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><head><title>glTexImage1D</title><link rel="stylesheet" href="style.css" type="text/css"/><meta name="generator" content="DocBook XSL Stylesheets V1.59.1"/><link rel="home" href="index.xml" title="PyOpenGL 2.0.1.07 Man Pages"/><link rel="up" href="reference-GL.xml" title="GL"/><link rel="previous" href="glTexGen.3G.xml" title="glTexGen"/><link rel="next" href="glTexImage2D.3G.xml" title="glTexImage2D"/></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">glTexImage1D</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="glTexGen.3G.xml">Prev</a> </td><th width="60%" align="center">GL</th><td width="20%" align="right"> <a accesskey="n" href="glTexImage2D.3G.xml">Next</a></td></tr></table><hr/></div><div class="refentry" lang="en"><a name="glTexImage1D.3G"/><div class="titlepage"/><div class="refnamediv"><a name="glTexImage1D.3G-name"/><h2>Name</h2><p>glTexImage1D, glTexImage1Db, glTexImage1Df, glTexImage1Di, glTexImage1Ds, glTexImage1Dub, glTexImage1Dui, glTexImage1Dus &#8212; specify a one-dimensional texture image</p></div><div class="refsynopsisdiv"><a name="glTexImage1D.3G-c_spec"/><h2>C Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code>void <tt>glTexImage1D</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code>GLenum <i><tt>target</tt></i>, GLint <i><tt>level</tt></i>, GLint <i><tt>internalformat</tt></i>, GLsizei <i><tt>width</tt></i>, GLint <i><tt>border</tt></i>, GLenum <i><tt>format</tt></i>, GLenum <i><tt>type</tt></i>, const GLvoid *<i><tt>pixels</tt></i>);</code></td></tr></table></div><div class="refsynopsisdiv"><a name="glTexImage1D.3G-python_spec"/><h2>Python Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code><tt>glTexImage1D</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>target</tt></i>, <i><tt>level</tt></i>, <i><tt>internalformat</tt></i>, <i><tt>width</tt></i>, <i><tt>border</tt></i>, <i><tt>format</tt></i>, <i><tt>type</tt></i>, <i><tt>pixels</tt></i>) &#8594; <tt>None</tt></code></td></tr><tr><td valign="top"><code><tt>glTexImage1Db</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>target</tt></i>, <i><tt>level</tt></i>, <i><tt>internalformat</tt></i>, <i><tt>border</tt></i>, <i><tt>format</tt></i>, <i><tt>type</tt></i>, <i><tt>pixels</tt></i>[][]) &#8594; <tt>None</tt></code></td></tr><tr><td valign="top"><code><tt>glTexImage1Df</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>target</tt></i>, <i><tt>level</tt></i>, <i><tt>internalformat</tt></i>, <i><tt>border</tt></i>, <i><tt>format</tt></i>, <i><tt>type</tt></i>, <i><tt>pixels</tt></i>[][]) &#8594; <tt>None</tt></code></td></tr><tr><td valign="top"><code><tt>glTexImage1Di</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>target</tt></i>, <i><tt>level</tt></i>, <i><tt>internalformat</tt></i>, <i><tt>border</tt></i>, <i><tt>format</tt></i>, <i><tt>type</tt></i>, <i><tt>pixels</tt></i>[][]) &#8594; <tt>None</tt></code></td></tr><tr><td valign="top"><code><tt>glTexImage1Ds</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>target</tt></i>, <i><tt>level</tt></i>, <i><tt>internalformat</tt></i>, <i><tt>border</tt></i>, <i><tt>format</tt></i>, <i><tt>type</tt></i>, <i><tt>pixels</tt></i>[][]) &#8594; <tt>None</tt></code></td></tr><tr><td valign="top"><code><tt>glTexImage1Dub</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>target</tt></i>, <i><tt>level</tt></i>, <i><tt>internalformat</tt></i>, <i><tt>border</tt></i>, <i><tt>format</tt></i>, <i><tt>type</tt></i>, <i><tt>pixels</tt></i>[][]) &#8594; <tt>None</tt></code></td></tr><tr><td valign="top"><code><tt>glTexImage1Dui</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>target</tt></i>, <i><tt>level</tt></i>, <i><tt>internalformat</tt></i>, <i><tt>border</tt></i>, <i><tt>format</tt></i>, <i><tt>type</tt></i>, <i><tt>pixels</tt></i>[][]) &#8594; <tt>None</tt></code></td></tr><tr><td valign="top"><code><tt>glTexImage1Dus</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>target</tt></i>, <i><tt>level</tt></i>, <i><tt>internalformat</tt></i>, <i><tt>border</tt></i>, <i><tt>format</tt></i>, <i><tt>type</tt></i>, <i><tt>pixels</tt></i>[][]) &#8594; <tt>None</tt></code></td></tr></table></div><div class="refsect1" lang="en"><a name="glTexImage1D.3G-parameters"/><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><i><tt>target</tt></i></span></dt><dd>
						Specifies the target texture. Must be <tt>GL_TEXTURE_1D</tt> or
						<tt>GL_PROXY_TEXTURE_1D</tt>.
