcprototype-spacer"> </div>
<table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
<tr>
<td>
<code class="funcdef">void <strong class="fsfunc">glTextureParameterIiv</strong>(</code>
</td>
<td>GLuint <var class="pdparam">texture</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum <var class="pdparam">pname</var>, </td>
</tr>
<tr>
<td> </td>
<td>const GLint *<var class="pdparam">params</var><code>)</code>;</td>
</tr>
</table>
<div class="funcprototype-spacer"> </div>
<table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
<tr>
<td>
<code class="funcdef">void <strong class="fsfunc">glTextureParameterIuiv</strong>(</code>
</td>
<td>GLuint <var class="pdparam">texture</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum <var class="pdparam">pname</var>, </td>
</tr>
<tr>
<td> </td>
<td>const GLuint *<var class="pdparam">params</var><code>)</code>;</td>
</tr>
</table>
<div class="funcprototype-spacer"> </div>
</div>
</div>
<div class="refsect1" id="parameters">
<h2>Parameters</h2>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<em class="parameter">
<code>target</code>
</em>
</span>
</dt>
<dd>
<p>Specifies the target to which the texture is bound for
<code class="function">glTexParameter</code> functions. Must be one of
<code class="constant">GL_TEXTURE_1D</code>,
<code class="constant">GL_TEXTURE_1D_ARRAY</code>,
<code class="constant">GL_TEXTURE_2D</code>,
<code class="constant">GL_TEXTURE_2D_ARRAY</code>,
<code class="constant">GL_TEXTURE_2D_MULTISAMPLE</code>,
<code class="constant">GL_TEXTURE_2D_MULTISAMPLE_ARRAY</code>,
<code class="constant">GL_TEXTURE_3D</code>,
<code class="constant">GL_TEXTURE_CUBE_MAP</code>,
<code class="constant">GL_TEXTURE_CUBE_MAP_ARRAY</code>, or
<code class="constant">GL_TEXTURE_RECTANGLE</code>.</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>texture</code>
</em>
</span>
</dt>
<dd>
<p>Specifies the texture object name for
<code class="function">glTextureParameter</code> functions.</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>pname</code>
</em>
</span>
</dt>
<dd>
<p>Specifies the symbolic name of a single-valued texture
parameter. <em class="parameter"><code>pname</code></em> can be one of the following:
<code class="constant">GL_DEPTH_STENCIL_TEXTURE_MODE</code>,
<code class="constant">GL_TEXTURE_BASE_LEVEL</code>,
<code class="constant">GL_TEXTURE_COMPARE_FUNC</code>,
<code class="constant">GL_TEXTURE_COMPARE_MODE</code>,
<code class="constant">GL_TEXTURE_LOD_BIAS</code>,
<code class="constant">GL_TEXTURE_MIN_FILTER</code>,
<code class="constant">GL_TEXTURE_MAG_FILTER</code>,
<code class="constant">GL_TEXTURE_MIN_LOD</code>,
<code class="constant">GL_TEXTURE_MAX_LOD</code>,
<code class="constant">GL_TEXTURE_MAX_LEVEL</code>,
<code class="constant">GL_TEXTURE_SWIZZLE_R</code>,
<code class="constant">GL_TEXTURE_SWIZZLE_G</code>,
<code class="constant">GL_TEXTURE_SWIZZLE_B</code>,
<code class="constant">GL_TEXTURE_SWIZZLE_A</code>,
<code class="constant">GL_TEXTURE_WRAP_S</code>,
<code class="constant">GL_TEXTURE_WRAP_T</code>, or
<code class="constant">GL_TEXTURE_WRAP_R</code>.</p>
<p>For the vector commands
(<code class="function">glTexParameter*v</code>),
<em class="parameter"><code>pname</code></em> can also be one of
<code class="constant">GL_TEXTURE_BORDER_COLOR</code> or
<code class="constant">GL_TEXTURE_SWIZZLE_RGBA</code>.</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>param</code>
</em>
</span>
</dt>
<dd>
<p>For the scalar commands, specifies the value of
<em class="parameter"><code>pname</code></em>.</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>params</code>
</em>
</span>
</dt>
<dd>
<p>For the vector commands, specifies a pointer to an array where
the value or values of <em class="parameter"><code>pname</code></em> are
stored.</p>
</dd>
</dl>
</div>
</div>
<div class="refsect1" id="description">
<h2>Description</h2>
<p><code class="function">glTexParameter</code> and
<code class="function">glTextureParameter</code> assign the value or values in
<em class="parameter"><code>params</code></em> to the texture parameter specified as
<em class="parameter"><code>pname</code></em>. For <code class="function">glTexParameter</code>,
<em class="parameter"><code>target</code></em> defines the target texture, either
<code class="constant">GL_TEXTURE_1D</code>,
<code class="constant">GL_TEXTURE_1D_ARRAY</code>,
<code class="constant">GL_TEXTURE_2D</code>,
<code class="constant">GL_TEXTURE_2D_ARRAY</code>,
<code class="constant">GL_TEXTURE_2D_MULTISAMPLE</code>,
<code class="constant">GL_TEXTURE_2D_MULTISAMPLE_ARRAY</code>,
<code class="constant">GL_TEXTURE_3D</code>,
<code class="constant">GL_TEXTURE_CUBE_MAP</code>,
<code class="constant">GL_TEXTURE_CUBE_MAP_ARRAY</code>, or
<code class="constant">GL_TEXTURE_RECTANGLE</code>. The following symbols are
accepted in <em class="parameter"><code>pname</code></em>:</p>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<code class="constant">GL_DEPTH_STENCIL_TEXTURE_MODE</code>
</span>
</dt>
<dd>
<p>
Specifies the mode used to read from depth-stencil format textures. <em class="parameter"><code>params</code></em>
must be one of <code class="constant">GL_DEPTH_COMPONENT</code> or <code class="constant">GL_STENCIL_COMPONENT</code>.
