| target | 
Specifies the target texture.  Must be GL_TEXTURE_1D. | 
| level | 
  Specifies the level-of-detail number. Level 0 is the base image 
level.  Level n is the nth mipmap reduction image. | 
| xoffset | 
Specifies a texel offset in the x direction within the texture array. | 
| width | 
  Specifies the width of the texture subimage. | 
| format | 
Specifies the format of the pixel data. Symbolic constants 
GL_COLOR_INDEX, GL_RED, GL_GREEN, GL_BLUE, 
GL_ALPHA, GL_RGB, GL_RGBA, GL_BGR, GL_BGRA, 
GL_ABGR_EXT, GL_LUMINANCE, and GL_LUMINANCE_ALPHA are 
accepted. | 
| type | 
Specifies the data type for Pixels. Symbolic constants 
GL_UNSIGNED_BYTE, GL_BYTE, GL_BITMAP, 
GL_UNSIGNED_SHORT, GL_SHORT, GL_UNSIGNED_INT, 
GL_INT, GL_FLOAT, GL_UNSIGNED_BYTE_3_3_2, 
GL_UNSIGNED_BYTE_2_3_3_REV, GL_UNSIGNED_SHORT_5_6_5, 
GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_4_4_4_4, 
GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_5_5_5_1, 
GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_INT_8_8_8_8, 
GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_INT_10_10_10_2, and 
GL_UNSIGNED_INT_2_10_10_10_REV are accepted. | 
| pixels | 
  Specifies a pointer to the image data in memory. | 
| GL_COLOR_INDEX | 
  Each pixel is a single value, a color index. It is converted to fixed 
point, with an unspecified number of bits to the right of the binary point, 
regardless of the memory data type. Floating-point values convert to true 
fixed-point values. Signed and unsigned integer data is converted with all 
fraction bits set to 0 (zero). Bitmap data converts to either 0.0 or 1.0.
 Each fixed-point index is then shifted left by 
GL_INDEX_SHIFT bits and added to GL_INDEX_OFFSET. If 
GL_INDEX_SHIFT is negative, the shift is to the right. In either case, 0 
bits fill otherwise unspecified bit locations in the result. 
If the GL is in red, green, blue, alpha (RGBA) 
mode, the resulting index is converted to an RGBA pixel using the 
GL_PIXEL_MAP_I_TO_R, GL_PIXEL_MAP_I_TO_G, 
GL_PIXEL_MAP_I_TO_B, and GL_PIXEL_MAP_I_TO_A tables. If the GL is 
in color index mode and GL_MAP_COLOR is True, the index is replaced with 
the value that it references in the lookup table GL_PIXEL_MAP_I_TO_I. 
Whether the lookup replacement of the index is done or not, the integer part of 
the index is then ANDed with 2b -1, where b is the number of bits in a 
color index buffer. 
The resulting indices or RGBA colors are then 
converted to fragments by attaching the current raster position z 
coordinate and texture coordinates to each pixel, then assigning x and 
y window coordinates to the nth fragment such that xn = 
xr + n mod Width and yn = yr + 
[n/Width], where (xr, yr) is the current raster position. 
These pixel fragments are then treated just like the fragments generated by 
rasterizing points, lines, or polygons. Texture mapping, fog, and all the 
fragment operations are applied before the fragments are written to the frame 
buffer.  | 
| GL_RED | 
  Each pixel is a single red component. This component is converted to the 
internal floating-point format in the same way as the red component of an RGBA 
pixel is, then it is converted to an RGBA pixel with green and blue set to 0.0, 
and alpha set to 1.0. After this conversion, the pixel is treated just as if it 
had been read as an RGBA pixel. | 
| GL_GREEN | 
  Each pixel is a single green component. This component is converted to the 
internal floating-point format in the same way as the green component of an RGBA 
pixel is, then it is converted to an RGBA pixel with red and blue set to 0.0, 
and alpha set to 1.0. After this conversion, the pixel is treated just as if it 
had been read as an RGBA pixel. | 
| GL_BLUE | 
  Each pixel is a single blue component. This component is converted to the 
internal floating-point format in the same way as the blue component of an RGBA 
pixel is, then it is converted to an RGBA pixel with red and green set to 0.0, 
and alpha set to 1.0. After this conversion, the pixel is treated just as if it 
had been read as an RGBA pixel. | 
| GL_ALPHA | 
  Each pixel is a single alpha component. This component is converted to the 
internal floating-point format in the same way as the alpha component of an RGBA 
pixel is, then it is converted to an RGBA pixel with red, green, and blue set to 
0.0. After this conversion, the pixel is treated just as if it had been read as 
an RGBA pixel. | 
| GL_RGB | 
  Each pixel is a three-component group, red first, followed by green, 
followed by blue. Each component is converted to the internal floating-point 
format in the same way as the red, green, and blue components of an RGBA pixel 
are. The color triple is converted to an RGBA pixel with alpha set to 1.0. After 
this conversion, the pixel is treated just as if it had been read as an RGBA 
pixel. | 
| GL_RGBA | 
  Each pixel is a four-component group, red first, followed by green, 
followed by blue, followed by alpha. Floating-point values are converted 
directly to an internal floating-point format with unspecified precision. Signed 
integer values are mapped linearly to the internal floating-point format such 
that the most positive representable integer value maps to 1.0, and the most 
negative representable value maps to -1.0. Unsigned integer data are mapped 
similarly: the largest integer value maps to 1.0, and 0 maps to 0.0. The 
resulting floating-point color values are then multiplied by 
GL_c_SCALE and added to GL_c_BIAS, 
where c is RED, GREEN, BLUE, and ALPHA for 
the respective color components. The results are clamped to the range [0,1].