					</dd><dt><span class="term"><i><tt>level</tt></i></span></dt><dd>
						Specifies the level-of-detail number. Level 0 is the base image level. Level <i><tt>n</tt></i> is
						the <i><tt>n</tt></i>th mipmap reduction image.
					</dd><dt><span class="term"><i><tt>internalformat</tt></i></span></dt><dd>
						Specifies the number of color components in the texture. Must be 1, 2, 3, or 4, or one of the following
						symbolic constants: <tt>GL_ALPHA</tt>, <tt>GL_ALPHA4</tt>,
						<tt>GL_ALPHA8</tt>, <tt>GL_ALPHA12</tt>, <tt>GL_ALPHA16</tt>,
						<tt>GL_LUMINANCE</tt>, <tt>GL_LUMINANCE4</tt>, <tt>GL_LUMINANCE8</tt>,
						<tt>GL_LUMINANCE12</tt>, <tt>GL_LUMINANCE16</tt>,
						<tt>GL_LUMINANCE_ALPHA</tt>, <tt>GL_LUMINANCE4_ALPHA4</tt>,
						<tt>GL_LUMINANCE6_ALPHA2</tt>, <tt>GL_LUMINANCE8_ALPHA8</tt>,
						<tt>GL_LUMINANCE12_ALPHA4</tt>, <tt>GL_LUMINANCE12_ALPHA12</tt>,
						<tt>GL_LUMINANCE16_ALPHA16</tt>, <tt>GL_INTENSITY</tt>,
						<tt>GL_INTENSITY4</tt>, <tt>GL_INTENSITY8</tt>,
						<tt>GL_INTENSITY12</tt>, <tt>GL_INTENSITY16</tt>, <tt>GL_RGB</tt>,
						<tt>GL_R3_G3_B2</tt>, <tt>GL_RGB4</tt>, <tt>GL_RGB5</tt>,
						<tt>GL_RGB8</tt>, <tt>GL_RGB10</tt>, <tt>GL_RGB12</tt>,
						<tt>GL_RGB16</tt>, <tt>GL_RGBA</tt>, <tt>GL_RGBA2</tt>,
						<tt>GL_RGBA4</tt>, <tt>GL_RGB5_A1</tt>, <tt>GL_RGBA8</tt>,
						<tt>GL_RGB10_A2</tt>, <tt>GL_RGBA12</tt>, or <tt>GL_RGBA16</tt>.
					</dd><dt><span class="term"><i><tt>width</tt></i></span></dt><dd>
						Specifies the width of the texture image. Must be <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
								<mml:mrow>
									<mml:msup>
										<mml:mn>2</mml:mn>
										<mml:mi>n</mml:mi>
									</mml:msup>
									<mml:mo>+</mml:mo>
									<mml:mn>2</mml:mn>
									<mml:mo>(</mml:mo>
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							</mml:math> for some integer <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
								<mml:mi>n</mml:mi>
							</mml:math>. All implementations support texture images that are at least 64 texels wide. The height
						of the 1D texture image is 1.
