Light | Dark

glTexCoord

Name

glTexCoord — set the current texture coordinates

C Specification

void glTexCoord1s(GLshort s);
void glTexCoord1i(GLint s);
void glTexCoord1f(GLfloat s);
void glTexCoord1d(GLdouble s);
void glTexCoord2s(GLshort s,
GLshort t);
void glTexCoord2i(GLint s,
GLint t);
void glTexCoord2f(GLfloat s,
GLfloat t);
void glTexCoord2d(GLdouble s,
GLdouble t);
void glTexCoord3s(GLshort s,
GLshort t,
GLshort r);
void glTexCoord3i(GLint s,
GLint t,
GLint r);
void glTexCoord3f(GLfloat s,
GLfloat t,
GLfloat r);
void glTexCoord3d(GLdouble s,
GLdouble t,
GLdouble r);
void glTexCoord4s(GLshort s,
GLshort t,
GLshort r,
GLshort q);
void glTexCoord4i(GLint s,
GLint t,
GLint r,
GLint q);
void glTexCoord4f(GLfloat s,
GLfloat t,
GLfloat r,
GLfloat q);
void glTexCoord4d(GLdouble s,
GLdouble t,
GLdouble r,
GLdouble q);

Parameters

s, t, r, q

Specify s, t, r, and q texture coordinates. Not all parameters are present in all forms of the command.

C Specification

void glTexCoord1sv(const GLshort * v);
void glTexCoord1iv(const GLint * v);
void glTexCoord1fv(const GLfloat * v);
void glTexCoord1dv(const GLdouble * v);
void glTexCoord2sv(const GLshort * v);
void glTexCoord2iv(const GLint * v);
void glTexCoord2fv(const GLfloat * v);
void glTexCoord2dv(const GLdouble * v);
void glTexCoord3sv(const GLshort * v);
void glTexCoord3iv(const GLint * v);
void glTexCoord3fv(const GLfloat * v);
void glTexCoord3dv(const GLdouble * v);
void glTexCoord4sv(const GLshort * v);
void glTexCoord4iv(const GLint * v);
void glTexCoord4fv(const GLfloat * v);
void glTexCoord4dv(const GLdouble * v);

Parameters

v

Specifies a pointer to an array of one, two, three, or four elements, which in turn specify the s, t, r, and q texture coordinates.

Description

glTexCoord specifies texture coordinates in one, two, three, or four dimensions. glTexCoord1 sets the current texture coordinates to s 0 0 1 ; a call to glTexCoord2 sets them to s t 0 1 . Similarly, glTexCoord3 specifies the texture coordinates as s t r 1 , and glTexCoord4 defines all four components explicitly as s t r q .

The current texture coordinates are part of the data that is associated with each vertex and with the current raster position. Initially, the values for s, t, r, and q are (0, 0, 0, 1).

Notes

The current texture coordinates can be updated at any time. In particular, glTexCoord can be called between a call to glBegin and the corresponding call to glEnd.

When the ARB_imaging extension is supported, glTexCoord always updates texture unit GL_TEXTURE0.

Associated Gets

glGet with argument GL_CURRENT_TEXTURE_COORDS

See Also

glMultiTexCoord, glTexCoordPointer, glVertex

Think you can improve this page? Edit this page on GitHub.