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><head><title>glTexParameter</title><link rel="stylesheet" href="style.css" type="text/css"/><meta name="generator" content="DocBook XSL Stylesheets V1.59.1"/><link rel="home" href="index.xml" title="PyOpenGL 2.0.1.07 Man Pages"/><link rel="up" href="reference-GL.xml" title="GL"/><link rel="previous" href="glTexImage3D.3G.xml" title="glTexImage3D"/><link rel="next" href="glTexSubImage1D.3G.xml" title="glTexSubImage1D"/></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">glTexParameter</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="glTexImage3D.3G.xml">Prev</a> </td><th width="60%" align="center">GL</th><td width="20%" align="right"> <a accesskey="n" href="glTexSubImage1D.3G.xml">Next</a></td></tr></table><hr/></div><div class="refentry" lang="en"><a name="glTexParameter.3G"/><div class="titlepage"/><div class="refnamediv"><a name="glTexParameter.3G-name"/><h2>Name</h2><p>glTexParameterf, glTexParameteri, glTexParameterfv, glTexParameteriv &#8212; set texture parameters</p></div><div class="refsynopsisdiv"><a name="glTexParameter.3G-c_spec"/><h2>C Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code>void <tt>glTexParameterf</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code>GLenum <i><tt>target</tt></i>, GLenum <i><tt>pname</tt></i>, GLfloat <i><tt>param</tt></i>);</code></td></tr><tr><td valign="top"><code>void <tt>glTexParameteri</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code>GLenum <i><tt>target</tt></i>, GLenum <i><tt>pname</tt></i>, GLint <i><tt>param</tt></i>);</code></td></tr></table></div><div class="refsynopsisdiv"><a name="glTexParameter.3G-python_spec"/><h2>Python Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code><tt>glTexParameterf</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>target</tt></i>, <i><tt>pname</tt></i>, <i><tt>param</tt></i>) &#8594; <tt>None</tt></code></td></tr><tr><td valign="top"><code><tt>glTexParameteri</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>target</tt></i>, <i><tt>pname</tt></i>, <i><tt>param</tt></i>) &#8594; <tt>None</tt></code></td></tr></table></div><div class="refsect1" lang="en"><a name="glTexParameter.3G-parameters"/><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><i><tt>target</tt></i></span></dt><dd>
						Specifies the target texture, which must be either <tt>GL_TEXTURE_1D</tt>,
						<tt>GL_TEXTURE_2D</tt>, or <tt>GL_TEXTURE_3D</tt>.
					</dd><dt><span class="term"><i><tt>pname</tt></i></span></dt><dd>
						Specifies the symbolic name of a single-valued texture parameter. <i><tt>pname</tt></i> can be one
						of the following: <tt>GL_TEXTURE_MIN_FILTER</tt>, <tt>GL_TEXTURE_MAG_FILTER</tt>,
						<tt>GL_TEXTURE_MIN_LOD</tt>, <tt>GL_TEXTURE_MAX_LOD</tt>,
						<tt>GL_TEXTURE_BASE_LEVEL</tt>, <tt>GL_TEXTURE_MAX_LEVEL</tt>,
						<tt>GL_TEXTURE_WRAP_S</tt>, <tt>GL_TEXTURE_WRAP_T</tt>,
						<tt>GL_TEXTURE_WRAP_R</tt>, or <tt>GL_TEXTURE_PRIORITY</tt>.
					</dd><dt><span class="term"><i><tt>param</tt></i></span></dt><dd>
						Specifies the value of <i><tt>pname</tt></i>.