					</dd><dt><span class="term"><i><tt>border</tt></i></span></dt><dd>
						Specifies the width of the border. Must be either 0 or 1.
					</dd><dt><span class="term"><i><tt>format</tt></i></span></dt><dd>
						Specifies the of the pixel data. The following symbolic values are accepted:
						<tt>GL_COLOR_INDEX</tt>, <tt>GL_RED</tt>, <tt>GL_GREEN</tt>,
						<tt>GL_BLUE</tt>, <tt>GL_ALPHA</tt>, <tt>GL_RGB</tt>,
						<tt>GL_BGR</tt>, <tt>GL_RGBA</tt>, <tt>GL_BGRA</tt>,
						<tt>GL_LUMINANCE</tt>, and <tt>GL_LUMINANCE_ALPHA</tt>.
					</dd><dt><span class="term"><i><tt>type</tt></i></span></dt><dd>
						Specifies the data type of the pixel data. The following symbolic values are accepted:
						<tt>GL_UNSIGNED_BYTE</tt>, <tt>GL_BYTE</tt>, <tt>GL_BITMAP</tt>,
						<tt>GL_UNSIGNED_SHORT</tt>, <tt>GL_SHORT</tt>,
						<tt>GL_UNSIGNED_INT</tt>, <tt>GL_INT</tt>, <tt>GL_FLOAT</tt>,
						<tt>GL_UNSIGNED_BYTE_3_3_2</tt>, <tt>GL_UNSIGNED_BYTE_2_3_3_REV</tt>,
						<tt>GL_UNSIGNED_SHORT_5_6_5</tt>, <tt>GL_UNSIGNED_SHORT_5_6_5_REV</tt>,
						<tt>GL_UNSIGNED_SHORT_4_4_4_4</tt>, <tt>GL_UNSIGNED_SHORT_4_4_4_4_REV</tt>,
						<tt>GL_UNSIGNED_SHORT_5_5_5_1</tt>, <tt>GL_UNSIGNED_SHORT_1_5_5_5_REV</tt>,
						<tt>GL_UNSIGNED_INT_8_8_8_8</tt>, <tt>GL_UNSIGNED_INT_8_8_8_8_REV</tt>,
						<tt>GL_UNSIGNED_INT_10_10_10_2</tt>, and <tt>GL_UNSIGNED_INT_2_10_10_10_REV</tt>.
					</dd><dt><span class="term"><i><tt>pixels</tt></i></span></dt><dd>
						Specifies a pointer to the image data in memory.
					</dd></dl></div></div><div class="refsect1" lang="en"><a name="glTexImage1D.3G-description"/><h2>Description</h2><p>
			Texturing maps a portion of a specified texture image onto each graphical primitive for which texturing is enabled. To
			enable and disable one-dimensional texturing, call <a href="glEnable.3G.xml"><tt>glEnable</tt></a> and <a href="glEnable.3G.xml"><tt>glDisable</tt></a> with argument <tt>GL_TEXTURE_1D</tt>.
		</p><p>
			Texture images are defined with <tt>glTexImage1D</tt>. The arguments describe the parameters of the texture
			image, such as width, width of the border, level-of-detail number (see <a href="glTexParameter.3G.xml">glTexParameter</a>), and the internal resolution and used to store the image. The last three arguments describe how the
			image is represented in memory; they are identical to the pixel formats used for <a href="glDrawPixels.3G.xml"><tt>glDrawPixels</tt></a>.
		</p><p>
			If <i><tt>target</tt></i> is <tt>GL_PROXY_TEXTURE_1D</tt>, no data is read from
			<i><tt>pixels</tt></i>, but all of the texture image state is recalculated, checked for consistency, and checked
			against the implementation's capabilities. If the implementation cannot handle a texture of the requested texture size,
			it sets all of the image state to 0, but does not generate an error (see <a href="glGetError.3G.xml">glGetError</a>). To query for an entire mipmap array, use an image array level greater than or equal to 1.
