gl.TexSubImage1D(level, xoffset, width, format, type, pixelsUserData)
#GL_TEXTURE_1D
.
gl.TexSubImage1D()
redefines a contiguous subregion of an existing one-dimensional texture image.
The texels referenced by pixels replace the portion of the existing texture array with X indices
xoffset and xoffset + width - 1, inclusive. This region may not include any texels outside the range
of the texture array as it was originally specified. It is not an error to specify a subtexture with
width of 0, but such a specification has no effect.
Texturing has no effect in color index mode.
gl.PixelStore() and gl.PixelTransfer() modes affect texture images in exactly the way they affect gl.DrawPixels().
See gl.TexImage1D for more details on the parameters accepted by this function.
Please note that this command operates directly with memory pointers. There is also a version which works with tables instead of memory pointers, but this is slower of course. See gl.TexSubImage for details. See Working with pointers for details on how to use memory pointers with Hollywood.
Please consult an OpenGL reference manual for more information.
#GL_INVALID_OPERATION
is generated if the texture array has not been defined by a previous gl.TexImage1D() operation.
#GL_INVALID_VALUE
is generated if level
is less than 0.
#GL_INVALID_VALUE
may be generated if level
is greater than log2max, where max is the returned value of #GL_MAX_TEXTURE_SIZE
.
#GL_INVALID_VALUE
is generated if xoffset < -b, or if (xoffset + width) > (w - b), where w is the #GL_TEXTURE_WIDTH
, and b is the width of the #GL_TEXTURE_BORDER
of the texture image being modified. Note that w includes twice the border width.
#GL_INVALID_VALUE
is generated if width
is less than 0.
#GL_INVALID_ENUM
is generated if format
is not an accepted format constant.
#GL_INVALID_ENUM
is generated if type
is not a type constant.
#GL_INVALID_ENUM
is generated if type
is #GL_BITMAP
and format is not #GL_COLOR_INDEX
.
#GL_INVALID_OPERATION
is generated if gl.TexSubImage1D()
is executed between the execution of gl.Begin() and the corresponding execution of gl.End().
gl.IsEnabled() with argument #GL_TEXTURE_1D