					</dd></dl></div></div><div class="refsynopsisdiv"><a name="glTexParameter.3G-c_spec-v"/><h2>C Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code>void <tt>glTexParameterfv</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code>GLenum <i><tt>target</tt></i>, GLenum <i><tt>pname</tt></i>, const GLfloat *<i><tt>params</tt></i>);</code></td></tr><tr><td valign="top"><code>void <tt>glTexParameteriv</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code>GLenum <i><tt>target</tt></i>, GLenum <i><tt>pname</tt></i>, const GLint *<i><tt>params</tt></i>);</code></td></tr></table></div><div class="refsynopsisdiv"><a name="glTexParameter.3G-python_spec-v"/><h2>Python Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code><tt>glTexParameterfv</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>target</tt></i>, <i><tt>pname</tt></i>, <i><tt>params</tt></i>) &#8594; <tt>None</tt></code></td></tr><tr><td valign="top"><code><tt>glTexParameteriv</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>target</tt></i>, <i><tt>pname</tt></i>, <i><tt>params</tt></i>) &#8594; <tt>None</tt></code></td></tr></table></div><div class="refsect1" lang="en"><a name="glTexParameter.3G-parameters-v"/><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><i><tt>target</tt></i></span></dt><dd>
						Specifies the target texture, which must be either <tt>GL_TEXTURE_1D</tt>,
						<tt>GL_TEXTURE_2D</tt> or <tt>GL_TEXTURE_3D</tt>.
					</dd><dt><span class="term"><i><tt>pname</tt></i></span></dt><dd>
						Specifies the symbolic name of a texture parameter. <i><tt>pname</tt></i> can be one of the
						following: <tt>GL_TEXTURE_MIN_FILTER</tt>, <tt>GL_TEXTURE_MAG_FILTER</tt>,
						<tt>GL_TEXTURE_MIN_LOD</tt>, <tt>GL_TEXTURE_MAX_LOD</tt>,
						<tt>GL_TEXTURE_BASE_LEVEL</tt>, <tt>GL_TEXTURE_MAX_LEVEL</tt>,
						<tt>GL_TEXTURE_WRAP_S</tt>, <tt>GL_TEXTURE_WRAP_T</tt>,
						<tt>GL_TEXTURE_WRAP_R</tt>, <tt>GL_TEXTURE_BORDER_COLOR</tt>, or
						<tt>GL_TEXTURE_PRIORITY</tt>.
					</dd><dt><span class="term"><i><tt>params</tt></i></span></dt><dd>
						Specifies a pointer to an array where the value or values of <i><tt>pname</tt></i> are stored.
					</dd></dl></div></div><div class="refsect1" lang="en"><a name="glTexParameter.3G-description"/><h2>Description</h2><p>
			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 (<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
					<mml:mi>s</mml:mi>
				</mml:math>, <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
					<mml:mi>t</mml:mi>
				</mml:math>) 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.
		</p><p>
			<tt>glTexParameter</tt> assigns the value or values in <i><tt>params</tt></i> to
			the texture parameter specified as <i><tt>pname</tt></i>. <i><tt>target</tt></i> defines the target
			texture, either <tt>GL_TEXTURE_1D</tt>, <tt>GL_TEXTURE_2D</tt>, or
			<tt>GL_TEXTURE_3D</tt>. The following symbols are accepted in <i><tt>pname</tt></i>:
		</p><div class="variablelist"><dl><dt><span class="term"><tt>GL_TEXTURE_MIN_FILTER</tt></span></dt><dd><p>
						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.
					</p><p>
						A mipmap is an ordered set of arrays representing the same image at progressively lower resolutions. If the
						texture has dimensions <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
								<mml:mrow>
									<mml:msup>
										<mml:mn>2</mml:mn>
										<mml:mi>n</mml:mi>
									</mml:msup>
									<mml:mo>×</mml:mo>
									<mml:msup>
										<mml:mn>2</mml:mn>
										<mml:mi>m</mml:mi>
									</mml:msup>
								</mml:mrow>
							</mml:math>, there are <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
								<mml:mrow>
									<mml:mi>max</mml:mi>
									<mml:mo>(</mml:mo>
									<mml:mi>n</mml:mi>
									<mml:mi>m</mml:mi>
									<mml:mo>)</mml:mo>
									<mml:mo>+</mml:mo>
									<mml:mn>1</mml:mn>
								</mml:mrow>
							</mml:math> mipmaps. The first mipmap is the original texture, with dimensions <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