If the depth stencil mode is <code class="constant">GL_DEPTH_COMPONENT</code>, then reads from depth-stencil
format textures will return the depth component of the texel in
<math overflow="scroll"><msub><mi>R</mi><mi>t</mi></msub></math> and the stencil component
will be discarded. If the depth stencil mode is <code class="constant">GL_STENCIL_COMPONENT</code> then
the stencil component is returned in <math overflow="scroll"><msub><mi>R</mi><mi>t</mi></msub></math>
and the depth component is discarded. The initial value is <code class="constant">GL_DEPTH_COMPONENT</code>.
</p>
</dd>
</dl>
</div>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<code class="constant">GL_TEXTURE_BASE_LEVEL</code>
</span>
</dt>
<dd>
<p>
Specifies the index of the lowest defined mipmap level. This is an
integer value. The initial value is 0.
</p>
</dd>
</dl>
</div>
<p>
</p>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<code class="constant">GL_TEXTURE_BORDER_COLOR</code>
</span>
</dt>
<dd>
<p>
The data in <em class="parameter"><code>params</code></em> 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 <code class="constant">GL_TEXTURE_BORDER_COLOR</code> 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 <code class="constant">GL_TEXTURE_BORDER_COLOR</code> is interpreted as a depth value.
The initial value is
<math overflow="scroll">
<mrow>
<mfenced open="(" close=")">
<mrow>
<mn>0.0</mn>
<mo>,</mo>
<mn>0.0</mn>
<mo>,</mo>
<mn>0.0</mn>
<mo>,</mo>
<mn>0.0</mn>
</mrow>
</mfenced>
</mrow>
</math>.
</p>
<p>
If the values for <code class="constant">GL_TEXTURE_BORDER_COLOR</code> are specified with <code class="function">glTexParameterIiv</code>
or <code class="function">glTexParameterIuiv</code>, the values are stored unmodified with an internal data type of
integer. If specified with <code class="function">glTexParameteriv</code>, they are converted to floating point with the following
equation:
<math overflow="scroll">
<mrow>
<mi mathvariant="italic">f</mi>
<mo>=</mo>
<mfrac>
<mrow>
<mn>2</mn>
<mi mathvariant="italic">c</mi>
<mo>+</mo>
<mn>1</mn>
</mrow>
<mrow>
<msup>
<mn>2</mn>
<mi mathvariant="italic">b</mi>
</msup>
<mo>-</mo>
<mn>1</mn>
</mrow>
</mfrac>
</mrow>
</math>.
If specified with <code class="function">glTexParameterfv</code>, they are stored unmodified as floating-point values.
</p>
</dd>
<dt>
<span class="term">
<code class="constant">GL_TEXTURE_COMPARE_FUNC</code>
</span>
</dt>
<dd>
<p>
Specifies the comparison operator used when <code class="constant">GL_TEXTURE_COMPARE_MODE</code> is
set to <code class="constant">GL_COMPARE_REF_TO_TEXTURE</code>. Permissible values are:
</p>
<div class="informaltable">
<table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
<colgroup>
<col style="text-align: left; "/>
<col style="text-align: left; "/>
</colgroup>
<thead>
<tr>
<th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong> Texture Comparison Function </strong></span>
</th>
<th style="text-align: left; border-bottom: 2px solid ; ">
<span class="bold"><strong> Computed result </strong></span>
</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_LEQUAL</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<math overflow="scroll">
<mrow>
<mi mathvariant="italic">result</mi>
<mo>=</mo>
<mfenced open="{" close="">
<mrow>
<mtable>
<mtr><mtd>
<mn>1.0</mn>
</mtd></mtr>
<mtr><mtd>
<mn>0.0</mn>
</mtd></mtr>
</mtable>
<mo> </mo>
<mtable>
<mtr><mtd>
<mrow>
<mi mathvariant="italic">r</mi>
<mo><=</mo>
<mfenced open="" close="">
<msub><mi mathvariant="italic">D</mi>
<mi mathvariant="italic">t</mi>
</msub>
</mfenced>
</mrow>
</mtd></mtr>
<mtr><mtd>
<mrow>
<mi mathvariant="italic">r</mi>
<mo>></mo>
<mfenced open="" close="">
<msub><mi mathvariant="italic">D</mi>
<mi mathvariant="italic">t</mi>
</msub>
</mfenced>
</mrow>
</mtd></mtr>
</mtable>
</mrow>
</mfenced>
</mrow>
</math>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_GEQUAL</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<math overflow="scroll">
<mrow>
<mi mathvariant="italic">result</mi>
<mo>=</mo>
<mfenced open="{" close="">
<mrow>
<mtable>
<mtr><mtd>
<mn>1.0</mn>
</mtd></mtr>
<mtr><mtd>
<mn>0.0</mn>
</mtd></mtr>
</mtable>
<mo> </mo>
<mtable>
<mtr><mtd>
<mrow>
<mi mathvariant="italic">r</mi>
<mo>>=</mo>
<mfenced open="" close="">
<msub><mi mathvariant="italic">D</mi>
<mi mathvariant="italic">t</mi>
</msub>
</mfenced>
</mrow>
</mtd></mtr>
<mtr><mtd>
<mrow>
<mi mathvariant="italic">r</mi>
<mo><</mo>
<mfenced open="" close="">
<msub><mi mathvariant="italic">D</mi>
<mi mathvariant="italic">t</mi>
</msub>
</mfenced>
</mrow>
</mtd></mtr>
</mtable>
</mrow>
</mfenced>
</mrow>
</math>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_LESS</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<math overflow="scroll">
<mrow>
<mi mathvariant="italic">result</mi>
<mo>=</mo>
<mfenced open="{" close="">
<mrow>
<mtable>
<mtr><mtd>
<mn>1.0</mn>
</mtd></mtr>
<mtr><mtd>
<mn>0.0</mn>
</mtd></mtr>
</mtable>
<mo> </mo>
<mtable>
<mtr><mtd>
<mrow>
<mi mathvariant="italic">r</mi>
<mo><</mo>
<mfenced open="" close="">
<msub><mi mathvariant="italic">D</mi>
<mi mathvariant="italic">t</mi>
</msub>
</mfenced>
</mrow>
</mtd></mtr>
<mtr><mtd>
<mrow>
<mi mathvariant="italic">r</mi>
<mo>>=</mo>
<mfenced open="" close="">
<msub><mi mathvariant="italic">D</mi>
<mi mathvariant="italic">t</mi>
</msub>
</mfenced>
</mrow>
