// ShadeTable.R(G B A), of type float*, is the Red (Green Blue Alpha) component of the shade table. Each entry
ranges in [0.0 .. 1.0].
// ShadeTable.size must be a power of 2.
glPixelMapfv( GL_PIXEL_MAP_I_TO_R, ShadeTable.size, ShadeTable.R );
glPixelMapfv( GL_PIXEL_MAP_I_TO_G, ShadeTable.size, ShadeTable.G );
glPixelMapfv( GL_PIXEL_MAP_I_TO_B, ShadeTable.size, ShadeTable.B );
glPixelMapfv( GL_PIXEL_MAP_I_TO_A, ShadeTable.size, ShadeTable.A );
glTexImage2D(
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GL_TEXTURE_2D,
0,
4,
texture_size_X,
texture_size_Y,
border,
GL_COLOR_INDEX ,
index_type,
IndexMap
|
// Target
// Detail level
// Number of components (R,G,B,A)
// just 0 is ok
// index_type can be GL_UNSIGNED_BYTE or GL_UNSIGNED_SHORT
// IndexMap is defined as (unsigned short)* or (unsigned char)*
|
);
|