		</p><p>
			If <i><tt>target</tt></i> is <tt>GL_TEXTURE_1D</tt>, data is read from <i><tt>pixels</tt></i>
			as a sequence of signed or unsigned bytes, shorts, or longs, or single-precision floating-point values, depending on
			<i><tt>type</tt></i>. These values are grouped into sets of one, two, three, or four values, depending on
			<i><tt>format</tt></i>, to form elements. If <i><tt>type</tt></i> is <tt>GL_BITMAP</tt>, the
			data is considered as a string of unsigned bytes (and <i><tt>format</tt></i> must be
			<tt>GL_COLOR_INDEX</tt>). Each data byte is treated as eight 1-bit elements, with bit ordering determined
			by <tt>GL_UNPACK_LSB_FIRST</tt> (see <a href="glPixelStore.3G.xml">glPixelStore</a>).
		</p><p>
			The first element corresponds to the left end of the texture array. Subsequent elements progress left-to-right through
			the remaining texels in the texture array. The final element corresponds to the right end of the texture array.
		</p><p>
			<i><tt>format</tt></i> determines the composition of each element in <i><tt>pixels</tt></i>. It can
			assume one of eleven symbolic values:
		</p><div class="variablelist"><dl><dt><span class="term"><tt>GL_COLOR_INDEX</tt></span></dt><dd>
						Each element is a single value, a color index. The GL converts it to fixed point (with an unspecified
						number of zero bits to the right of the binary point), shifted left or right depending on the value and
						sign of <tt>GL_INDEX_SHIFT</tt>, and added to <tt>GL_INDEX_OFFSET</tt> (see
						<a href="glPixelTransfer.3G.xml">glPixelTransfer</a>). The resulting index is converted to a set of color components using the
						<tt>GL_PIXEL_MAP_I_TO_R</tt>, <tt>GL_PIXEL_MAP_I_TO_G</tt>,
						<tt>GL_PIXEL_MAP_I_TO_B</tt>, and <tt>GL_PIXEL_MAP_I_TO_A</tt> tables, and clamped
						to the range [0,1].
					</dd><dt><span class="term"><tt>GL_RED</tt></span></dt><dd>
						Each element is a single red component. The GL converts it to floating point and assembles it into an RGBA
						element by attaching 0 for green and blue, and 1 for alpha. Each component is then multiplied by the signed
						scale factor <tt>GL_c_SCALE</tt>, added to the signed bias <tt>GL_c_BIAS</tt>. and
						clamped to the range [0,1] (see <a href="glPixelTransfer.3G.xml">glPixelTransfer</a>).
					</dd><dt><span class="term"><tt>GL_GREEN</tt></span></dt><dd>
						Each element is a single green component. The GL converts it to floating point and assembles it into an
						RGBA element by attaching 0 for red and blue, and 1 for alpha. Each component is then multiplied by the
						signed scale factor <tt>GL_c_SCALE</tt>, added to the signed bias
						<tt>GL_c_BIAS</tt>, and clamped to the range [0,1] (see <a href="glPixelTransfer.3G.xml">glPixelTransfer</a>).
					</dd><dt><span class="term"><tt>GL_BLUE</tt></span></dt><dd>
						Each element is a single blue component. The GL converts it to floating point and assembles it into an RGBA
						element by attaching 0 for red and green, and 1 for alpha. Each component is then multiplied by the signed
						scale factor <tt>GL_c_SCALE</tt>, added to the signed bias <tt>GL_c_BIAS</tt>, and
						clamped to the range [0,1] (see <a href="glPixelTransfer.3G.xml">glPixelTransfer</a>).
					</dd><dt><span class="term"><tt>GL_ALPHA</tt></span></dt><dd>
						Each element is a single alpha component. The GL converts it to floating point and assembles it into an
						RGBA element by attaching 0 for red, green, and blue. Each component is then multiplied by the signed scale
						factor <tt>GL_c_SCALE</tt>, added to the signed bias <tt>GL_c_BIAS</tt>, and
						clamped to the range [0,1] (see <a href="glPixelTransfer.3G.xml">glPixelTransfer</a>).
