I'm working on a graphics project involving using a 3D texture to do some volume rendering on data stored in the form of a rectilinear grid, and I was a little confused on the width, height, and depth arguments for glTexImage3D. For a 1D texture, I know that you can use something like this:
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
where the width is the 256 possible values for each color stream. Here, I'm still using colors in the form of unsigned bytes (and the main purpose of the texture here is still to interpolate the colors of the points in the grid, along with the transparencies), so it makes sense to me that one of the arguments would still be 256. It's a 64 X 64 X 64 grid, so it makes sense that one of the arguments (maybe the depth?) would be 64, but I'm not sure about the third, or even if I'm on the right track there. Could anyone enlighten me on the proper use of those three parameters? I looked at both of these discussions, but still came away confused:
width
(and height and depth) parameter tells, how many pixels to allocate for the texture. – datenwolf