## Name

glTexImage3D — specify a three-dimensional texture image

## C Specification

`void glTexImage3D(` | GLenum target,
| GLint level,
| GLint internalFormat,
| GLsizei width,
| GLsizei height,
| GLsizei depth,
| GLint border,
| GLenum format,
| GLenum type,
| const GLvoid * data`)`;

## Parameters

`target`

  Specifies the target texture. Must be one of `GL_TEXTURE_3D`, `GL_PROXY_TEXTURE_3D`, `GL_TEXTURE_2D_ARRAY` or `GL_PROXY_TEXTURE_2D_ARRAY`.

`level`

  Specifies the level-of-detail number. Level 0 is the base image level. Level n is the n th mipmap reduction image.

`internalFormat`

  Specifies the number of color components in the texture. Must be one of base internal formats given in Table 1, one of the sized internal formats given in Table 2, or one of the compressed internal formats given in Table 3, below.

`width`

  Specifies the width of the texture image. All implementations support 3D texture images that are at least 16 texels wide.

`height`

  Specifies the height of the texture image. All implementations support 3D texture images that are at least 256 texels high.

`depth`

  Specifies the depth of the texture image, or the number of layers in a texture array. All implementations support 3D texture images that are at least 256 texels deep, and texture arrays that are at least 256 layers deep.

`border`

  This value must be 0.

`format`

  Specifies the format of the pixel data. The following symbolic values are accepted: `GL_RED`, `GL_RG`, `GL_RGB`, `GL_BGR`, `GL_RGBA`, `GL_BGRA`, `GL_RED_INTEGER`, `GL_RG_INTEGER`, `GL_RGB_INTEGER`, `GL_BGR_INTEGER`, `GL_RGBA_INTEGER`, `GL_BGRA_INTEGER`, `GL_STENCIL_INDEX`, `GL_DEPTH_COMPONENT`, `GL_DEPTH_STENCIL`.

`type`

  Specifies the data type of the pixel data. The following symbolic values are accepted: `GL_UNSIGNED_BYTE`, `GL_BYTE`, `GL_UNSIGNED_SHORT`, `GL_SHORT`, `GL_UNSIGNED_INT`, `GL_INT`, `GL_FLOAT`, `GL_UNSIGNED_BYTE_3_3_2`, `GL_UNSIGNED_BYTE_2_3_3_REV`, `GL_UNSIGNED_SHORT_5_6_5`, `GL_UNSIGNED_SHORT_5_6_5_REV`, `GL_UNSIGNED_SHORT_4_4_4_4`, `GL_UNSIGNED_SHORT_4_4_4_4_REV`, `GL_UNSIGNED_SHORT_5_5_5_1`, `GL_UNSIGNED_SHORT_1_5_5_5_REV`, `GL_UNSIGNED_INT_8_8_8_8`, `GL_UNSIGNED_INT_8_8_8_8_REV`, `GL_UNSIGNED_INT_10_10_10_2`, and `GL_UNSIGNED_INT_2_10_10_10_REV`.

`data`

  Specifies a pointer to the image data in memory.

## Description

Texturing maps a portion of a specified texture image onto each graphical primitive for which texturing is enabled. To enable and disable three-dimensional texturing, call glEnable and `glDisable` with argument `GL_TEXTURE_3D`.

To define texture images, call `glTexImage3D`. The arguments describe the parameters of the texture image, such as height, width, depth, width of the border, level-of-detail number (see glTexParameter), and number of color components provided. The last three arguments describe how the image is represented in memory.

If `target` is `GL_PROXY_TEXTURE_3D`, no data is read from `data`, 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 glGetError). To query for an entire mipmap array, use an image array level greater than or equal to 1.

If `target` is `GL_TEXTURE_3D`, data is read from `data` as a sequence of signed or unsigned bytes, shorts, or longs, or single-precision floating-point values, depending on `type`. These values are grouped into sets of one, two, three, or four values, depending on `format`, to form elements. Each data byte is treated as eight 1-bit elements, with bit ordering determined by `GL_UNPACK_LSB_FIRST` (see glPixelStore).

If a non-zero named buffer object is bound to the `GL_PIXEL_UNPACK_BUFFER` target (see glBindBuffer) while a texture image is specified, `data` is treated as a byte offset into the buffer object's data store.

The first element corresponds to the lower left corner of the texture image. Subsequent elements progress left-to-right through the remaining texels in the lowest row of the texture image, and then in successively higher rows of the texture image. The final element corresponds to the upper right corner of the texture image.

`format` determines the composition of each element in `data`. It can assume one of these symbolic values:

`GL_RED`

  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 clamped to the range [0,1].