					</dd><dt><span class="term"><tt>GL_BGR</tt>, </span><span class="term"><tt>GL_RGB</tt></span></dt><dd>
						Each element is an RGB triple. The GL converts it to floating point and assembles it into an RGBA element
						by attaching 1 for alpha. Each component is then multiplied by the signed scale factor
						<tt>GL_c_SCALE</tt>, added to the signed bias <tt>GL_c_BIAS</tt>, and clamped to
						the range [0,1] (see <a href="glPixelTransfer.3G.xml">glPixelTransfer</a>).
					</dd><dt><span class="term"><tt>GL_BGRA</tt>, </span><span class="term"><tt>GL_RGBA</tt></span></dt><dd>
						Each element contains all four components. Each component is then multiplied by the signed scale factor
						<tt>GL_c_SCALE</tt>, added to the signed bias <tt>GL_c_BIAS</tt>, and clamped to
						the range [0,1] (see <a href="glPixelTransfer.3G.xml">glPixelTransfer</a>).
					</dd><dt><span class="term"><tt>GL_LUMINANCE</tt></span></dt><dd>
						Each element is a single luminance value. The GL converts it to floating point, then assembles it into an
						RGBA element by replicating the luminance value three times for red, green, and blue and attaching 1 for
						alpha. Each component is then multiplied by the signed scale factor <tt>GL_c_SCALE</tt>, added
						to the signed bias <tt>GL_c_BIAS</tt>, and clamped to the range [0,1] (see <a href="glPixelTransfer.3G.xml">glPixelTransfer</a>).
					</dd><dt><span class="term"><tt>GL_LUMINANCE_ALPHA</tt></span></dt><dd>
						Each element is a luminance/alpha pair. The GL converts it to floating point, then assembles it into an
						RGBA element by replicating the luminance value three times for red, green, and blue. Each component is
						then multiplied by the signed scale factor <tt>GL_c_SCALE</tt>, added to the signed bias
						<tt>GL_c_BIAS</tt>, and clamped to the range [0,1] (see <a href="glPixelTransfer.3G.xml">glPixelTransfer</a>).
					</dd></dl></div><p>
			If an application wants to store the texture at a certain resolution or in a certain , it can request the resolution
			and with <i><tt>internalformat</tt></i>. The GL will choose an internal representation that closely approximates
			that requested by <i><tt>internalformat</tt></i>, but it may not match exactly. (The representations specified
			by <tt>GL_LUMINANCE</tt>, <tt>GL_LUMINANCE_ALPHA</tt>, <tt>GL_RGB</tt>, and
			<tt>GL_RGBA</tt> must match exactly. The numeric values 1, 2, 3, and 4 may also be used to specify the
			preceding representations.)
		</p><p>
			Use the <tt>GL_PROXY_TEXTURE_1D</tt> target to try out a resolution and the implementation will update and
			recompute its best match for the requested storage resolution and . To query this state, call <tt>glGetTexLevelParameter</tt>. If the texture cannot be accommodated, texture state is set to
			0.
		</p><p>
			A one-component texture image uses only the red component of the RGBA color from <i><tt>pixels</tt></i>. A
			two-component image uses the R and A values. A three-component image uses the R, G, and B values. A four-component
			image uses all of the RGBA components.
		</p></div><div class="refsect1" lang="en"><a name="glTexImage1D.3G-notes"/><h2>Notes</h2><p>
			Texturing has no effect in color index mode.
		</p><p>
			If the <tt>GL_ARB_imaging</tt> extension is supported, RGBA elements may also be processed by the imaging
			pipeline. The following stages may be applied to an RGBA color before color component clamping to the range [0,1]:
		</p><div class="orderedlist"><ol type="1"><li>
					Color component replacement by the color table specified for <tt>GL_COLOR_TABLE</tt>, if enabled.
