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<title>glTextureView - OpenGL 4 Reference Pages</title>
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<div class="refentry" id="glTextureView">
<div class="titlepage"/>
<div class="refnamediv">
<h2>Name</h2>
<p>glTextureView — initialize a texture as a data alias of another texture's data store</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">glTextureView</strong>(</code>
</td>
<td>GLuint <var class="pdparam">texture</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum <var class="pdparam">target</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLuint <var class="pdparam">origtexture</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum <var class="pdparam">internalformat</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLuint <var class="pdparam">minlevel</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLuint <var class="pdparam">numlevels</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLuint <var class="pdparam">minlayer</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLuint <var class="pdparam">numlayers</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>texture</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the texture object to be initialized as a view.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>target</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the target to be used for the newly initialized texture.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>origtexture</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the name of a texture object of which to make a view.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>internalFormat</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the internal format for the newly created view.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>minlevel</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies lowest level of detail of the view.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>numlevels</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the number of levels of detail to include in the view.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>minlayer</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the index of the first layer to include in the view.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>numlayers</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the number of layers to include in the view.
</p>
</dd>
</dl>
</div>
</div>
<div class="refsect1" id="description">
<h2>Description</h2>
<p>
<code class="function">glTextureView</code> initializes a texture object as an
alias, or view of another texture object, sharing some or all of the
parent texture's data store with the initialized texture. <em class="parameter"><code>texture</code></em>
specifies a name previously reserved by a successful call to <a class="citerefentry" href="glGenTextures.xhtml"><span class="citerefentry"><span class="refentrytitle">glGenTextures</span></span></a>
but that has not yet been bound or given a target. <em class="parameter"><code>target</code></em>
specifies the target for the newly initialized texture and must be compatible
with the target of the parent texture, given in <em class="parameter"><code>origtexture</code></em>
as specified in the following table:
</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; " class="col1"/>
<col style="text-align: left; " class="col2"/>
</colgroup>
<thead>
<tr>
<th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">Original Target</th>
<th style="text-align: left; border-bottom: 2px solid ; ">Compatible New Targets</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_TEXTURE_1D</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_TEXTURE_1D</code>, <code class="constant">GL_TEXTURE_1D_ARRAY</code></td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_TEXTURE_2D</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_TEXTURE_2D</code>, <code class="constant">GL_TEXTURE_2D_ARRAY</code></td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_TEXTURE_3D</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">GL_TEXTURE_3D</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_TEXTURE_CUBE_MAP</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_TEXTURE_CUBE_MAP</code>, <code class="constant">GL_TEXTURE_2D</code>, <code class="constant">GL_TEXTURE_2D_ARRAY</code>, <code class="constant">GL_TEXTUER_CUBE_MAP_ARRAY</code></td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_TEXTURE_RECTANGLE</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<code class="constant">GL_TEXTURE_RECTANGLE</code>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_TEXTURE_BUFFER</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; ">
<span class="emphasis">
<em>none</em>
</span>
</td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_TEXTURE_1D_ARRAY</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_TEXTURE_1D</code>, <code class="constant">GL_TEXTURE_1D_ARRAY</code></td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_TEXTURE_2D_ARRAY</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_TEXTURE_2D</code>, <code class="constant">GL_TEXTURE_2D_ARRAY</code></td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_TEXTURE_CUBE_MAP_ARRAY</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_TEXTURE_CUBE_MAP</code>, <code class="constant">GL_TEXTURE_2D</code>, <code class="constant">GL_TEXTURE_2D_ARRAY</code>, <code class="constant">GL_TEXTUER_CUBE_MAP_ARRAY</code></td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_TEXTURE_2D_MULTISAMPLE</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_TEXTURE_2D_MULTISAMPLE</code>, <code class="constant">GL_TEXTURE_MULTISAMPLE_ARRAY</code></td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; ">
<code class="constant">GL_TEXTURE_2D_MULTISAMPLE_ARRAY</code>
</td>
<td style="text-align: left; "><code class="constant">GL_TEXTURE_2D_MULTISAMPLE</code>, <code class="constant">GL_TEXTURE_MULTISAMPLE_ARRAY</code></td>
</tr>
</tbody>
</table>
</div>
<p>
The value of <code class="constant">GL_TEXTURE_IMMUTABLE_FORMAT</code> for <em class="parameter"><code>origtexture</code></em>
must be <code class="constant">GL_TRUE</code>.