								<mml:mrow>
									<mml:msup>
										<mml:mn>2</mml:mn>
										<mml:mi>n</mml:mi>
									</mml:msup>
									<mml:mo>×</mml:mo>
									<mml:msup>
										<mml:mn>2</mml:mn>
										<mml:mi>m</mml:mi>
									</mml:msup>
								</mml:mrow>
							</mml:math>. Each subsequent mipmap has dimensions <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
								<mml:mrow>
									<mml:msup>
										<mml:mn>2</mml:mn>
										<mml:mrow>
											<mml:mi>k</mml:mi>
											<mml:mo>-</mml:mo>
											<mml:mn>1</mml:mn>
										</mml:mrow>
									</mml:msup>
									<mml:mo>×</mml:mo>
									<mml:msup>
										<mml:mn>2</mml:mn>
										<mml:mrow>
											<mml:mi>l</mml:mi>
											<mml:mo>-</mml:mo>
											<mml:mn>1</mml:mn>
										</mml:mrow>
									</mml:msup>
								</mml:mrow>
							</mml:math>, where <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
								<mml:mrow>
									<mml:msup>
										<mml:mn>2</mml:mn>
										<mml:mi>k</mml:mi>
									</mml:msup>
									<mml:mo>×</mml:mo>
									<mml:msup>
										<mml:mn>2</mml:mn>
										<mml:mi>l</mml:mi>
									</mml:msup>
								</mml:mrow>
							</mml:math> are the dimensions of the previous mipmap, until either <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
								<mml:mrow>
									<mml:mi>k</mml:mi>
									<mml:mo>=</mml:mo>
									<mml:mn>0</mml:mn>
								</mml:mrow>
							</mml:math> or <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
								<mml:mrow>
									<mml:mi>l</mml:mi>
									<mml:mo>=</mml:mo>
									<mml:mn>0</mml:mn>
								</mml:mrow>
							</mml:math>. At that point, subsequent mipmaps have dimension <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
								<mml:mrow>
									<mml:mn>1</mml:mn>
									<mml:mo>×</mml:mo>
									<mml:msup>
										<mml:mn>2</mml:mn>
										<mml:mrow>
											<mml:mi>l</mml:mi>
											<mml:mo>-</mml:mo>
											<mml:mn>1</mml:mn>
										</mml:mrow>
									</mml:msup>
								</mml:mrow>
							</mml:math> or <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
								<mml:mrow>
									<mml:msup>
										<mml:mn>2</mml:mn>
										<mml:mrow>
											<mml:mi>k</mml:mi>
											<mml:mo>-</mml:mo>
											<mml:mn>1</mml:mn>
										</mml:mrow>
									</mml:msup>
									<mml:mo>×</mml:mo>
									<mml:mn>1</mml:mn>
								</mml:mrow>
							</mml:math> until the final mipmap, which has dimension <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
								<mml:mrow>
									<mml:mn>1</mml:mn>
									<mml:mo>×</mml:mo>
									<mml:mn>1</mml:mn>
								</mml:mrow>
							</mml:math>. To define the mipmaps, call <a href="glTexImage1D.3G.xml"><tt>glTexImage1D</tt></a>,
						<a href="glTexImage2D.3G.xml"><tt>glTexImage2D</tt></a>, <a href="glTexImage3D.3G.xml"><tt>glTexImage3D</tt></a>, <a href="glCopyTexImage1D.3G.xml"><tt>glCopyTexImage1D</tt></a>, or
						<a href="glCopyTexImage2D.3G.xml"><tt>glCopyTexImage2D</tt></a> with the <i><tt>level</tt></i> argument
						indicating the order of the mipmaps. Level 0 is the original texture; level <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
								<mml:mrow>
									<mml:mi>max</mml:mi>
									<mml:mo>(</mml:mo>
									<mml:mi>n</mml:mi>
									<mml:mi>m</mml:mi>
									<mml:mo>)</mml:mo>
								</mml:mrow>
							</mml:math> is the final <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
								<mml:mrow>
									<mml:mn>1</mml:mn>
									<mml:mo>×</mml:mo>
									<mml:mn>1</mml:mn>
								</mml:mrow>
							</mml:math> mipmap.
					</p><p>
						<i><tt>params</tt></i> supplies a function for minifying the texture as one of the following:
					</p></dd><dt><span class="term"><tt>GL_NEAREST</tt></span></dt><dd>
						Returns the value of the texture element that is nearest (in Manhattan distance) to the center of the pixel
						being textured.