					See <a href="glColorTable.3G.xml"><tt>glColorTable</tt></a>.
				</li><li><p>
					One-dimensional convolution filtering, if enabled. See <a href="glConvolutionFilter1D.3G.xml"><tt>glConvolutionFilter1D</tt></a>.
				</p><p>
					If a convolution filter changes the __width of the texture (by processing with a
					<tt>GL_CONVOLUTION_BORDER_MODE</tt> of <tt>GL_REDUCE</tt>, for example), the
					<i><tt>width</tt></i> must <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
							<mml:mrow>
								<mml:msup>
									<mml:mn>2</mml:mn>
									<mml:mi>n</mml:mi>
								</mml:msup>
								<mml:mo>+</mml:mo>
								<mml:mn>2</mml:mn>
								<mml:mo>(</mml:mo>
								<mml:mi>border</mml:mi>
								<mml:mo>)</mml:mo>
							</mml:mrow>
						</mml:math>, for some integer <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
							<mml:mi>n</mml:mi>
						</mml:math>, after filtering.
				</p></li><li>
					RGBA components may be multiplied by <tt>GL_POST_CONVOLUTION_c_SCALE</tt>, and added to
					<tt>GL_POST_CONVOLUTION_c_BIAS</tt>, if enabled. See <tt>glPixelTransfer</tt>.
				</li><li>
					Color component replacement by the color table specified for
					<tt>GL_POST_CONVOLUTION_COLOR_TABLE</tt>, if enabled. See <a href="glColorTable.3G.xml"><tt>glColorTable</tt></a>.
				</li><li>
					Transformation by the color matrix. See <a href="glMatrixMode.3G.xml"><tt>glMatrixMode</tt></a>.
				</li><li>
					RGBA components may be multiplied by <tt>GL_POST_COLOR_MATRIX_c_SCALE</tt>, and added to
					<tt>GL_POST_COLOR_MATRIX_c_BIAS</tt>, if enabled. See <tt>glPixelTransfer</tt>.
				</li><li>
					Color component replacement by the color table specified for
					<tt>GL_POST_COLOR_MATRIX_COLOR_TABLE</tt>, if enabled. See <a href="glColorTable.3G.xml"><tt>glColorTable</tt></a>.
				</li></ol></div><p>
			The texture image can be represented by the same data formats as the pixels in a <a href="glDrawPixels.3G.xml"><tt>glDrawPixels</tt></a> command, except that <tt>GL_STENCIL_INDEX</tt> and
			<tt>GL_DEPTH_COMPONENT</tt> cannot be used. <tt>glPixelStore</tt> and
			<tt>glPixelTransfer</tt> modes affect texture images in exactly the way they affect
			<a href="glDrawPixels.3G.xml"><tt>glDrawPixels</tt></a>.
		</p><p>
			<tt>GL_PROXY_TEXTURE_1D</tt> may be used only if the GL version is 1.1 or greater.
		</p><p>
			Internal formats other than 1, 2, 3, or 4 may be used only if the GL version is 1.1 or greater.
		</p><p>
			In GL version 1.1 or greater, <i><tt>pixels</tt></i> may be a <tt>NULL</tt> pointer. In this case
			texture memory is allocated to accommodate a texture of width <i><tt>width</tt></i>. You can then download
			subtextures to initialize the texture memory. The image is undefined if the program tries to apply an uninitialized
			portion of the texture image to a primitive.
		</p><p>
			Formats <tt>GL_BGR</tt>, and <tt>GL_BGRA</tt> and types
			<tt>GL_UNSIGNED_BYTE_3_3_2</tt>, <tt>GL_UNSIGNED_BYTE_2_3_3_REV</tt>,
			<tt>GL_UNSIGNED_SHORT_5_6_5</tt>, <tt>GL_UNSIGNED_SHORT_5_6_5_REV</tt>,
			<tt>GL_UNSIGNED_SHORT_4_4_4_4</tt>, <tt>GL_UNSIGNED_SHORT_4_4_4_4_REV</tt>,
			<tt>GL_UNSIGNED_SHORT_5_5_5_1</tt>, <tt>GL_UNSIGNED_SHORT_1_5_5_5_REV</tt>,
			<tt>GL_UNSIGNED_INT_8_8_8_8</tt>, <tt>GL_UNSIGNED_INT_8_8_8_8_REV</tt>,
			<tt>GL_UNSIGNED_INT_10_10_10_2</tt>, and <tt>GL_UNSIGNED_INT_2_10_10_10_REV</tt> are available
			only if the GL version is 1.2 or greater.