 If GL_MAP_COLOR is True, each color 
component is scaled by the size of the lookup table 
GL_PIXEL_MAP_c_TO_c, then replaced by the value that 
it references in that table. c is R, G, B, or 
A, respectively. 
The resulting RGBA colors are then converted to 
fragments by attaching the current raster position z coordinate and 
texture coordinates to each pixel, then assigning x and y window 
coordinates to the nth fragment such that xn = xr + 
n mod Width and yn = yr + [n/Width], where 
(xr, yr) is the current raster position. These pixel fragments are 
then treated just like the fragments generated by rasterizing points, lines, or 
polygons. Texture mapping, fog, and all the fragment operations are applied 
before the fragments are written to the frame buffer.  | 
| GL_BGR | 
Each pixel is a three-component group, blue first, followed by green, 
followed by red. Each component is converted to the internal floating-point 
format in the same way as the blue, green, and red components of an BGRA pixel 
are. The color triple is converted to an BGRA pixel with alpha set to 1.0. After 
this conversion, the pixel is treated just as if it had been read as an BGRA 
pixel. | 
| GL_BGRA | 
  Each pixel is a four-component group, blue first, followed by green, 
followed by red, followed by alpha. Floating-point values are converted directly 
to an internal floating-point format with unspecified precision. Signed integer 
values are mapped linearly to the internal floating-point format such that the 
most positive representable integer value maps to 1.0, and the most negative 
representable value maps to -1.0. Unsigned integer data are mapped similarly: 
the largest integer value maps to 1.0, and 0 maps to 0.0. The resulting 
floating-point color values are then multiplied by 
GL_c_SCALE and added to GL_c_BIAS, 
where c is BLUE, GREEN, RED, and ALPHA for 
the respective color components. The results are clamped to the range [0,1].
 If GL_MAP_COLOR is True, each color 
component is scaled by the size of the lookup table 
GL_PIXEL_MAP_c_TO_c, then replaced by the value that 
it references in that table. c is B, G, R, or 
A, respectively. 
The resulting BGRA colors are then converted to 
fragments by attaching the current raster position z coordinate and 
texture coordinates to each pixel, then assigning x and y window 
coordinates to the nth fragment such that xn = xr + 
n mod Width and yn = yr + [n/Width], where 
(xr, yr) is the current raster position. These pixel fragments are 
then treated just like the fragments generated by rasterizing points, lines, or 
polygons. Texture mapping, fog, and all the fragment operations are applied 
before the fragments are written to the frame buffer.  | 
| GL_ABGR_EXT | 
  Each pixel is a four-component group: for GL_RGBA, 
the red component is first, followed by green, followed by blue, followed by 
alpha; for GL_BGRA, the blue component is first, followed by green, 
followed by red, followed by alpha; for 
GL_ABGR_EXT the order is alpha, blue, green, 
and then red. Floating-point values are converted directly to an internal 
floatingpoint format with unspecified precision. Signed integer values are 
mapped linearly to the internal floating-point format such that the most 
positive representable integer value maps to 1.0, and the most negative 
representable value maps to -1.0. Unsigned integer data is mapped similarly:  
the largest integer value maps to 1.0, and zero maps to 0.0. The resulting 
floating-point color values are then multiplied by 
GL_c_SCALE and added to 
GL_c_BIAS, where c is RED, 
GREEN, BLUE, and ALPHA for the respective color components. 
The results are clamped to the range [0,1].
 If GL_MAP_COLOR is true, each color component is scaled by the size of lookup table 
GL_PIXEL_MAP_c_TO
_c, then replaced by the value that it references in that 
table. c is R, G, B, or A, respectively. 
The resulting RGBA colors are then converted to 
fragments by attaching the current raster position z coordinate and 
texture coordinates to each pixel, then assigning x and y window 
coordinates to the nth fragment such that 
xn = xr + n mod 
width 
yn = yr + |  n  bwidthc 
where (xr,yr) is the current 
raster position. These pixel fragments are then treated just like the fragments 
generated by rasterizing points, lines, or polygons. Texture mapping, fog, and 
all the fragment operations are applied before the fragments are written to the 
frame buffer.  | 
| GL_LUMINANCE | 
  Each pixel is a single luminance component. This component is converted to 
the internal floating-point format in the same way as the red component of an 
RGBA pixel is, then it is converted to an RGBA pixel with red, green, and blue 
set to the converted luminance value, and alpha set to 1.0. After this 
conversion, the pixel is treated just as if it had been read as an RGBA 
pixel. | 
| GL_LUMINANCE_ALPHA | 
  Each pixel is a two-component group, luminance first, followed by alpha. 
The two components are converted to the internal floating-point format in the 
same way as the red component of an RGBA pixel is, then they are converted to an 
RGBA pixel with red, green, and blue set to the converted luminance value, and 
alpha set to the converted alpha value. After this conversion, the pixel is 
treated just as if it had been read as an RGBA pixel. |