NAME fglTexParameterf, fglTexParameteri, fglTexParameterfv, fglTexParameteriv - set texture parameters FORTRAN SPECIFICATION SUBROUTINE fglTexParameterf( INTEGER*4 target, INTEGER*4 pname, REAL*4 param ) SUBROUTINE fglTexParameteri( INTEGER*4 target, INTEGER*4 pname, INTEGER*4 param ) PARAMETERS target Specifies the target texture, which must be either GL_TEXTURE_1D or GL_TEXTURE_2D. 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. param Specifies the value of pname. FORTRAN SPECIFICATION SUBROUTINE fglTexParameterfv( INTEGER*4 target, INTEGER*4 pname, CHARACTER*8 params ) SUBROUTINE fglTexParameteriv( INTEGER*4 target, INTEGER*4 pname, CHARACTER*8 params ) PARAMETERS target Specifies the target texture, which must be either GL_TEXTURE_1D or GL_TEXTURE_2D. 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. params Specifies a pointer to an array where the value or values of pname are stored. 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. fglTexParameter 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 2nx2m, there are max(n,m)+1 mipmaps. The first mipmap is the original texture, with dimensions 2nx2m. Each subsequent mipmap has dimensions 2k-1x2l-1, where 2kx2l are the dimensions of the previous mipmap, until either k=0 or l=0. At that point, subsequent mipmaps have dimension 1x2l-1 or 2k-1x1 until the final mipmap, which has dimension 1x1. To define the mipmaps, call fglTexImage1D, fglTexImage2D, fglCopyTexImage1D, or fglCopyTexImage2D with the level argument indicating the order of the mipmaps. Level 0 is the original texture; level max(n,m) is the final 1x1 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 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. 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. 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_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 fglPrioritizeTextures and fglBindTexture for more information. NOTES Suppose that a program has enabled texturing (by calling fglEnable with argument GL_TEXTURE_1D or GL_TEXTURE_2D) 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 fglTexImage1D, fglTexImage2D, fglCopyTexImage1D, or fglCopyTexImage2D) 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 it is as if texture mapping were disabled. Linear filtering accesses the four nearest texture elements only in 2D textures. In 1D textures, linear filtering accesses the two nearest texture elements. 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. GL_INVALID_OPERATION is generated if fglTexParameter is executed between the execution of fglBegin and the corresponding execution of fglEnd. ASSOCIATED GETS fglGetTexParameter fglGetTexLevelParameter SEE ALSO fglBindTexture, fglCopyPixels, fglCopyTexImage1D, fglCopyTexImage2D, fglCopyTexSubImage1D, fglCopyTexSubImage2D, fglDrawPixels, fglPixelStore, fglPixelTransfer, fglPrioritizeTextures, fglTexEnv, fglTexGen, fglTexImage1D, fglTexImage2D, fglTexSubImage1D, fglTexSubImage2D