		</p><p>
			When the <tt>GL_ARB_multitexture</tt> extension is supported, <tt>glTexImage1D</tt> specifies
			the one-dimensional texture for the current texture unit, specified with <a href="glActiveTextureARB.3G.xml"><tt>glActiveTextureARB</tt></a>.
		</p></div><div class="refsect1" lang="en"><a name="glTexImage1D.3G-errors"/><h2>Errors</h2><p>
			<tt>GL_INVALID_ENUM</tt> is generated if <i><tt>target</tt></i> is not
			<tt>GL_TEXTURE_1D</tt> or <tt>GL_PROXY_TEXTURE_1D</tt>.
		</p><p>
			<tt>GL_INVALID_ENUM</tt> is generated if <i><tt>format</tt></i> is not an accepted constant. Format
			constants other than <tt>GL_STENCIL_INDEX</tt> and <tt>GL_DEPTH_COMPONENT</tt> are accepted.
		</p><p>
			<tt>GL_INVALID_ENUM</tt> is generated if <i><tt>type</tt></i> is not a type constant.
		</p><p>
			<tt>GL_INVALID_ENUM</tt> is generated if <i><tt>type</tt></i> is <tt>GL_BITMAP</tt> and
			<i><tt>format</tt></i> is not <tt>GL_COLOR_INDEX</tt>.
		</p><p>
			<tt>GL_INVALID_VALUE</tt> is generated if <i><tt>level</tt></i> is less than 0.
		</p><p>
			<tt>GL_INVALID_VALUE</tt> may be generated if <i><tt>level</tt></i> is greater than <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
					<mml:msub>
						<mml:mi>log</mml:mi>
						<mml:mn>2</mml:mn>
					</mml:msub>
				</mml:math><i><tt>max</tt></i>, where <i><tt>max</tt></i> is the returned value of
			<tt>GL_MAX_TEXTURE_SIZE</tt>.
		</p><p>
			<tt>GL_INVALID_VALUE</tt> is generated if <i><tt>internalformat</tt></i> is not 1, 2, 3, 4, or one
			of the accepted resolution and symbolic constants.
		</p><p>
			<tt>GL_INVALID_VALUE</tt> is generated if <i><tt>width</tt></i> is less than 0 or greater than 2 +
			<tt>GL_MAX_TEXTURE_SIZE</tt>, or if it cannot be represented as <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
					<mml:mrow>
						<mml:msup>
							<mml:mn>2</mml:mn>
							<mml:mi>n</mml:mi>
						</mml:msup>
						<mml:mo>+</mml:mo>
						<mml:mn>2</mml:mn>
						<mml:mo>(</mml:mo>
						<mml:mi>border</mml:mi>
						<mml:mo>)</mml:mo>
					</mml:mrow>
				</mml:math> for some integer value of <i><tt>n</tt></i>.
		</p><p>
			<tt>GL_INVALID_VALUE</tt> is generated if <i><tt>border</tt></i> is not 0 or 1.
		</p><p>
			<tt>GL_INVALID_OPERATION</tt> is generated if <tt>glTexImage1D</tt> is executed between the
			execution of <a href="glBegin.3G.xml"><tt>glBegin</tt></a> and the corresponding execution of <a href="glBegin.3G.xml"><tt>glEnd</tt></a>.