`GL_RG`

  Each element is a red and green pair. The GL converts each to floating point and assembles it into an RGBA element by attaching 0 for blue, and 1 for alpha. Each component is clamped to the range [0,1].

`GL_RGB`, `GL_BGR`

  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 clamped to the range [0,1].

`GL_RGBA`, `GL_BGRA`

  Each element contains all four components. Each component is clamped to the range [0,1].

If an application wants to store the texture at a certain resolution or in a certain format, it can request the resolution and format with `internalFormat`. The GL will choose an internal representation that closely approximates that requested by `internalFormat`, but it may not match exactly. (The representations specified by `GL_RED`, `GL_RG`, `GL_RGB`, and `GL_RGBA` must match exactly.)

`internalFormat` may be one of the base internal formats shown in Table 1, below

Table 1. Base Internal Formats

Base Internal Format | RGBA, Depth and Stencil Values | Internal Components
--- | --- | ---
`GL_DEPTH_COMPONENT` | Depth | D
`GL_DEPTH_STENCIL` | Depth, Stencil | D, S
`GL_RED` | Red | R
`GL_RG` | Red, Green | R, G
`GL_RGB` | Red, Green, Blue | R, G, B
`GL_RGBA` | Red, Green, Blue, Alpha | R, G, B, A

`internalFormat` may also be one of the sized internal formats shown in Table 2, below

Table 2. Sized Internal Formats

Sized Internal Format | Base Internal Format | Red Bits | Green Bits | Blue Bits | Alpha Bits | Shared Bits
--- | --- | --- | --- | --- | --- | ---
`GL_R8` | `GL_RED` | 8 |  |  |  |
`GL_R8_SNORM` | `GL_RED` | s8 |  |  |  |
`GL_R16` | `GL_RED` | 16 |  |  |  |
`GL_R16_SNORM` | `GL_RED` | s16 |  |  |  |
`GL_RG8` | `GL_RG` | 8 | 8 |  |  |
`GL_RG8_SNORM` | `GL_RG` | s8 | s8 |  |  |
`GL_RG16` | `GL_RG` | 16 | 16 |  |  |
`GL_RG16_SNORM` | `GL_RG` | s16 | s16 |  |  |
`GL_R3_G3_B2` | `GL_RGB` | 3 | 3 | 2 |  |
`GL_RGB4` | `GL_RGB` | 4 | 4 | 4 |  |
`GL_RGB5` | `GL_RGB` | 5 | 5 | 5 |  |
`GL_RGB8` | `GL_RGB` | 8 | 8 | 8 |  |
`GL_RGB8_SNORM` | `GL_RGB` | s8 | s8 | s8 |  |
`GL_RGB10` | `GL_RGB` | 10 | 10 | 10 |  |
`GL_RGB12` | `GL_RGB` | 12 | 12 | 12 |  |
`GL_RGB16_SNORM` | `GL_RGB` | 16 | 16 | 16 |  |
`GL_RGBA2` | `GL_RGB` | 2 | 2 | 2 | 2 |
`GL_RGBA4` | `GL_RGB` | 4 | 4 | 4 | 4 |
`GL_RGB5_A1` | `GL_RGBA` | 5 | 5 | 5 | 1 |
`GL_RGBA8` | `GL_RGBA` | 8 | 8 | 8 | 8 |
`GL_RGBA8_SNORM` | `GL_RGBA` | s8 | s8 | s8 | s8 |
`GL_RGB10_A2` | `GL_RGBA` | 10 | 10 | 10 | 2 |
`GL_RGB10_A2UI` | `GL_RGBA` | ui10 | ui10 | ui10 | ui2 |
`GL_RGBA12` | `GL_RGBA` | 12 | 12 | 12 | 12 |
`GL_RGBA16` | `GL_RGBA` | 16 | 16 | 16 | 16 |
`GL_SRGB8` | `GL_RGB` | 8 | 8 | 8 |  |
`GL_SRGB8_ALPHA8` | `GL_RGBA` | 8 | 8 | 8 | 8 |
`GL_R16F` | `GL_RED` | f16 |  |  |  |
`GL_RG16F` | `GL_RG` | f16 | f16 |  |  |
`GL_RGB16F` | `GL_RGB` | f16 | f16 | f16 |  |
`GL_RGBA16F` | `GL_RGBA` | f16 | f16 | f16 | f16 |
`GL_R32F` | `GL_RED` | f32 |  |  |  |
`GL_RG32F` | `GL_RG` | f32 | f32 |  |  |
`GL_RGB32F` | `GL_RGB` | f32 | f32 | f32 |  |
`GL_RGBA32F` | `GL_RGBA` | f32 | f32 | f32 | f32 |
`GL_R11F_G11F_B10F` | `GL_RGB` | f11 | f11 | f10 |  |
`GL_RGB9_E5` | `GL_RGB` | 9 | 9 | 9 |  | 5
`GL_R8I` | `GL_RED` | i8 |  |  |  |
`GL_R8UI` | `GL_RED` | ui8 |  |  |  |
`GL_R16I` | `GL_RED` | i16 |  |  |  |
`GL_R16UI` | `GL_RED` | ui16 |  |  |  |
`GL_R32I` | `GL_RED` | i32 |  |  |  |
`GL_R32UI` | `GL_RED` | ui32 |  |  |  |
`GL_RG8I` | `GL_RG` | i8 | i8 |  |  |
`GL_RG8UI` | `GL_RG` | ui8 | ui8 |  |  |
`GL_RG16I` | `GL_RG` | i16 | i16 |  |  |
`GL_RG16UI` | `GL_RG` | ui16 | ui16 |  |  |
`GL_RG32I` | `GL_RG` | i32 | i32 |  |  |
`GL_RG32UI` | `GL_RG` | ui32 | ui32 |  |  |
`GL_RGB8I` | `GL_RGB` | i8 | i8 | i8 |  |
`GL_RGB8UI` | `GL_RGB` | ui8 | ui8 | ui8 |  |
`GL_RGB16I` | `GL_RGB` | i16 | i16 | i16 |  |
`GL_RGB16UI` | `GL_RGB` | ui16 | ui16 | ui16 |  |
`GL_RGB32I` | `GL_RGB` | i32 | i32 | i32 |  |
`GL_RGB32UI` | `GL_RGB` | ui32 | ui32 | ui32 |  |
`GL_RGBA8I` | `GL_RGBA` | i8 | i8 | i8 | i8 |
`GL_RGBA8UI` | `GL_RGBA` | ui8 | ui8 | ui8 | ui8 |
`GL_RGBA16I` | `GL_RGBA` | i16 | i16 | i16 | i16 |
`GL_RGBA16UI` | `GL_RGBA` | ui16 | ui16 | ui16 | ui16 |
`GL_RGBA32I` | `GL_RGBA` | i32 | i32 | i32 | i32 |
`GL_RGBA32UI` | `GL_RGBA` | ui32 | ui32 | ui32 | ui32 |