After initialization, <em class="parameter"><code>texture</code></em> inherits the data store of
the parent texture, <em class="parameter"><code>origtexture</code></em> and is usable as a normal
texture object with target <em class="parameter"><code>target</code></em>. Data in the shared store
is reinterpreted with the new internal format specified by <em class="parameter"><code>internalformat</code></em>.
<em class="parameter"><code>internalformat</code></em> must be compatible with the internal format
of the parent texture as specified in the following table:
</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; " class="col1"/>
<col style="text-align: left; " class="col2"/>
</colgroup>
<thead>
<tr>
<th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">Class</th>
<th style="text-align: left; border-bottom: 2px solid ; ">Internal Formats</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">128-bit</td>
<td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_RGBA32F</code>, <code class="constant">GL_RGBA32UI</code>, <code class="constant">GL_RGBA32I</code></td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">96-bit</td>
<td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_RGB32F</code>, <code class="constant">GL_RGB32UI</code>, <code class="constant">GL_RGB32I</code></td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">64-bit</td>
<td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_RGBA16F</code>, <code class="constant">GL_RG32F</code>, <code class="constant">GL_RGBA16UI</code>,
<code class="constant">GL_RG32UI</code>, <code class="constant">GL_RGBA16I</code>, <code class="constant">GL_RG32I</code>, <code class="constant">GL_RGBA16</code>, <code class="constant">GL_RGBA16_SNORM</code></td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">48-bit</td>
<td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_RGB16</code>, <code class="constant">GL_RGB16_SNORM</code>, <code class="constant">GL_RGB16F</code>, <code class="constant">GL_RGB16UI</code>, <code class="constant">GL_RGB16I</code></td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">32-bit</td>
<td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_RG16F</code>, <code class="constant">GL_R11F_G11F_B10F</code>, <code class="constant">GL_R32F</code>, <code class="constant">GL_RGB10_A2UI</code>,
<code class="constant">GL_RGBA8UI</code>, <code class="constant">GL_RG16UI</code>, <code class="constant">GL_R32UI</code>, <code class="constant">GL_RGBA8I</code>,
<code class="constant">GL_RG16I</code>, <code class="constant">GL_R32I</code>, <code class="constant">GL_RGB10_A2</code>, <code class="constant">GL_RGBA8</code>,
<code class="constant">GL_RG16</code>, <code class="constant">GL_RGBA8_SNORM</code>, <code class="constant">GL_RG16_SNORM</code>, <code class="constant">GL_SRGB8_ALPHA8</code>,
<code class="constant">GL_RGB9_E5</code></td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">24-bit</td>
<td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_RGB8</code>, <code class="constant">GL_RGB8_SNORM</code>, <code class="constant">GL_SRGB8</code>,
<code class="constant">GL_RGB8UI</code>, <code class="constant">GL_RGB8I</code></td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">16-bit</td>
<td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_R16F</code>, <code class="constant">GL_RG8UI</code>, <code class="constant">GL_R16UI</code>, <code class="constant">GL_RG8I</code>,
<code class="constant">GL_R16I</code>, <code class="constant">GL_RG8</code>, <code class="constant">GL_R16</code>, <code class="constant">GL_RG8_SNORM</code>, <code class="constant">GL_R16_SNORM</code></td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">8-bit</td>
<td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_R8UI</code>, <code class="constant">GL_R8I</code>, <code class="constant">GL_R8</code>, <code class="constant">GL_R8_SNORM</code></td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_RGTC1_RED</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_COMPRESSED_RED_RGTC1</code>, <code class="constant">GL_COMPRESSED_SIGNED_RED_RGTC1</code></td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_RGTC2_RG</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_COMPRESSED_RG_RGTC2</code>, <code class="constant">GL_COMPRESSED_SIGNED_RG_RGTC2</code></td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<code class="constant">GL_BPTC_UNORM</code>
</td>
<td style="text-align: left; border-bottom: 2px solid ; "><code class="constant">GL_COMPRESSED_RGBA_BPTC_UNORM</code>, <code class="constant">GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM</code></td>
</tr>
<tr>
<td style="text-align: left; border-right: 2px solid ; ">
<code class="constant">GL_BPTC_FLOAT</code>
</td>
<td style="text-align: left; "><code class="constant">GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT</code>, <code class="constant">GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT</code></td>
</tr>
</tbody>
</table>
</div>
<p>
If the original texture is an array or has multiple mipmap levels,
the parameters <em class="parameter"><code>minlayer</code></em>, <em class="parameter"><code>numlayers</code></em>, <em class="parameter"><code>minlevel</code></em>, and <em class="parameter"><code>numlevels</code></em>
control which of those slices and levels are considered part of the texture.
