•glTexImage2D(GL_TEXTURE_2D,
level, components, width, height, border, format, type, tarray)
•GL_TEXTURE_2D
–Specify that it is a
2D texture
•Level
–Used for specifying
levels of detail for mipmapping (more on this later)
•Components
–Generally is 0 which
means GL_RGB
–Represents components
and resolution of components
•Width, Height
–The size of the
texture must be powers of 2
•Border
•Format, Type
–Specify what the data
is (GL_RGB, GL_RGBA, …)
–Specify data type
(GL_UNSIGNED_BYTE, GL_BYTE, …)