Finally, `internalFormat` may also be one of the generic or compressed compressed texture formats shown in Table 3 below

Table 3. Compressed Internal Formats

Compressed Internal Format | Base Internal Format | Type
--- | --- | ---
`GL_COMPRESSED_RED` | `GL_RED` | Generic
`GL_COMPRESSED_RG` | `GL_RG` | Generic
`GL_COMPRESSED_RGB` | `GL_RGB` | Generic
`GL_COMPRESSED_RGBA` | `GL_RGBA` | Generic
`GL_COMPRESSED_SRGB` | `GL_RGB` | Generic
`GL_COMPRESSED_SRGB_ALPHA` | `GL_RGBA` | Generic
`GL_COMPRESSED_RED_RGTC1` | `GL_RED` | Specific
`GL_COMPRESSED_SIGNED_RED_RGTC1` | `GL_RED` | Specific
`GL_COMPRESSED_RG_RGTC2` | `GL_RG` | Specific
`GL_COMPRESSED_SIGNED_RG_RGTC2` | `GL_RG` | Specific
`GL_COMPRESSED_RGBA_BPTC_UNORM` | `GL_RGBA` | Specific
`GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM` | `GL_RGBA` | Specific
`GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT` | `GL_RGB` | Specific
`GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT` | `GL_RGB` | Specific

If the `internalFormat` parameter is one of the generic compressed formats, `GL_COMPRESSED_RED`, `GL_COMPRESSED_RG`, `GL_COMPRESSED_RGB`, or `GL_COMPRESSED_RGBA`, the GL will replace the internal format with the symbolic constant for a specific internal format and compress the texture before storage. If no corresponding internal format is available, or the GL can not compress that image for any reason, the internal format is instead replaced with a corresponding base internal format.

If the `internalFormat` parameter is `GL_SRGB`, `GL_SRGB8`, `GL_SRGB_ALPHA`, or `GL_SRGB8_ALPHA8`, the texture is treated as if the red, green, blue, or luminance components are encoded in the sRGB color space. Any alpha component is left unchanged. The conversion from the sRGB encoded component c s to a linear component c l is:

c l = { c s 12.92 if c s ≤ 0.04045 ( c s + 0.055 1.055 ) 2.4 if c s > 0.04045

Assume c s is the sRGB component in the range [0,1].

Use the `GL_PROXY_TEXTURE_3D` target to try out a resolution and format. The implementation will update and recompute its best match for the requested storage resolution and format. To then query this state, call glGetTexLevelParameter. If the texture cannot be accommodated, texture state is set to 0.