The <em class="parameter"><code>minlevel</code></em> and <em class="parameter"><code>minlayer</code></em> parameters are relative to the view of the
original texture. If <em class="parameter"><code>numlayers</code></em> or <em class="parameter"><code>numlevels</code></em> extend beyond the original
texture, they are clamped to the max extent of the original texture.
</p>
<p>
If the new texture's target is <code class="constant">GL_TEXTURE_CUBE_MAP</code>, the clamped <em class="parameter"><code>numlayers</code></em>
must be equal to 6. If the new texture's target is <code class="constant">GL_TEXTURE_CUBE_MAP_ARRAY</code>,
then <em class="parameter"><code>numlayers</code></em> counts layer-faces rather than layers, and the clamped
<em class="parameter"><code>numlayers</code></em> must be a multiple of 6. If the new texture's target is <code class="constant">GL_TEXTURE_CUBE_MAP</code> or
<code class="constant">GL_TEXTURE_CUBE_MAP_ARRAY</code>, the width and height of the original texture's
levels must be equal.
</p>
<p>
When the original texture's target is <code class="constant">GL_TEXTURE_CUBE_MAP</code>, the layer
parameters are interpreted in the same order as if it were a
<code class="constant">GL_TEXTURE_CUBE_MAP_ARRAY</code> with 6 layer-faces.
</p>
<p>
If <em class="parameter"><code>target</code></em> is <code class="constant">GL_TEXTURE_1D</code>, <code class="constant">GL_TEXTURE_2D</code>, <code class="constant">GL_TEXTURE_3D</code>, <code class="constant">GL_TEXTURE_RECTANGLE</code>, or
<code class="constant">GL_TEXTURE_2D_MULTISAMPLE</code>, <em class="parameter"><code>numlayers</code></em> must equal 1.
</p>
<p>
The dimensions of the original texture must be less than or equal to the maximum
supported dimensions of the new target. For example, if the original texture has a <code class="constant">GL_TEXTURE_2D_ARRAY</code>
target and its width is greater than <code class="constant">GL_MAX_CUBE_MAP_TEXTURE_SIZE</code>, an error
will be generated if <code class="function">glTextureView</code> is called to create a <code class="constant">GL_TEXTURE_CUBE_MAP</code>
view.
</p>
<p>
Texture commands that take a <em class="parameter"><code>level</code></em> or <em class="parameter"><code>layer</code></em> parameter, such as
<a class="citerefentry" href="glTexSubImage2D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexSubImage2D</span></span></a>, interpret that parameter to be relative to the view of the
texture. i.e. the mipmap level of the data store that would be updated via
<a class="citerefentry" href="TexSubImage2D.xhtml"><span class="citerefentry"><span class="refentrytitle">TexSubImage2D</span></span></a> would be the sum of <em class="parameter"><code>level</code></em> and the value of
<code class="constant">GL_TEXTURE_VIEW_MIN_LEVEL</code>.
</p>
</div>
<div class="refsect1" id="errors">
<h2>Errors</h2>
<p>
<code class="constant">GL_INVALID_VALUE</code> is generated if <em class="parameter"><code>minlayer</code></em> or <em class="parameter"><code>minlevel</code></em>
are larger than the greatest layer or level of <em class="parameter"><code>origtexture</code></em>.