</mtd></mtr>
</mtable>
</mrow>
</mfenced>
</mrow>
</math>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_GREATER</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<math overflow="scroll">
<mrow>
<mi mathvariant="italic">result</mi>
<mo>=</mo>
<mfenced open="{" close="">
<mrow>
<mtable>
<mtr><mtd>
<mn>1.0</mn>
</mtd></mtr>
<mtr><mtd>
<mn>0.0</mn>
</mtd></mtr>
</mtable>
<mo> </mo>
<mtable>
<mtr><mtd>
<mrow>
<mi mathvariant="italic">r</mi>
<mo>></mo>
<mfenced open="" close="">
<msub><mi mathvariant="italic">D</mi>
<mi mathvariant="italic">t</mi>
</msub>
</mfenced>
</mrow>
</mtd></mtr>
<mtr><mtd>
<mrow>
<mi mathvariant="italic">r</mi>
<mo><=</mo>
<mfenced open="" close="">
<msub><mi mathvariant="italic">D</mi>
<mi mathvariant="italic">t</mi>
</msub>
</mfenced>
</mrow>
</mtd></mtr>
</mtable>
</mrow>
</mfenced>
</mrow>
</math>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_EQUAL</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<math overflow="scroll">
<mrow>
<mi mathvariant="italic">result</mi>
<mo>=</mo>
<mfenced open="{" close="">
<mrow>
<mtable>
<mtr><mtd>
<mn>1.0</mn>
</mtd></mtr>
<mtr><mtd>
<mn>0.0</mn>
</mtd></mtr>
</mtable>
<mo> </mo>
<mtable>
<mtr><mtd>
<mrow>
<mi mathvariant="italic">r</mi>
<mo>=</mo>
<mfenced open="" close="">
<msub><mi mathvariant="italic">D</mi>
<mi mathvariant="italic">t</mi>
</msub>
</mfenced>
</mrow>
</mtd></mtr>
<mtr><mtd>
<mrow>
<mi mathvariant="italic">r</mi>
<mo>≠</mo>
<mfenced open="" close="">
<msub><mi mathvariant="italic">D</mi>
<mi mathvariant="italic">t</mi>
</msub>
</mfenced>
</mrow>
</mtd></mtr>
</mtable>
</mrow>
</mfenced>
</mrow>
</math>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_NOTEQUAL</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<math overflow="scroll">
<mrow>
<mi mathvariant="italic">result</mi>
<mo>=</mo>
<mfenced open="{" close="">
<mrow>
<mtable>
<mtr><mtd>
<mn>1.0</mn>
</mtd></mtr>
<mtr><mtd>
<mn>0.0</mn>
</mtd></mtr>
</mtable>
<mo> </mo>
<mtable>
<mtr><mtd>
<mrow>
<mi mathvariant="italic">r</mi>
<mo>≠</mo>
<mfenced open="" close="">
<msub><mi mathvariant="italic">D</mi>
<mi mathvariant="italic">t</mi>
</msub>
</mfenced>
</mrow>
</mtd></mtr>
<mtr><mtd>
<mrow>
<mi mathvariant="italic">r</mi>
<mo>=</mo>
<mfenced open="" close="">
<msub><mi mathvariant="italic">D</mi>
<mi mathvariant="italic">t</mi>
</msub>
</mfenced>
</mrow>
</mtd></mtr>
</mtable>
</mrow>
</mfenced>
</mrow>
</math>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_ALWAYS</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<math overflow="scroll">
<mrow>
<mi mathvariant="italic">result</mi>
<mo>=</mo>
<mi>1.0</mi>
</mrow>
</math>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; ">
<code class="constant">GL_NEVER</code>
</td>
<td style="text-align: left; ">
<math overflow="scroll">
<mrow>
<mi mathvariant="italic">result</mi>
<mo>=</mo>
<mi>0.0</mi>
</mrow>
</math>
</td>
</tr>
</tbody>
</table>
</div>
<p>
where <math overflow="scroll"><mi mathvariant="italic">r</mi></math>
is the current interpolated texture coordinate, and
<math overflow="scroll">
<msub><mi mathvariant="italic">D</mi>
<mi mathvariant="italic">t</mi>
</msub>
</math>
is the depth texture value sampled from the currently bound depth texture.
<math overflow="scroll"><mi mathvariant="italic">result</mi></math>
is assigned to the the red channel.
</p>
</dd>
<dt>
<span class="term">
<code class="constant">GL_TEXTURE_COMPARE_MODE</code>
</span>
</dt>
<dd>
<p>
Specifies the texture comparison mode for currently bound depth textures.
That is, a texture whose internal format is <code class="constant">GL_DEPTH_COMPONENT_*</code>; see
<a class="citerefentry" href="glTexImage2D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>)
Permissible values are:
</p>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<code class="constant">GL_COMPARE_REF_TO_TEXTURE</code>
</span>
</dt>
<dd>
<p>
Specifies that the interpolated and clamped
<math overflow="scroll"><mi mathvariant="italic">r</mi></math>
texture coordinate should
be compared to the value in the currently bound depth texture. See the
discussion of <code class="constant">GL_TEXTURE_COMPARE_FUNC</code> for details of how the comparison
is evaluated. The result of the comparison is assigned to the red channel.
</p>
</dd>
<dt>
<span class="term">
<code class="constant">GL_NONE</code>
</span>
</dt>
<dd>
<p>
Specifies that the red channel should be assigned the
appropriate value from the currently bound depth texture.
</p>
</dd>
</dl>
</div>
<p>
</p>
</dd>
<dt>
<span class="term">
<code class="constant">GL_TEXTURE_LOD_BIAS</code>
</span>
</dt>
<dd>
<p>
<em class="parameter"><code>params</code></em> 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
<math overflow="scroll">
<mfenced open="[" close="]">
<mfenced open="" close="">
<mrow>
<mo>-</mo>
<msub>
<mi mathvariant="italic">bias</mi>
<mi mathvariant="italic">max</mi>
</msub>
</mrow>
</mfenced>
<mrow>
<mfenced open="" close="">
<mrow>
<msub>
<mi mathvariant="italic">bias</mi>
<mi mathvariant="italic">max</mi>
</msub>
</mrow>
</mfenced>
</mrow>
</mfenced>
</math>,
where
<math overflow="scroll">
<mrow>
<msub><mi mathvariant="italic">bias</mi>
<mi mathvariant="italic">max</mi>
</msub>
</mrow>
</math>
is the value of the implementation defined constant <code class="constant">GL_MAX_TEXTURE_LOD_BIAS</code>. The initial value is 0.0.
