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glTexParameter

Name

glTexParameter — set texture parameters

C Specification

void glTexParameterf( GLenum target,
  GLenum pname,
  GLfloat param);
 
void glTexParameteri( GLenum target,
  GLenum pname,
  GLint param);
 
void glTexParameterfv( GLenum target,
  GLenum pname,
  const GLfloat * params);
 
void glTexParameteriv( GLenum target,
  GLenum pname,
  const GLint * params);
 

Parameters

target

Specifies the target texture, which must be either GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_2D_ARRAY, or GL_TEXTURE_CUBE_MAP.

pname

Specifies the symbolic name of a single-valued texture parameter. pname can be one of the following: GL_DEPTH_STENCIL_TEXTURE_MODE, GL_TEXTURE_BASE_LEVEL, GL_TEXTURE_COMPARE_FUNC, GL_TEXTURE_COMPARE_MODE, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_LOD, GL_TEXTURE_MAX_LOD, GL_TEXTURE_MAX_LEVEL, GL_TEXTURE_SWIZZLE_R, GL_TEXTURE_SWIZZLE_G, GL_TEXTURE_SWIZZLE_B, GL_TEXTURE_SWIZZLE_A, GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, or GL_TEXTURE_WRAP_R.

param

Specifies the value of pname.

params

For the vector commands, specifies a pointer to an array where the value or values of pname are stored.

Description

glTexParameter assigns the value or values in params to the texture parameter specified as pname. target defines the target texture, either GL_TEXTURE_2D, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_2D_ARRAY, or GL_TEXTURE_3D. The following symbols are accepted in pname:

GL_DEPTH_STENCIL_TEXTURE_MODE

Specifies the mode used to read from depth-stencil format textures. params must be one of GL_DEPTH_COMPONENT or GL_STENCIL_INDEX. If the depth stencil mode is GL_DEPTH_COMPONENT, then reads from depth-stencil format textures will return the depth component of the texel in Rt and the stencil component will be discarded. If the depth stencil mode is GL_STENCIL_INDEX then the stencil component is returned in Rt and the depth component is discarded. The initial value is GL_DEPTH_COMPONENT.

GL_TEXTURE_BASE_LEVEL

Specifies the index of the lowest defined mipmap level. This is an integer value. The initial value is 0.

GL_TEXTURE_COMPARE_FUNC

Specifies the comparison operator used when GL_TEXTURE_COMPARE_MODE is set to GL_COMPARE_REF_TO_TEXTURE. Permissible values are:

Texture Comparison Function Computed result
GL_LEQUAL result = 1.0 0.0 ⁢   r <= D t r > D t
GL_GEQUAL result = 1.0 0.0 ⁢   r >= D t r < D t
GL_LESS result = 1.0 0.0 ⁢   r < D t r >= D t
GL_GREATER result = 1.0 0.0 ⁢   r > D t r <= D t
GL_EQUAL result = 1.0 0.0 ⁢   r = D t r D t
GL_NOTEQUAL result = 1.0 0.0 ⁢   r D t r = D t
GL_ALWAYS result = 1.0
GL_NEVER result = 0.0

where r is the current interpolated texture coordinate, and D t is the depth texture value sampled from the currently bound depth texture. result is assigned to the the red channel.

GL_TEXTURE_COMPARE_MODE

Specifies the texture comparison mode for currently bound depth textures. That is, a texture whose internal format is GL_DEPTH_COMPONENT_*; see glTexImage2D) Permissible values are:

GL_COMPARE_REF_TO_TEXTURE

Specifies that the interpolated and clamped r texture coordinate should be compared to the value in the currently bound depth texture. See the discussion of GL_TEXTURE_COMPARE_FUNC for details of how the comparison is evaluated. The result of the comparison is assigned to the red channel.

GL_NONE

Specifies that the red channel should be assigned the appropriate value from the currently bound depth texture.