A one-component texture image uses only the red component of the RGBA color extracted from `data`. 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.

## Notes

The glPixelStore mode affects texture images.

`data` may be a null pointer. In this case texture memory is allocated to accommodate a texture of width `width`, height `height`, and depth `depth`. You can then download subtextures to initialize this texture memory. The image is undefined if the user tries to apply an uninitialized portion of the texture image to a primitive.

`glTexImage3D` specifies the three-dimensional texture for the current texture unit, specified with glActiveTexture.

`GL_STENCIL_INDEX` may be used for `format` only if the GL version is 4.4 or higher.

## Errors

`GL_INVALID_ENUM` is generated if `target` is not `GL_TEXTURE_3D` or `GL_PROXY_TEXTURE_3D`.

`GL_INVALID_ENUM` is generated if `format` is not an accepted format constant. Format constants other than `GL_STENCIL_INDEX` and `GL_DEPTH_COMPONENT` are accepted.

`GL_INVALID_ENUM` is generated if `type` is not a type constant.

`GL_INVALID_VALUE` is generated if `level` is less than 0.

`GL_INVALID_VALUE` may be generated if `level` is greater than log 2 ⁡ max , where max is the returned value of `GL_MAX_TEXTURE_SIZE`.

`GL_INVALID_VALUE` is generated if `internalFormat` is not one of the accepted resolution and format symbolic constants.

`GL_INVALID_VALUE` is generated if `width`, `height`, or `depth` is less than 0 or greater than `GL_MAX_TEXTURE_SIZE`.

`GL_INVALID_VALUE` is generated if `border` is not 0.

`GL_INVALID_OPERATION` is generated if `type` is one of `GL_UNSIGNED_BYTE_3_3_2`, `GL_UNSIGNED_BYTE_2_3_3_REV`, `GL_UNSIGNED_SHORT_5_6_5`, or `GL_UNSIGNED_SHORT_5_6_5_REV` and `format` is not `GL_RGB`.

`GL_INVALID_OPERATION` is generated if `type` is one of `GL_UNSIGNED_SHORT_4_4_4_4`, `GL_UNSIGNED_SHORT_4_4_4_4_REV`, `GL_UNSIGNED_SHORT_5_5_5_1`, `GL_UNSIGNED_SHORT_1_5_5_5_REV`, `GL_UNSIGNED_INT_8_8_8_8`, `GL_UNSIGNED_INT_8_8_8_8_REV`, `GL_UNSIGNED_INT_10_10_10_2`, or `GL_UNSIGNED_INT_2_10_10_10_REV` and `format` is neither `GL_RGBA` nor `GL_BGRA`.

`GL_INVALID_OPERATION` is generated if `format` or `internalFormat` is `GL_DEPTH_COMPONENT`, `GL_DEPTH_COMPONENT16`, `GL_DEPTH_COMPONENT24`, or `GL_DEPTH_COMPONENT32`.

`GL_INVALID_OPERATION` is generated if a non-zero buffer object name is bound to the `GL_PIXEL_UNPACK_BUFFER` target and the buffer object's data store is currently mapped.

`GL_INVALID_OPERATION` is generated if a non-zero buffer object name is bound to the `GL_PIXEL_UNPACK_BUFFER` target and the data would be unpacked from the buffer object such that the memory reads required would exceed the data store size.

`GL_INVALID_OPERATION` is generated if a non-zero buffer object name is bound to the `GL_PIXEL_UNPACK_BUFFER` target and `data` is not evenly divisible into the number of bytes needed to store in memory a datum indicated by `type`.

## Associated Gets

glGetTexImage

glGet with argument `GL_PIXEL_UNPACK_BUFFER_BINDING`

## Version Support

| OpenGL Version
--- | ---
Function / Feature Name | 2.0 | 2.1 | 3.0 | 3.1 | 3.2 | 3.3 | 4.0 | 4.1 | 4.2 | 4.3 | 4.4 | 4.5
`glTexImage3D` | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔

## See Also

glActiveTexture, glCompressedTexImage1D, glCompressedTexImage2D, glCompressedTexImage3D, glCompressedTexSubImage1D, glCompressedTexSubImage2D, glCompressedTexSubImage3D, glCopyTexImage1D, glCopyTexImage2D, glCopyTexSubImage1D, glCopyTexSubImage2D, glCopyTexSubImage3D, glGetCompressedTexImage, glPixelStore, glTexImage1D, glTexImage2D, glTexSubImage1D, glTexSubImage2D, glTexSubImage3D, glTexParameter

## Copyright

Copyright © 1991-2006 Silicon Graphics, Inc. Copyright © 2011-2014 Khronos Group. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.