</p>
</dd>
<dt>
<span class="term">
<code class="constant">GL_TEXTURE_MIN_FILTER</code>
</span>
</dt>
<dd>
<p>
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.
</p>
<p>
A mipmap is an ordered set of arrays representing the same image
at progressively lower resolutions.
If the texture has dimensions
<math overflow="scroll">
<mrow>
<msup><mn>2</mn>
<mi mathvariant="italic">n</mi>
</msup>
<mo>×</mo>
<msup><mn>2</mn>
<mi mathvariant="italic">m</mi>
</msup>
</mrow>
</math>,
there are
<math overflow="scroll">
<mrow>
<mrow>
<mi mathvariant="italic">max</mi>
<mo></mo>
<mfenced open="(" close=")">
<mi mathvariant="italic">n</mi>
<mi mathvariant="italic">m</mi>
</mfenced>
</mrow>
<mo>+</mo>
<mn>1</mn>
</mrow>
</math>
mipmaps.
The first mipmap is the original texture,
with dimensions
<math overflow="scroll">
<mrow>
<msup><mn>2</mn>
<mi mathvariant="italic">n</mi>
</msup>
<mo>×</mo>
<msup><mn>2</mn>
<mi mathvariant="italic">m</mi>
</msup>
</mrow>
</math>.
Each subsequent mipmap has dimensions
<math overflow="scroll">
<mrow>
<msup><mn>2</mn>
<mfenced open="" close="">
<mrow>
<mi mathvariant="italic">k</mi>
<mo>-</mo>
<mn>1</mn>
</mrow>
</mfenced>
</msup>
<mo>×</mo>
<msup><mn>2</mn>
<mfenced open="" close="">
<mrow>
<mi mathvariant="italic">l</mi>
<mo>-</mo>
<mn>1</mn>
</mrow>
</mfenced>
</msup>
</mrow>
</math>,
where
<math overflow="scroll">
<mrow>
<msup><mn>2</mn>
<mi mathvariant="italic">k</mi>
</msup>
<mo>×</mo>
<msup><mn>2</mn>
<mi mathvariant="italic">l</mi>
</msup>
</mrow>
</math>
are the dimensions of the previous mipmap,
until either
<math overflow="scroll">
<mrow>
<mi mathvariant="italic">k</mi>
<mo>=</mo>
<mn>0</mn>
</mrow>
</math>
or
<math overflow="scroll">
<mrow>
<mi mathvariant="italic">l</mi>
<mo>=</mo>
<mn>0</mn>
</mrow>
</math>.
At that point,
subsequent mipmaps have dimension
<math overflow="scroll">
<mrow>
<mn>1</mn>
<mo>×</mo>
<msup><mn>2</mn>
<mfenced open="" close="">
<mrow>
<mi mathvariant="italic">l</mi>
<mo>-</mo>
<mn>1</mn>
</mrow>
</mfenced>
</msup>
</mrow>
</math>
or
<math overflow="scroll">
<mrow>
<msup><mn>2</mn>
<mfenced open="" close="">
<mrow>
<mi mathvariant="italic">k</mi>
<mo>-</mo>
<mn>1</mn>
</mrow>
</mfenced>
</msup>
<mo>×</mo>
<mn>1</mn>
</mrow>
</math>
until the final mipmap,
which has dimension
<math overflow="scroll">
<mrow>
<mn>1</mn>
<mo>×</mo>
<mn>1</mn>
</mrow>
</math>.
To define the mipmaps, call <a class="citerefentry" href="glTexImage1D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexImage1D</span></span></a>, <a class="citerefentry" href="glTexImage2D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>,
<a class="citerefentry" href="glTexImage3D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexImage3D</span></span></a>,
<a class="citerefentry" href="glCopyTexImage1D.xhtml"><span class="citerefentry"><span class="refentrytitle">glCopyTexImage1D</span></span></a>, or <a class="citerefentry" href="glCopyTexImage2D.xhtml"><span class="citerefentry"><span class="refentrytitle">glCopyTexImage2D</span></span></a>
with the <span class="emphasis"><em>level</em></span> argument indicating the order of the mipmaps.
Level 0 is the original texture;
level
<math overflow="scroll">
<mrow>
<mi mathvariant="italic">max</mi>
<mo></mo>
<mfenced open="(" close=")">
<mi mathvariant="italic">n</mi>
<mi mathvariant="italic">m</mi>
</mfenced>
</mrow>
</math>
is the final
<math overflow="scroll">
<mrow>
<mn>1</mn>
<mo>×</mo>
<mn>1</mn>
</mrow>
</math>
mipmap.
</p>
<p>
<em class="parameter"><code>params</code></em> supplies a function for minifying the texture as one of the
following:
</p>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<code class="constant">GL_NEAREST</code>
</span>
</dt>
<dd>
<p>
Returns the value of the texture element that is nearest
(in Manhattan distance)
to the specified texture coordinates.
</p>
</dd>
<dt>
<span class="term">
<code class="constant">GL_LINEAR</code>
</span>
</dt>
<dd>
<p>
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 <code class="constant">GL_TEXTURE_WRAP_S</code> and <code class="constant">GL_TEXTURE_WRAP_T</code>,
and on the exact mapping.
</p>
</dd>
<dt>
<span class="term">
<code class="constant">GL_NEAREST_MIPMAP_NEAREST</code>
</span>
</dt>
<dd>
<p>
Chooses the mipmap that most closely matches the size of the pixel
being textured and uses the <code class="constant">GL_NEAREST</code> criterion
(the texture element closest to the specified texture coordinates)
to produce a texture value.
