You've now seen all the possible arguments for glTexParameter*(), which is summarized here:
void glTexParameter{if}(GLenum target, GLenum pname, TYPE param);
void glTexParameter{if}v(GLenum target, GLenum pname,TYPE *param);
Sets various parameters that control how a texture is treated as it's applied
to a fragment or stored in a texture object. The target
parameter is either GL_TEXTURE_2D or GL_TEXTURE_1D to indicate a two- or
one-dimensional texture. The possible values for pname and
param are shown in the table. You can use the
vector version of the command to supply an array of values for
GL_TEXTURE_BORDER_COLOR, or you can supply individual values for other
parameters using the nonvector version. If these values are supplied as
integers, they're converted to floating-point according to the
Table;
they're also clamped to the range [0,1].
|
Parameter |
Values |
|
GL_TEXTURE_WRAP_S |
GL_CLAMP, GL_REPEAT |
|
GL_TEXTURE_WRAP_T |
GL_CLAMP, GL_REPEAT |
|
GL_TEXTURE_MAG_FILTER |
GL_NEAREST, GL_LINEAR |
|
GL_TEXTURE_MIN_FILTER |
GL_NEAREST, GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR |
|
GL_TEXTURE_BORDER_COLOR |
any four values in [0.0, 1.0] |
|
GL_TEXTURE_PRIORITY |
[0.0, 1.0] for the current texture object |