Specifies the target texture. Must be GL_TEXTURE_1D.
Specifies the level-of-detail number. Level 0 is the base image level. Level n is the nᵗʰ mipmap reduction image.
Specifies the internal format of the texture. Must be one of the following symbolic constants: GL_COMPRESSED_RED, GL_COMPRESSED_RG, GL_COMPRESSED_RGB, GL_COMPRESSED_RGBA. GL_COMPRESSED_SRGB, GL_COMPRESSED_SRGB_ALPHA. GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT32, GL_RED, GL_RG, GL_RGB, GL_R3_G3_B2, GL_RGB4, GL_RGB5, GL_RGB8, GL_RGB10, GL_RGB12, GL_RGB16, GL_RGBA, GL_RGBA2, GL_RGBA4, GL_RGB5_A1, GL_RGBA8, GL_RGB10_A2, GL_RGBA12, GL_RGBA16, GL_SRGB, GL_SRGB8, GL_SRGB_ALPHA, or GL_SRGB8_ALPHA8.
Specifies the window x coordinate of the left corner of the row of pixels to be copied.
Specifies the window y coordinate of the left corner of the row of pixels to be copied.
Specifies the width of the texture image. The height of the texture image is 1.
Must be 0.
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glCopyTexImage1D
defines a one-dimensional texture image with pixels from the current GL_READ_BUFFER.The screen-aligned pixel row with left corner at (𝐱, 𝐲) and with a length of width defines the texture array at the mipmap level specified by level. internalformat specifies the internal format of the texture array.
The pixels in the row are processed exactly as if glReadPixels had been called, but the process stops just before final conversion. At this point all pixel component values are clamped to the range [0,1] and then converted to the texture's internal format for storage in the texel array.
Pixel ordering is such that lower 𝐱 screen coordinates correspond to lower texture coordinates.
If any of the pixels within the specified row of the current GL_READ_BUFFER are outside the window associated with the current rendering context, then the values obtained for those pixels are undefined.
glCopyTexImage1D
defines a one-dimensional texture image with pixels from the current GL_READ_BUFFER.When internalformat is one of the sRGB types, the GL does not automatically convert the source pixels to the sRGB color space. In this case, the
glPixelMap
function can be used to accomplish the conversion.