</p>
</dd>
<dt>
<span class="term">
<code class="constant">GL_LINEAR_MIPMAP_NEAREST</code>
</span>
</dt>
<dd>
<p>
Chooses the mipmap that most closely matches the size of the pixel
being textured and uses the <code class="constant">GL_LINEAR</code> criterion
(a weighted average of the four texture elements that are closest to the specified texture coordinates)
to produce a texture value.
</p>
</dd>
<dt>
<span class="term">
<code class="constant">GL_NEAREST_MIPMAP_LINEAR</code>
</span>
</dt>
<dd>
<p>
Chooses the two mipmaps that most closely match the size of the pixel
being textured and uses the <code class="constant">GL_NEAREST</code> 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.
</p>
</dd>
<dt>
<span class="term">
<code class="constant">GL_LINEAR_MIPMAP_LINEAR</code>
</span>
</dt>
<dd>
<p>
Chooses the two mipmaps that most closely match the size of the pixel
being textured and uses the <code class="constant">GL_LINEAR</code> 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.
</p>
</dd>
</dl>
</div>
<p>
</p>
<p>
As more texture elements are sampled in the minification process,
fewer aliasing artifacts will be apparent.
While the <code class="constant">GL_NEAREST</code> and <code class="constant">GL_LINEAR</code> 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 <code class="constant">GL_TEXTURE_MIN_FILTER</code> is
<code class="constant">GL_NEAREST_MIPMAP_LINEAR</code>.
</p>
</dd>
</dl>
</div>
<p>
</p>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<code class="constant">GL_TEXTURE_MAG_FILTER</code>
</span>
</dt>
<dd>
<p>
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 <code class="constant">GL_NEAREST</code>
or <code class="constant">GL_LINEAR</code> (see below). <code class="constant">GL_NEAREST</code> is generally faster
than <code class="constant">GL_LINEAR</code>,
but it can produce textured images with sharper edges
because the transition between texture elements is not as smooth.
The initial value of <code class="constant">GL_TEXTURE_MAG_FILTER</code> is <code class="constant">GL_LINEAR</code>.
</p>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<code class="constant">GL_NEAREST</code>
</span>
</dt>
<dd>
<p>
Returns the value of the texture element that is nearest
(in Manhattan distance)
to the specified texture coordinates.
</p>
</dd>
<dt>
<span class="term">
<code class="constant">GL_LINEAR</code>
</span>
</dt>
<dd>
<p>
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 <code class="constant">GL_TEXTURE_WRAP_S</code> and <code class="constant">GL_TEXTURE_WRAP_T</code>,
and on the exact mapping.
</p>
</dd>
</dl>
</div>
<p>
</p>
</dd>
</dl>
</div>
<p>
</p>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<code class="constant">GL_TEXTURE_MIN_LOD</code>
</span>
</dt>
<dd>
<p>
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.
</p>
</dd>
</dl>
</div>
<p>
</p>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<code class="constant">GL_TEXTURE_MAX_LOD</code>
</span>
</dt>
<dd>
<p>
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.
</p>
</dd>
</dl>
</div>
<p>
</p>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<code class="constant">GL_TEXTURE_MAX_LEVEL</code>
</span>
</dt>
<dd>
<p>
Sets the index of the highest defined mipmap level. This is an integer
value. The initial value is 1000.
</p>
</dd>
</dl>
</div>
<p>
</p>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<code class="constant">GL_TEXTURE_SWIZZLE_R</code>
</span>
</dt>
<dd>
<p>
Sets the swizzle that will be applied to the <math overflow="scroll"><mi mathvariant="italic">r</mi></math>
component of a texel before it is returned to the shader. Valid values for <em class="parameter"><code>param</code></em> are <code class="constant">GL_RED</code>,
<code class="constant">GL_GREEN</code>, <code class="constant">GL_BLUE</code>, <code class="constant">GL_ALPHA</code>, <code class="constant">GL_ZERO</code> and
<code class="constant">GL_ONE</code>.
If <code class="constant">GL_TEXTURE_SWIZZLE_R</code> is <code class="constant">GL_RED</code>, the value for
<math overflow="scroll"><mi mathvariant="italic">r</mi></math> will be taken from the first
channel of the fetched texel.
If <code class="constant">GL_TEXTURE_SWIZZLE_R</code> is <code class="constant">GL_GREEN</code>, the value for
<math overflow="scroll"><mi mathvariant="italic">r</mi></math> will be taken from the second
channel of the fetched texel.
If <code class="constant">GL_TEXTURE_SWIZZLE_R</code> is <code class="constant">GL_BLUE</code>, the value for
<math overflow="scroll"><mi mathvariant="italic">r</mi></math> will be taken from the third
channel of the fetched texel.
If <code class="constant">GL_TEXTURE_SWIZZLE_R</code> is <code class="constant">GL_ALPHA</code>, the value for
<math overflow="scroll"><mi mathvariant="italic">r</mi></math> will be taken from the fourth
channel of the fetched texel.
If <code class="constant">GL_TEXTURE_SWIZZLE_R</code> is <code class="constant">GL_ZERO</code>, the value for
<math overflow="scroll"><mi mathvariant="italic">r</mi></math> will be subtituted with
<math overflow="scroll"><mn>0.0</mn></math>.
If <code class="constant">GL_TEXTURE_SWIZZLE_R</code> is <code class="constant">GL_ONE</code>, the value for
<math overflow="scroll"><mi mathvariant="italic">r</mi></math> will be subtituted with
<math overflow="scroll"><mn>1.0</mn></math>.
The initial value is <code class="constant">GL_RED</code>.
</p>
</dd>
</dl>
</div>
<p>
</p>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<code class="constant">GL_TEXTURE_SWIZZLE_G</code>
</span>
</dt>
<dd>
<p>
Sets the swizzle that will be applied to the <math overflow="scroll"><mi mathvariant="italic">g</mi></math>
component of a texel before it is returned to the shader. Valid values for <em class="parameter"><code>param</code></em> and their effects are similar to
those of <code class="constant">GL_TEXTURE_SWIZZLE_R</code>.
The initial value is <code class="constant">GL_GREEN</code>.