		</p><p>
			<tt>GL_INVALID_OPERATION</tt> is generated if <i><tt>type</tt></i> is one of
			<tt>GL_UNSIGNED_BYTE_3_3_2</tt>, <tt>GL_UNSIGNED_BYTE_2_3_3_REV</tt>,
			<tt>GL_UNSIGNED_SHORT_5_6_5</tt>, or <tt>GL_UNSIGNED_SHORT_5_6_5_REV</tt> and
			<i><tt>format</tt></i> is not <tt>GL_RGB</tt>.
		</p><p>
			<tt>GL_INVALID_OPERATION</tt> is generated if <i><tt>type</tt></i> is one of
			<tt>GL_UNSIGNED_SHORT_4_4_4_4</tt>, <tt>GL_UNSIGNED_SHORT_4_4_4_4_REV</tt>,
			<tt>GL_UNSIGNED_SHORT_5_5_5_1</tt>, <tt>GL_UNSIGNED_SHORT_1_5_5_5_REV</tt>,
			<tt>GL_UNSIGNED_INT_8_8_8_8</tt>, <tt>GL_UNSIGNED_INT_8_8_8_8_REV</tt>,
			<tt>GL_UNSIGNED_INT_10_10_10_2</tt>, or <tt>GL_UNSIGNED_INT_2_10_10_10_REV</tt> and
			<i><tt>format</tt></i> is neither <tt>GL_RGBA</tt> nor <tt>GL_BGRA</tt>.
		</p></div><div class="refsect1" lang="en"><a name="glTexImage1D.3G-associated_gets"/><h2>Associated Gets</h2><p>
			<a href="glGetTexImage.3G.xml"><tt>glGetTexImage</tt></a>
		</p><p>
			<a href="glIsEnabled.3G.xml"><tt>glIsEnabled</tt></a> with argument <tt>GL_TEXTURE_1D</tt>
		</p></div><div class="refsect1" lang="en"><a name="glTexImage1D.3G-see_also"/><h2>See Also</h2><p>
			<span class="simplelist"><a href="glActiveTextureARB.3G.xml">glActiveTextureARB</a>, <a href="glColorTable.3G.xml">glColorTable</a>, <a href="glConvolutionFilter1D.3G.xml">glConvolutionFilter1D</a>, <a href="glCopyPixels.3G.xml">glCopyPixels</a>, <a href="glCopyTexImage1D.3G.xml">glCopyTexImage1D</a>, <a href="glCopyTexImage2D.3G.xml">glCopyTexImage2D</a>, <a href="glCopyTexSubImage1D.3G.xml">glCopyTexSubImage1D</a>, <a href="glCopyTexSubImage2D.3G.xml">glCopyTexSubImage2D</a>, <a href="glCopyTexSubImage3D.3G.xml">glCopyTexSubImage3D</a>, <a href="glDrawPixels.3G.xml">glDrawPixels</a>, <a href="glMatrixMode.3G.xml">glMatrixMode</a>, <a href="glPixelStore.3G.xml">glPixelStore</a>, <a href="glPixelTransfer.3G.xml">glPixelTransfer</a>, <a href="glTexEnv.3G.xml">glTexEnv</a>, <a href="glTexGen.3G.xml">glTexGen</a>, <a href="glTexImage2D.3G.xml">glTexImage2D</a>, <a href="glTexImage3D.3G.xml">glTexImage3D</a>, <a href="glTexSubImage1D.3G.xml">glTexSubImage1D</a>, <a href="glTexSubImage2D.3G.xml">glTexSubImage2D</a>, <a href="glTexSubImage3D.3G.xml">glTexSubImage3D</a>, <a href="glTexParameter.3G.xml">glTexParameter</a></span>
		</p></div></div><div class="navfooter"><hr/><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="glTexGen.3G.xml">Prev</a> </td><td width="20%" align="center"><a accesskey="u" href="reference-GL.xml">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="glTexImage2D.3G.xml">Next</a></td></tr><tr><td width="40%" align="left" valign="top">glTexGen </td><td width="20%" align="center"><a accesskey="h" href="index.xml">Home</a></td><td width="40%" align="right" valign="top"> glTexImage2D</td></tr></table></div></body></html>