					</dd><dt><span class="term"><tt>GL_LINEAR</tt></span></dt><dd>
						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
						<tt>GL_TEXTURE_WRAP_S</tt> and <tt>GL_TEXTURE_WRAP_T</tt>, and on the exact
						mapping.
					</dd><dt><span class="term"><tt>GL_NEAREST_MIPMAP_NEAREST</tt></span></dt><dd>
						Chooses the mipmap that most closely matches the size of the pixel being textured and uses the
						<tt>GL_NEAREST</tt> criterion (the texture element nearest to the center of the pixel) to
						produce a texture value.
					</dd><dt><span class="term"><tt>GL_LINEAR_MIPMAP_NEAREST</tt></span></dt><dd>
						Chooses the mipmap that most closely matches the size of the pixel being textured and uses the
						<tt>GL_LINEAR</tt> criterion (a weighted average of the four texture elements that are closest
						to the center of the pixel) to produce a texture value.
					</dd><dt><span class="term"><tt>GL_NEAREST_MIPMAP_LINEAR</tt></span></dt><dd>
						Chooses the two mipmaps that most closely match the size of the pixel being textured and uses the
						<tt>GL_NEAREST</tt> 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.
					</dd><dt><span class="term"><tt>GL_LINEAR_MIPMAP_LINEAR</tt></span></dt><dd><p>
						Chooses the two mipmaps that most closely match the size of the pixel being textured and uses the
						<tt>GL_LINEAR</tt> 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.
					</p><p>
						As more texture elements are sampled in the minification process, fewer aliasing artifacts will be
						apparent. While the <tt>GL_NEAREST</tt> and <tt>GL_LINEAR</tt> 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 <tt>GL_TEXTURE_MIN_FILTER</tt> is <tt>GL_NEAREST_MIPMAP_LINEAR</tt>.
					</p></dd><dt><span class="term"><tt>GL_TEXTURE_MAG_FILTER</tt></span></dt><dd>
						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
						<tt>GL_NEAREST</tt> or <tt>GL_LINEAR</tt> (see below).
						<tt>GL_NEAREST</tt> is generally faster than <tt>GL_LINEAR</tt>, but it can produce
						textured images with sharper edges because the transition between texture elements is not as smooth. The
						initial value of <tt>GL_TEXTURE_MAG_FILTER</tt> is <tt>GL_LINEAR</tt>.
					</dd><dt><span class="term"><tt>GL_NEAREST</tt></span></dt><dd>
						Returns the value of the texture element that is nearest (in Manhattan distance) to the center of the pixel
						being textured.
					</dd><dt><span class="term"><tt>GL_LINEAR</tt></span></dt><dd>
						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
						<tt>GL_TEXTURE_WRAP_S</tt> and <tt>GL_TEXTURE_WRAP_T</tt>, and on the exact
						mapping.
					</dd></dl></div><div class="variablelist"><dl><dt><span class="term"><tt>GL_TEXTURE_MIN_LOD</tt></span></dt><dd>
						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.
					</dd></dl></div><div class="variablelist"><dl><dt><span class="term"><tt>GL_TEXTURE_MAX_LOD</tt></span></dt><dd>
						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.
					</dd></dl></div><div class="variablelist"><dl><dt><span class="term"><tt>GL_TEXTURE_BASE_LEVEL</tt></span></dt><dd>
						Specifies the index of the lowest defined mipmap level. This is an integer value. The initial value is 0.
					</dd></dl></div><div class="variablelist"><dl><dt><span class="term"><tt>GL_TEXTURE_MAX_LEVEL</tt></span></dt><dd>
						Sets the index of the highest defined mipmap level. This is an integer value. The initial value is 1000.
