| Extracted from Pike v7.8 release 866 at 2016-04-05.

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GL

# Method GL.glTexParameter()

Method glTexParameter

  `void glTexParameter(int target, int pname, float|int|array(float|int) param)`

Description

  Texture mapping is a technique that applies an image onto an object's surface as if the image were a decal or cellophane shrink-wrap. The image is created in texture space, with an (s, t) coordinate system. A texture is a one- or two-dimensional image and a set of parameters that determine how samples are derived from the image.

  glTexParameter assigns the value or values in params to the texture parameter specified as pname. target defines the target texture, either GL_TEXTURE_1D or GL_TEXTURE_2D . The following symbols are accepted in pname:

  GL_TEXTURE_MIN_FILTER

  The texture minifying function is used whenever the pixel being textured maps to an area greater than one texture element. There are six defined minifying functions. Two of them use the nearest one or nearest four texture elements to compute the texture value. The other four use mipmaps. A mipmap is an ordered set of arrays representing the same image at progressively lower resolutions. If the texture has dimensions 2 sup n times 2 sup m, there are bold max ( n, m ) + 1 mipmaps. The first mipmap is the original texture, with dimensions 2 sup n times 2 sup m. Each subsequent mipmap has dimensions 2 sup { k - 1 } times 2 sup { l - 1 }, where 2 sup k times 2 sup l are the dimensions of the previous mipmap, until either k = 0 or l=0. At that point, subsequent mipmaps have dimension 1 times 2 sup { l - 1 } or 2 sup { k - 1} times 1 until the final mipmap, which has dimension 1 times 1. To define the mipmaps, call glTexImage1D , glTexImage2D , glCopyTexImage1D , or glCopyTexImage2D with the level argument indicating the order of the mipmaps. Level 0 is the original texture; level bold max ( n, m ) is the final 1 times 1 mipmap. params supplies a function for minifying the texture as one of the following: .RS 10

  GL_NEAREST | Returns the value of the texture element that is nearest (in Manhattan distance) to the center of the pixel being textured.
  GL_LINEAR | Returns the weighted average of the four texture elements that are closest to the center of the pixel being textured. These can include border texture elements, depending on the values of GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T , and on the exact mapping.
  GL_NEAREST_MIPMAP_NEAREST | Chooses the mipmap that most closely matches the size of the pixel being textured and uses the GL_NEAREST criterion (the texture element nearest to the center of the pixel) to produce a texture value.
  GL_LINEAR_MIPMAP_NEAREST | Chooses the mipmap that most closely matches the size of the pixel being textured and uses the GL_LINEAR criterion (a weighted average of the four texture elements that are closest to the center of the pixel) to produce a texture value.
  GL_NEAREST_MIPMAP_LINEAR | Chooses the two mipmaps that most closely match the size of the pixel being textured and uses the GL_NEAREST criterion (the texture element nearest to the center of the pixel) to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.

  GL_LINEAR_MIPMAP_LINEAR

  Chooses the two mipmaps that most closely match the size of the pixel being textured and uses the GL_LINEAR criterion (a weighted average of the four texture elements that are closest to the center of the pixel) to produce a texture value from each mipmap. The final texture value is a weighted average of those two values. .RE As more texture elements are sampled in the minification process, fewer aliasing artifacts will be apparent. While the GL_NEAREST and GL_LINEAR minification functions can be faster than the other four, they sample only one or four texture elements to determine the texture value of the pixel being rendered and can produce moire patterns or ragged transitions. The initial value of GL_TEXTURE_MIN_FILTER is GL_NEAREST_MIPMAP_LINEAR .

  GL_TEXTURE_MAG_FILTER

  The texture magnification function is used when the pixel being textured maps to an area less than or equal to one texture element. It sets the texture magnification function to either GL_NEAREST or GL_LINEAR (see below). GL_NEAREST is generally faster than GL_LINEAR , but it can produce textured images with sharper edges because the transition between texture elements is not as smooth. The initial value of GL_TEXTURE_MAG_FILTER is GL_LINEAR . .RS 10

  GL_NEAREST | Returns the value of the texture element that is nearest (in Manhattan distance) to the center of the pixel being textured.
  GL_LINEAR | Returns the weighted average of the four texture elements that are closest to the center of the pixel being textured. These can include border texture elements, depending on the values of GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T , and on the exact mapping.

  .RE

  GL_TEXTURE_WRAP_S

  Sets the wrap parameter for texture coordinate s to either GL_CLAMP or GL_REPEAT . GL_CLAMP causes s coordinates to be clamped to the range [0,1] and is useful for preventing wrapping artifacts when mapping a single image onto an object. GL_REPEAT causes the integer part of the s coordinate to be ignored; the GL uses only the fractional part, thereby creating a repeating pattern. Border texture elements are accessed only if wrapping is set to GL_CLAMP . Initially, GL_TEXTURE_WRAP_S is set to GL_REPEAT .

  GL_TEXTURE_WRAP_T | Sets the wrap parameter for texture coordinate t to either GL_CLAMP or GL_REPEAT . See the discussion under GL_TEXTURE_WRAP_S . Initially, GL_TEXTURE_WRAP_T is set to GL_REPEAT .
  GL_TEXTURE_BORDER_COLOR | Sets a border color. params contains four values that comprise the RGBA color of the texture border. Integer color components are interpreted linearly such that the most positive integer maps to 1.0, and the most negative integer maps to -1.0. The values are clamped to the range [0,1] when they are specified. Initially, the border color is (0, 0, 0, 0).
  GL_TEXTURE_PRIORITY | Specifies the texture residence priority of the currently bound texture. Permissible values are in the range [0,\ 1]. See glPrioritizeTextures and glBindTexture for more information.

Parameter `target`

  Specifies the target texture, which must be either GL_TEXTURE_1D or GL_TEXTURE_2D .

Parameter `pname`

  Specifies the symbolic name of a single-valued texture parameter. pname can be one of the following: GL_TEXTURE_MIN_FILTER , GL_TEXTURE_MAG_FILTER , GL_TEXTURE_WRAP_S , GL_TEXTURE_WRAP_T , or GL_TEXTURE_PRIORITY .

Parameter `param`

  Specifies the value of pname.

Parameter `target`

  Specifies the target texture, which must be either GL_TEXTURE_1D or GL_TEXTURE_2D .

Parameter `pname`

  Specifies the symbolic name of a texture parameter. pname can be one of the following: GL_TEXTURE_MIN_FILTER , GL_TEXTURE_MAG_FILTER , GL_TEXTURE_WRAP_S , GL_TEXTURE_WRAP_T , GL_TEXTURE_BORDER_COLOR , or GL_TEXTURE_PRIORITY .

Parameter `params`

  Specifies a pointer to an array where the value or values of pname are stored.

Throws

  GL_INVALID_ENUM is generated if target or pname is not one of the accepted defined values.

  GL_INVALID_ENUM is generated if params should have a defined constant value (based on the value of pname) and does not.

  GL_INVALID_OPERATION is generated if glTexParameter is executed between the execution of glBegin and the corresponding execution of glEnd .