</p>
<p>
<code class="constant">GL_INVALID_OPERATION</code> is generated if <em class="parameter"><code>target</code></em> is not compatible
with the target of <em class="parameter"><code>origtexture</code></em>.
</p>
<p>
<code class="constant">GL_INVALID_OPERATION</code> is generated if the dimensions of <em class="parameter"><code>origtexture</code></em>
are greater than the maximum supported dimensions for <em class="parameter"><code>target</code></em>.
</p>
<p>
<code class="constant">GL_INVALID_OPERATION</code> is generated if <em class="parameter"><code>internalformat</code></em> is not compatible
with the internal format of <em class="parameter"><code>origtexture</code></em>.
</p>
<p>
<code class="constant">GL_INVALID_OPERATION</code> is generated if <em class="parameter"><code>texture</code></em> has already been bound
or otherwise given a target.
</p>
<p>
<code class="constant">GL_INVALID_OPERATION</code> is generated if the value of <code class="constant">GL_TEXTURE_IMMUTABLE_FORMAT</code>
for <em class="parameter"><code>origtexture</code></em> is not <code class="constant">GL_TRUE</code>.
</p>
<p>
<code class="constant">GL_INVALID_OPERATION</code> is generated if <em class="parameter"><code>origtexture</code></em> is not the name of an
existing texture object.
</p>
<p>
<code class="constant">GL_INVALID_VALUE</code> is generaged if <em class="parameter"><code>target</code></em> is <code class="constant">GL_TEXTURE_CUBE_MAP</code>
and <em class="parameter"><code>numlayers</code></em> is not 6, or if <em class="parameter"><code>target</code></em> is <code class="constant">GL_TEXTURE_CUBE_MAP_ARRAY</code>
and <em class="parameter"><code>numlayers</code></em> is not an integer multiple of 6.
</p>
<p>
<code class="constant">GL_INVALID_VALUE</code> is generated if <em class="parameter"><code>target</code></em> is <code class="constant">GL_TEXTURE_1D</code>,
<code class="constant">GL_TEXTURE_2D</code>, <code class="constant">GL_TEXTURE_3D</code>, <code class="constant">GL_TEXTURE_RECTANGLE</code>, or
<code class="constant">GL_TEXTURE_2D_MULTISAMPLE</code> and <em class="parameter"><code>numlayers</code></em> does not equal 1.
</p>
<p>
<code class="constant">GL_INVALID_VALUE</code> is generated if <em class="parameter"><code>texture</code></em> zero or is not the name of a texture previously
returned from a successful call to <a class="citerefentry" href="glGenTextures.xhtml"><span class="citerefentry"><span class="refentrytitle">glGenTextures</span></span></a>.
</p>
</div>
<div class="refsect1" id="associatedgets">
<h2>Associated Gets</h2>
<p>
<a class="citerefentry" href="glTexParameter.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexParameter</span></span></a> with arguments <code class="constant">GL_TEXTURE_VIEW_MIN_LEVEL</code>,
<code class="constant">GL_TEXTURE_VIEW_NUM_LEVELS</code>, <code class="constant">GL_TEXTURE_VIEW_MIN_LAYER</code>,
<code class="constant">GL_TEXTURE_VIEW_NUM_LAYERS</code>, or <code class="constant">GL_TEXTURE_IMMUTABLE_LEVELS</code>.
</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 ; ">
<code class="function">glTextureView</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="glTexStorage1D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexStorage1D</span></span></a>,
<a class="citerefentry" href="glTexStorage2D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexStorage2D</span></span></a>,
<a class="citerefentry" href="glTexStorage3D.xhtml"><span class="citerefentry"><span class="refentrytitle">glTexStorage3D</span></span></a>,
<a class="citerefentry" href="glGetTexParameter.xhtml"><span class="citerefentry"><span class="refentrytitle">glGetTexParameter</span></span></a>.
</p>
</div>
<div class="refsect1" id="Copyright">
<h2>Copyright</h2>
<p>
Copyright <span class="trademark"/>© 2013-2014 Khronos Group.
This material may be distributed subject to the terms and conditions set forth in
the Open Publication License, v 1.0, 8 June 1999.
<a class="link" href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
</p>
</div>
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