</p>
</dd>
</dl>
</div>
<p>
</p>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<code class="constant">GL_TEXTURE_SWIZZLE_B</code>
</span>
</dt>
<dd>
<p>
Sets the swizzle that will be applied to the <math overflow="scroll"><mi mathvariant="italic">b</mi></math>
component of a texel before it is returned to the shader. Valid values for <em class="parameter"><code>param</code></em> and their effects are similar to
those of <code class="constant">GL_TEXTURE_SWIZZLE_R</code>.
The initial value is <code class="constant">GL_BLUE</code>.
</p>
</dd>
</dl>
</div>
<p>
</p>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<code class="constant">GL_TEXTURE_SWIZZLE_A</code>
</span>
</dt>
<dd>
<p>
Sets the swizzle that will be applied to the <math overflow="scroll"><mi mathvariant="italic">a</mi></math>
component of a texel before it is returned to the shader. Valid values for <em class="parameter"><code>param</code></em> and their effects are similar to
those of <code class="constant">GL_TEXTURE_SWIZZLE_R</code>.
The initial value is <code class="constant">GL_ALPHA</code>.
</p>
</dd>
</dl>
</div>
<p>
</p>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<code class="constant">GL_TEXTURE_SWIZZLE_RGBA</code>
</span>
</dt>
<dd>
<p>
Sets the swizzles that will be applied to the
<math overflow="scroll"><mi mathvariant="italic">r</mi></math>,
<math overflow="scroll"><mi mathvariant="italic">g</mi></math>,
<math overflow="scroll"><mi mathvariant="italic">b</mi></math>, and
<math overflow="scroll"><mi mathvariant="italic">a</mi></math>
components of a texel before they are returned to the shader. Valid values for <em class="parameter"><code>params</code></em> and their effects are similar to
those of <code class="constant">GL_TEXTURE_SWIZZLE_R</code>, except that all channels are specified simultaneously.
Setting the value of <code class="constant">GL_TEXTURE_SWIZZLE_RGBA</code> is equivalent (assuming no errors are generated) to
setting the parameters of each of <code class="constant">GL_TEXTURE_SWIZZLE_R</code>,
<code class="constant">GL_TEXTURE_SWIZZLE_G</code>,
<code class="constant">GL_TEXTURE_SWIZZLE_B</code>, and
<code class="constant">GL_TEXTURE_SWIZZLE_A</code> successively.
</p>
</dd>
</dl>
</div>
<p>
</p>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<code class="constant">GL_TEXTURE_WRAP_S</code>
</span>
</dt>
<dd>
<p>
Sets the wrap parameter for texture coordinate
<math overflow="scroll"><mi mathvariant="italic">s</mi></math>
to either <code class="constant">GL_CLAMP_TO_EDGE</code>, <code class="constant">GL_CLAMP_TO_BORDER</code>,
<code class="constant">GL_MIRRORED_REPEAT</code>,
<code class="constant">GL_REPEAT</code>, or <code class="constant">GL_MIRROR_CLAMP_TO_EDGE</code>. <code class="constant">GL_CLAMP_TO_EDGE</code> causes
<math overflow="scroll"><mi mathvariant="italic">s</mi></math>
coordinates to be clamped to the
range
<math overflow="scroll">
<mfenced open="[" close="]">
<mfenced open="" close="">
<mrow>
<mfrac>
<mn>1</mn>
<mrow>
<mn>2</mn><mi mathvariant="italic">N</mi>
</mrow>
</mfrac>
</mrow>
</mfenced>
<mrow>
<mn>1</mn>
<mo>-</mo>
<mfenced open="" close="">
<mrow>
<mfrac>
<mn>1</mn>
<mrow>
<mn>2</mn><mi mathvariant="italic">N</mi>
</mrow>
</mfrac>
</mrow>
</mfenced>
</mrow>
</mfenced>
</math>,
where
<math overflow="scroll"><mi mathvariant="italic">N</mi></math>
is the size
of the texture in the direction of clamping.
<code class="constant">GL_CLAMP_TO_BORDER</code> evaluates <math overflow="scroll"><mi mathvariant="italic">s</mi></math> coordinates in a similar manner to <code class="constant">GL_CLAMP_TO_EDGE</code>.
However, in cases where clamping would have occurred in <code class="constant">GL_CLAMP_TO_EDGE</code> mode, the fetched texel data
is substituted with the values specified by <code class="constant">GL_TEXTURE_BORDER_COLOR</code>.
<code class="constant">GL_REPEAT</code> causes the
integer part of the
<math overflow="scroll"><mi mathvariant="italic">s</mi></math>
coordinate to be ignored; the GL uses only the
fractional part, thereby creating a repeating pattern.
<code class="constant">GL_MIRRORED_REPEAT</code> causes the
<math overflow="scroll"><mi mathvariant="italic">s</mi></math>
coordinate to be set to the
fractional part of the texture coordinate if the integer part of
<math overflow="scroll"><mi mathvariant="italic">s</mi></math>
is
even; if the integer part of
<math overflow="scroll"><mi mathvariant="italic">s</mi></math>
is odd, then the
<math overflow="scroll"><mi mathvariant="italic">s</mi></math>
texture coordinate is
set to
<math overflow="scroll">
<mrow>
<mn>1</mn>
<mo>-</mo>
<mrow>
<mi mathvariant="italic">frac</mi>
<mo></mo>
<mfenced open="(" close=")">
<mi mathvariant="italic">s</mi>
</mfenced>
</mrow>
</mrow>
</math>,
where
<math overflow="scroll">
<mrow>
<mi mathvariant="italic">frac</mi>
<mo></mo>
<mfenced open="(" close=")">
<mi mathvariant="italic">s</mi>
</mfenced>
</mrow>
</math>
represents the fractional part of
<math overflow="scroll"><mi mathvariant="italic">s</mi></math>.
<code class="constant">GL_MIRROR_CLAMP_TO_EDGE</code> causes the the <math overflow="scroll"><mi mathvariant="italic">s</mi></math>
coordinate to be repeated as for <code class="constant">GL_MIRRORED_REPEAT</code> for one reptition of the texture,
at which point the coordinate to be clamped as in <code class="constant">GL_CLAMP_TO_EDGE</code>.