GL_TEXTURE_MIN_FILTER

The texture minifying function is used whenever the level-of-detail function used when sampling from the texture determines that the texture should be minified. There are six defined minifying functions. Two of them use either the nearest texture elements or a weighted average of multiple 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 n × 2 m , there are max n m + 1 mipmaps. The first mipmap is the original texture, with dimensions 2 n × 2 m . Each subsequent mipmap has dimensions 2 k - 1 × 2 l - 1 , where 2 k × 2 l are the dimensions of the previous mipmap, until either k = 0 or l = 0 . At that point, subsequent mipmaps have dimension 1 × 2 l - 1 or 2 k - 1 × 1 until the final mipmap, which has dimension 1 × 1 . To define the mipmaps, call glTexImage2D, glTexImage3D, or glCopyTexImage2D with the level argument indicating the order of the mipmaps. Level 0 is the original texture; level max n m is the final 1 × 1 mipmap.

params supplies a function for minifying the texture as one of the following:

GL_NEAREST

Returns the value of the texture element that is nearest (in Manhattan distance) to the specified texture coordinates.

GL_LINEAR

Returns the weighted average of the four texture elements that are closest to the specified texture coordinates. These can include items wrapped or repeated from other parts of a texture, 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 closest to the specified texture coordinates) 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 specified texture coordinates) 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 closest to the specified texture coordinates ) 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 texture elements that are closest to the specified texture coordinates) to produce a texture value from each mipmap. The final texture value is a weighted average of those two values.

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 multiple 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 whenever the level-of-detail function used when sampling from the texture determines that the texture should be magified. 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.

GL_NEAREST

Returns the value of the texture element that is nearest (in Manhattan distance) to the specified texture coordinates.

GL_LINEAR

Returns the weighted average of the texture elements that are closest to the specified texture coordinates. These can include items wrapped or repeated from other parts of a texture, depending on the values of GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T, and on the exact mapping.

GL_TEXTURE_MIN_LOD

Sets the minimum level-of-detail parameter. This floating-point value limits the selection of highest resolution mipmap (lowest mipmap level). The initial value is -1000.

GL_TEXTURE_MAX_LOD

Sets the maximum level-of-detail parameter. This floating-point value limits the selection of the lowest resolution mipmap (highest mipmap level). The initial value is 1000.

GL_TEXTURE_MAX_LEVEL

Sets the index of the highest defined mipmap level. This is an integer value. The initial value is 1000.

GL_TEXTURE_SWIZZLE_R

Sets the swizzle that will be applied to the r component of a texel before it is returned to the shader. Valid values for param are GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_ZERO and GL_ONE. If GL_TEXTURE_SWIZZLE_R is GL_RED, the value for r will be taken from the first channel of the fetched texel. If GL_TEXTURE_SWIZZLE_R is GL_GREEN, the value for r will be taken from the second channel of the fetched texel. If GL_TEXTURE_SWIZZLE_R is GL_BLUE, the value for r will be taken from the third channel of the fetched texel. If GL_TEXTURE_SWIZZLE_R is GL_ALPHA, the value for r will be taken from the fourth channel of the fetched texel. If GL_TEXTURE_SWIZZLE_R is GL_ZERO, the value for r will be subtituted with 0. If GL_TEXTURE_SWIZZLE_R is GL_ONE, the value for r will be subtituted with 1 for integer texture components, otherwise 1.0. The initial value is GL_RED.

GL_TEXTURE_SWIZZLE_G

Sets the swizzle that will be applied to the g component of a texel before it is returned to the shader. Valid values for param and their effects are similar to those of GL_TEXTURE_SWIZZLE_R. The initial value is GL_GREEN.

GL_TEXTURE_SWIZZLE_B

Sets the swizzle that will be applied to the b component of a texel before it is returned to the shader. Valid values for param and their effects are similar to those of GL_TEXTURE_SWIZZLE_R. The initial value is GL_BLUE.

GL_TEXTURE_SWIZZLE_A

Sets the swizzle that will be applied to the a component of a texel before it is returned to the shader. Valid values for param and their effects are similar to those of GL_TEXTURE_SWIZZLE_R. The initial value is GL_ALPHA.