					</dd></dl></div><div class="variablelist"><dl><dt><span class="term"><tt>GL_TEXTURE_WRAP_S</tt></span></dt><dd>
						Sets the wrap parameter for texture coordinate <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
								<mml:mi>s</mml:mi>
							</mml:math> to either <tt>GL_CLAMP</tt>, <tt>GL_CLAMP_TO_EDGE</tt>, or
						<tt>GL_REPEAT</tt>. <tt>GL_CLAMP</tt> causes <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
								<mml:mi>s</mml:mi>
							</mml:math> coordinates to be clamped to the range [0,1] and is useful for preventing wrapping
						artifacts when mapping a single image onto an object. <tt>GL_CLAMP_TO_EDGE</tt> causes
						<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
								<mml:mi>s</mml:mi>
							</mml:math> coordinates to be clamped to the range <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
								<mml:mrow>
									<mml:mo>[</mml:mo>
									<mml:mfrac>
										<mml:mn>1</mml:mn>
										<mml:mo>2N</mml:mo>
									</mml:mfrac>
									<mml:mn>1</mml:mn>
									<mml:mo>-</mml:mo>
									<mml:mfrac>
										<mml:mn>1</mml:mn>
										<mml:mo>2N</mml:mo>
									</mml:mfrac>
									<mml:mo>]</mml:mo>
								</mml:mrow>
							</mml:math>, where <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
								<mml:mi>N</mml:mi>
							</mml:math> is the size of the texture in the direction of clamping. <tt>GL_REPEAT</tt>
						causes the integer part of the <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
								<mml:mi>s</mml:mi>
							</mml:math> 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
						<tt>GL_CLAMP</tt>. Initially, <tt>GL_TEXTURE_WRAP_S</tt> is set to
						<tt>GL_REPEAT</tt>.
					</dd></dl></div><div class="variablelist"><dl><dt><span class="term"><tt>GL_TEXTURE_WRAP_T</tt></span></dt><dd>
						Sets the wrap parameter for texture coordinate <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
								<mml:mi>t</mml:mi>
							</mml:math> to either <tt>GL_CLAMP</tt>, <tt>GL_CLAMP_TO_EDGE</tt>, or
						<tt>GL_REPEAT</tt>. See the discussion under <tt>GL_TEXTURE_WRAP_S</tt>. Initially,
						<tt>GL_TEXTURE_WRAP_T</tt> is set to <tt>GL_REPEAT</tt>.
					</dd><dt><span class="term"><tt>GL_TEXTURE_WRAP_R</tt></span></dt><dd>
						Sets the wrap parameter for texture coordinate <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
								<mml:mi>r</mml:mi>
							</mml:math> to either <tt>GL_CLAMP</tt>, <tt>GL_CLAMP_TO_EDGE</tt>, or
						<tt>GL_REPEAT</tt>. See the discussion under <tt>GL_TEXTURE_WRAP_S</tt>. Initially,
						<tt>GL_TEXTURE_WRAP_R</tt> is set to <tt>GL_REPEAT</tt>.
					</dd><dt><span class="term"><tt>GL_TEXTURE_BORDER_COLOR</tt></span></dt><dd>
						Sets a border color. <i><tt>params</tt></i> 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).
					</dd><dt><span class="term"><tt>GL_TEXTURE_PRIORITY</tt></span></dt><dd>
						Specifies the texture residence priority of the currently bound texture. Permissible values are in the
						range [0,1]. See <a href="glPrioritizeTextures.3G.xml"><tt>glPrioritizeTextures</tt></a> and <a href="glBindTexture.3G.xml"><tt>glBindTexture</tt></a> for more information.
					</dd></dl></div></div><div class="refsect1" lang="en"><a name="glTexParameter.3G-notes"/><h2>Notes</h2><p>
			<tt>GL_TEXTURE_3D</tt>, <tt>GL_TEXTURE_MIN_LOD</tt>, <tt>GL_TEXTURE_MAX_LOD</tt>,
			<tt>GL_TEXTURE_BASE_LEVEL</tt>, and <tt>GL_TEXTURE_MAX_LEVEL</tt> are only available if the GL
			version is 1.2 or greater.
		</p><p>
			Suppose that a program has enabled texturing (by calling <a href="glEnable.3G.xml"><tt>glEnable</tt></a> with
			argument <tt>GL_TEXTURE_1D</tt>, <tt>GL_TEXTURE_2D</tt>, or <tt>GL_TEXTURE_3D</tt>)
			and has set <tt>GL_TEXTURE_MIN_FILTER</tt> to one of the functions that requires a mipmap. If either the
			dimensions of the texture images currently defined (with previous calls to <a href="glTexImage1D.3G.xml"><tt>glTexImage1D</tt></a>, <a href="glTexImage2D.3G.xml"><tt>glTexImage2D</tt></a>, <a href="glTexImage3D.3G.xml"><tt>glTexImage3D</tt></a>, <a href="glCopyTexImage1D.3G.xml"><tt>glCopyTexImage1D</tt></a>, or <a href="glCopyTexImage2D.3G.xml"><tt>glCopyTexImage2D</tt></a>) 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.