Initially, <code class="constant">GL_TEXTURE_WRAP_S</code> is set to <code class="constant">GL_REPEAT</code>.
</p>
</dd>
</dl>
</div>
<p>
</p>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<code class="constant">GL_TEXTURE_WRAP_T</code>
</span>
</dt>
<dd>
<p>
Sets the wrap parameter for texture coordinate
<math overflow="scroll"><mi mathvariant="italic">t</mi></math>
to either <code class="constant">GL_CLAMP_TO_EDGE</code>, <code class="constant">GL_CLAMP_TO_BORDER</code>,
<code class="constant">GL_MIRRORED_REPEAT</code>, <code class="constant">GL_REPEAT</code>, or
<code class="constant">GL_MIRROR_CLAMP_TO_EDGE</code>. See the discussion under <code class="constant">GL_TEXTURE_WRAP_S</code>.
Initially, <code class="constant">GL_TEXTURE_WRAP_T</code> is set to <code class="constant">GL_REPEAT</code>.
</p>
</dd>
</dl>
</div>
<p>
</p>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<code class="constant">GL_TEXTURE_WRAP_R</code>
</span>
</dt>
<dd>
<p>
Sets the wrap parameter for texture coordinate
<math overflow="scroll"><mi mathvariant="italic">r</mi></math>
to either <code class="constant">GL_CLAMP_TO_EDGE</code>, <code class="constant">GL_CLAMP_TO_BORDER</code>,
<code class="constant">GL_MIRRORED_REPEAT</code>, <code class="constant">GL_REPEAT</code>, or
<code class="constant">GL_MIRROR_CLAMP_TO_EDGE</code>. See the discussion under <code class="constant">GL_TEXTURE_WRAP_S</code>.
Initially, <code class="constant">GL_TEXTURE_WRAP_R</code> is set to <code class="constant">GL_REPEAT</code>.
</p>
</dd>
</dl>
</div>
</div>
<div class="refsect1" id="notes">
<h2>Notes</h2>
<p>Suppose that a program attempts to sample from a texture and has set
<code class="constant">GL_TEXTURE_MIN_FILTER</code> to one of the functions that
requires a mipmap. If either the dimensions of the texture images
currently defined (with previous calls to <a class="citerefentry" href="glTexImage1D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexImage1D</span></span></a>, <a class="citerefentry" href="glTexImage2D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>, <a class="citerefentry" href="glTexImage3D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexImage3D</span></span></a>, <a class="citerefentry" href="glCopyTexImage1D.xhtml"><span class="citerefentry"><span class="refentrytitle">glCopyTexImage1D</span></span></a>, or <a class="citerefentry" href="glCopyTexImage2D.xhtml"><span class="citerefentry"><span class="refentrytitle">glCopyTexImage2D</span></span></a>) 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
<span class="emphasis"><em>incomplete</em></span>.</p>
<p>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.</p>
<p><code class="function">glTexParameter</code> specifies the texture parameters
for the active texture unit, specified by calling <a class="citerefentry" href="glActiveTexture.xhtml"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>. <code class="function">glTextureParameter</code> specifies the
texture parameters for the texture object with ID
<em class="parameter"><code>texture</code></em>.</p>
<p><code class="constant">GL_DEPTH_STENCIL_TEXTURE_MODE</code> is available only
if the GL version is 4.3 or greater.</p>
<p><code class="constant">GL_MIRROR_CLAMP_TO_EDGE</code> is available only if
the GL version is 4.4 or greater.</p>
</div>
<div class="refsect1" id="errors">
<h2>Errors</h2>
<p><code class="constant">GL_INVALID_ENUM</code> is generated by
<code class="function">glTexParameter</code> if <em class="parameter"><code>target</code></em> is
not one of the accepted defined values.</p>
<p><code class="constant">GL_INVALID_ENUM</code> is generated if
<em class="parameter"><code>pname</code></em> is not one of the accepted defined
values.</p>
<p><code class="constant">GL_INVALID_ENUM</code> is generated if
<em class="parameter"><code>params</code></em> should have a defined constant value (based
on the value of <em class="parameter"><code>pname</code></em>) and does not.</p>
<p><code class="constant">GL_INVALID_ENUM</code> is generated if
<code class="function">glTexParameter{if}</code> or
<code class="function">glTextureParameter{if}</code> is called for a non-scalar
parameter (pname <code class="constant">GL_TEXTURE_BORDER_COLOR</code> or
<code class="constant">GL_TEXTURE_SWIZZLE_RGBA</code>).</p>
<p><code class="constant">GL_INVALID_ENUM</code> is generated if the effective
target is either <code class="constant">GL_TEXTURE_2D_MULTISAMPLE</code> or
<code class="constant">GL_TEXTURE_2D_MULTISAMPLE_ARRAY</code>, and
<em class="parameter"><code>pname</code></em> is any of the sampler states.</p>
<p><code class="constant">GL_INVALID_ENUM</code> is generated if the effective
target is <code class="constant">GL_TEXTURE_RECTANGLE</code> and either of pnames
<code class="constant">GL_TEXTURE_WRAP_S</code> or
<code class="constant">GL_TEXTURE_WRAP_T</code> is set to either
<code class="constant">GL_MIRROR_CLAMP_TO_EDGE</code>,
<code class="constant">GL_MIRRORED_REPEAT</code> or
<code class="constant">GL_REPEAT</code>.</p>
<p><code class="constant">GL_INVALID_ENUM</code> is generated if the effective
target is <code class="constant">GL_TEXTURE_RECTANGLE</code> and pname
<code class="constant">GL_TEXTURE_MIN_FILTER</code> is set to a value other than
<code class="constant">GL_NEAREST</code> or <code class="constant">GL_LINEAR</code> (no
mipmap filtering is permitted).</p>
<p><code class="constant">GL_INVALID_OPERATION</code> is generated if the
effective target is either <code class="constant">GL_TEXTURE_2D_MULTISAMPLE</code>
or <code class="constant">GL_TEXTURE_2D_MULTISAMPLE_ARRAY</code>, and pname
<code class="constant">GL_TEXTURE_BASE_LEVEL</code> is set to a value other than
zero.</p>
<p><code class="constant">GL_INVALID_OPERATION</code> is generated by
<code class="function">glTextureParameter</code> if texture is not the name of an
existing texture object.</p>
<p><code class="constant">GL_INVALID_OPERATION</code> is generated if the
effective target is <code class="constant">GL_TEXTURE_RECTANGLE</code> and pname
<code class="constant">GL_TEXTURE_BASE_LEVEL</code> is set to any value other than
zero.</p>
<p><code class="constant">GL_INVALID_VALUE</code> is generated if
<em class="parameter"><code>pname</code></em> is <code class="constant">GL_TEXTURE_BASE_LEVEL</code>
or <code class="constant">GL_TEXTURE_MAX_LEVEL</code>, and
<em class="parameter"><code>param</code></em> or <em class="parameter"><code>params</code></em> is
negative.</p>
<p/>
</div>
<div class="refsect1" id="associatedgets">
<h2>Associated Gets</h2>
<p>
<a class="citerefentry" href="glGetTexParameter.xhtml">
<span class="citerefentry">
<span class="refentrytitle">glGetTexParameter</span>
</span>