GL_TEXTURE_WRAP_S

Sets the wrap parameter for texture coordinate s to either GL_CLAMP_TO_EDGE, GL_MIRRORED_REPEAT, or GL_REPEAT. GL_CLAMP_TO_EDGE causes s coordinates to be clamped to the range 1 2N 1 - 1 2N , where N is the size of the texture in the direction of clamping. 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. GL_MIRRORED_REPEAT causes the s coordinate to be set to the fractional part of the texture coordinate if the integer part of s is even; if the integer part of s is odd, then the s texture coordinate is set to 1 - frac s , where frac s represents the fractional part of s. 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_TO_EDGE, GL_MIRRORED_REPEAT, or GL_REPEAT. See the discussion under GL_TEXTURE_WRAP_S. Initially, GL_TEXTURE_WRAP_T is set to GL_REPEAT.

GL_TEXTURE_WRAP_R

Sets the wrap parameter for texture coordinate r to either GL_CLAMP_TO_EDGE, GL_MIRRORED_REPEAT, or GL_REPEAT. See the discussion under GL_TEXTURE_WRAP_S. Initially, GL_TEXTURE_WRAP_R is set to GL_REPEAT.

Notes

Suppose that a program attempts to sample from a texture and has set GL_TEXTURE_MIN_FILTER to one of the functions that requires a mipmap. If either the dimensions of the texture images currently defined (with previous calls to glTexStorage2D, glTexImage2D, glTexStorage3D, glTexImage3D, or glCopyTexImage2D) do not follow the proper sequence for mipmaps (described above), or there are fewer texture images defined than are needed, or the set of texture images have differing numbers of texture components, then the texture is considered incomplete.

Linear filtering accesses the four nearest texture elements only in 2D textures. In 1D textures, linear filtering accesses the two nearest texture elements. In 3D textures, linear filtering accesses the eight nearest texture elements.

glTexParameter specifies the texture parameters for the texture object bound to the active texture unit, specified by calling glActiveTexture.

Errors

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.

Associated Gets

glGetTexParameter

Examples

Create a framebuffer object with a texture-based color attachment and a texture-based depth attachment. Using texture-based attachments allows sampling of those textures in shaders.
// fbo_width and fbo_height are the desired width and height of the FBO.
// For Opengl <= 4.4 or if the GL_ARB_texture_non_power_of_two extension
// is present, fbo_width and fbo_height can be values other than 2^n for
// some integer n.

// Build the texture that will serve as the color attachment for the framebuffer.
GLuint texture_map;
glGenTextures(1, &texture_map);
glBindTexture(GL_TEXTURE_2D, texture_map);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fbo_width, fbo_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);

glBindTexture(GL_TEXTURE_2D, 0);

// Build the texture that will serve as the depth attachment for the framebuffer.
GLuint depth_texture;
glGenTextures(1, &depth_texture);
glBindTexture(GL_TEXTURE_2D, depth_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, fbo_width, fbo_height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);

// Build the framebuffer.
GLuint framebuffer;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, (GLuint)framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_map, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture, 0);

GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
    // Error

glBindFramebuffer(GL_FRAMEBUFFER, 0);
Create a texture object with linear mipmaps and edge clamping.
GLuint texture_id;
glGenTextures(1, &texture_id);
glBindTexture(GL_TEXTURE_2D, texture_id);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

// texture_data is the source data of your texture, in this case
// its size is sizeof(unsigned char) * texture_width * texture_height * 4
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture_width, texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data);
glGenerateMipmap(GL_TEXTURE_2D); // Unavailable in OpenGL 2.1, use gluBuild2DMipmaps() insteads.

glBindTexture(GL_TEXTURE_2D, 0);

API Version Support

OpenGL ES API Version
Function Name 2.0 3.0 3.1
glTexParameterf
glTexParameterfv
glTexParameteri
glTexParameteriv
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