		</p><p>
			Linear filtering accesses the four nearest texture elements only in 2D textures. In 1D textures, linear filtering
			accesses the two nearest texture elements.
		</p><p>
			When the <tt>GL_ARB_multitexture</tt> extension is supported, <tt>glTexParameter</tt> specifies the texture parameters for the active texture unit, specified
			by calling <a href="glActiveTextureARB.3G.xml"><tt>glActiveTextureARB</tt></a>.
		</p></div><div class="refsect1" lang="en"><a name="glTexParameter.3G-errors"/><h2>Errors</h2><p>
			<tt>GL_INVALID_ENUM</tt> is generated if <i><tt>target</tt></i> or <i><tt>pname</tt></i> is
			not one of the accepted defined values.
		</p><p>
			<tt>GL_INVALID_ENUM</tt> is generated if <i><tt>params</tt></i> should have a defined constant value
			(based on the value of <i><tt>pname</tt></i>) and does not.
		</p><p>
			<tt>GL_INVALID_OPERATION</tt> is generated if <tt>glTexParameter</tt> is
			executed between the execution of <a href="glBegin.3G.xml"><tt>glBegin</tt></a> and the corresponding execution of
			<a href="glBegin.3G.xml"><tt>glEnd</tt></a>.
		</p></div><div class="refsect1" lang="en"><a name="glTexParameter.3G-associated_gets"/><h2>Associated Gets</h2><p>
			<tt>glGetTexParameter</tt>
		</p><p>
			<tt>glGetTexLevelParameter</tt>
		</p></div><div class="refsect1" lang="en"><a name="glTexParameter.3G-see_also"/><h2>See Also</h2><p>
			<span class="simplelist"><a href="glActiveTextureARB.3G.xml">glActiveTextureARB</a>, <a href="glBindTexture.3G.xml">glBindTexture</a>, <a href="glCopyPixels.3G.xml">glCopyPixels</a>, <a href="glCopyTexImage1D.3G.xml">glCopyTexImage1D</a>, <a href="glCopyTexImage2D.3G.xml">glCopyTexImage2D</a>, <a href="glCopyTexSubImage1D.3G.xml">glCopyTexSubImage1D</a>, <a href="glCopyTexSubImage2D.3G.xml">glCopyTexSubImage2D</a>, <a href="glCopyTexSubImage3D.3G.xml">glCopyTexSubImage3D</a>, <a href="glDrawPixels.3G.xml">glDrawPixels</a>, <a href="glPixelStore.3G.xml">glPixelStore</a>, <a href="glPixelTransfer.3G.xml">glPixelTransfer</a>, <a href="glPrioritizeTextures.3G.xml">glPrioritizeTextures</a>, <a href="glTexEnv.3G.xml">glTexEnv</a>, <a href="glTexGen.3G.xml">glTexGen</a>, <a href="glTexImage1D.3G.xml">glTexImage1D</a>, <a href="glTexImage2D.3G.xml">glTexImage2D</a>, <a href="glTexImage3D.3G.xml">glTexImage3D</a>, <a href="glTexSubImage1D.3G.xml">glTexSubImage1D</a>, <a href="glTexSubImage2D.3G.xml">glTexSubImage2D</a>, <a href="glTexSubImage3D.3G.xml">glTexSubImage3D</a></span>
		</p></div></div><div class="navfooter"><hr/><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="glTexImage3D.3G.xml">Prev</a> </td><td width="20%" align="center"><a accesskey="u" href="reference-GL.xml">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="glTexSubImage1D.3G.xml">Next</a></td></tr><tr><td width="40%" align="left" valign="top">glTexImage3D </td><td width="20%" align="center"><a accesskey="h" href="index.xml">Home</a></td><td width="40%" align="right" valign="top"> glTexSubImage1D</td></tr></table></div></body></html>