</a>
</p>
<p>
<a class="citerefentry" href="glGetTextureParameter.xhtml">
<span class="citerefentry">
<span class="refentrytitle">glGetTextureParameter</span>
</span>
</a>
</p>
<p>
<a class="citerefentry" href="glGetTexLevelParameter.xhtml">
<span class="citerefentry">
<span class="refentrytitle">glGetTexLevelParameter</span>
</span>
</a>
</p>
<p>
<a class="citerefentry" href="glGetTextureLevelParameter.xhtml">
<span class="citerefentry">
<span class="refentrytitle">glGetTextureLevelParameter</span>
</span>
</a>
</p>
</div>
<div class="refsect1" id="versions">
<h2>Version Support</h2>
<div class="informaltable">
<table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
<colgroup>
<col style="text-align: left; "/>
<col style="text-align: center; " class="firstvers"/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; "/>
<col style="text-align: center; " class="lastvers"/>
</colgroup>
<thead>
<tr>
<th style="text-align: left; border-right: 2px solid ; ">
</th>
<th style="text-align: center; border-bottom: 2px solid ; " colspan="12">
<span class="bold"><strong>OpenGL Version</strong></span>
</th>
</tr>
<tr>
<th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>Function / Feature Name</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>2.0</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>2.1</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.0</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.1</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.2</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.3</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.0</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.1</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.2</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.3</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.4</strong></span>
</th>
<th style="text-align: center; border-bottom: 2px solid ; ">
<span class="bold"><strong>4.5</strong></span>
</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="function">glTexParameterIiv</code>
</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-bottom: 2px solid ; ">✔</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="function">glTexParameterIuiv</code>
</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-bottom: 2px solid ; ">✔</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="function">glTexParameterf</code>
</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-bottom: 2px solid ; ">✔</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="function">glTexParameterfv</code>
</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-bottom: 2px solid ; ">✔</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="function">glTexParameteri</code>
</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-bottom: 2px solid ; ">✔</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="function">glTexParameteriv</code>
</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
<td style="text-align: center; border-bottom: 2px solid ; ">✔</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="function">glTextureParameterIiv</code>
</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-bottom: 2px solid ; ">✔</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="function">glTextureParameterIuiv</code>
</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-bottom: 2px solid ; ">✔</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="function">glTextureParameterf</code>
</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-bottom: 2px solid ; ">✔</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="function">glTextureParameterfv</code>
</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-bottom: 2px solid ; ">✔</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="function">glTextureParameteri</code>
</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
<td style="text-align: center; border-bottom: 2px solid ; ">✔</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; ">
<code class="function">glTextureParameteriv</code>
</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; border-right: 2px solid ; ">-</td>
<td style="text-align: center; ">✔</td>
</tr>
</tbody>
</table>
</div>
</div>
<div class="refsect1" id="seealso">
<h2>See Also</h2>
<p><a class="citerefentry" href="glActiveTexture.xhtml"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>, <a class="citerefentry" href="glBindTexture.xhtml"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>, <a class="citerefentry" href="glCopyTexImage1D.xhtml"><span class="citerefentry"><span class="refentrytitle">glCopyTexImage1D</span></span></a>, <a class="citerefentry" href="glCopyTexImage2D.xhtml"><span class="citerefentry"><span class="refentrytitle">glCopyTexImage2D</span></span></a>, <a class="citerefentry" href="glCopyTexSubImage1D.xhtml"><span class="citerefentry"><span class="refentrytitle">glCopyTexSubImage1D</span></span></a>, <a class="citerefentry" href="glCopyTexSubImage2D.xhtml"><span class="citerefentry"><span class="refentrytitle">glCopyTexSubImage2D</span></span></a>, <a class="citerefentry" href="glCopyTexSubImage3D.xhtml"><span class="citerefentry"><span class="refentrytitle">glCopyTexSubImage3D</span></span></a>, <a class="citerefentry" href="glPixelStore.xhtml"><span class="citerefentry"><span class="refentrytitle">glPixelStore</span></span></a>, <a class="citerefentry" href="glSamplerParameter.xhtml"><span class="citerefentry"><span class="refentrytitle">glSamplerParameter</span></span></a>, <a class="citerefentry" href="glTexImage1D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexImage1D</span></span></a>, <a class="citerefentry" href="glTexImage2D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>, <a class="citerefentry" href="glTexImage3D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexImage3D</span></span></a>, <a class="citerefentry" href="glTexSubImage1D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexSubImage1D</span></span></a>, <a class="citerefentry" href="glTexSubImage2D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexSubImage2D</span></span></a>, <a class="citerefentry" href="glTexSubImage3D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexSubImage3D</span></span></a></p>
</div>
<div class="refsect1" id="Copyright">
<h2>Copyright</h2>
<p>
Copyright <span class="trademark"/>© 1991-2006
Silicon Graphics, Inc.
Copyright <span class="trademark"/>© 2012-2014
Khronos Group. This document is licensed under the SGI
Free Software B License. For details, see
<a class="link" href="http://oss.sgi.com/projects/FreeB/" target="_top">http://oss.sgi.com/projects/FreeB/</a>.
</p>
</div>
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