'\" t .\" Title: textureProjLodOffset .\" Author: [FIXME: author] [see http://docbook.sf.net/el/author] .\" Generator: DocBook XSL Stylesheets v1.79.1 .\" Date: 01/03/2018 .\" Manual: [FIXME: manual] .\" Source: [FIXME: source] .\" Language: English .\" .TH "TEXTUREPROJLODOFFSET" "3G" "01/03/2018" "[FIXME: source]" "[FIXME: manual]" .\" ----------------------------------------------------------------- .\" * Define some portability stuff .\" ----------------------------------------------------------------- .\" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .\" http://bugs.debian.org/507673 .\" http://lists.gnu.org/archive/html/groff/2009-02/msg00013.html .\" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .ie \n(.g .ds Aq \(aq .el .ds Aq ' .\" ----------------------------------------------------------------- .\" * set default formatting .\" ----------------------------------------------------------------- .\" disable hyphenation .nh .\" disable justification (adjust text to left margin only) .ad l .\" ----------------------------------------------------------------- .\" * MAIN CONTENT STARTS HERE * .\" ----------------------------------------------------------------- .SH "NAME" textureProjLodOffset \- perform a texture lookup with projection and explicit level\-of\-detail and offset .SH "DECLARATION" .HP \w'gvec4\ textureProjLodOffset('u .BI "gvec4 textureProjLodOffset(gsampler1D\ " "sampler" ", vec2\ " "P" ", float\ " "lod" ", int\ " "offset" ");" .HP \w'gvec4\ textureProjLodOffset('u .BI "gvec4 textureProjLodOffset(gsampler1D\ " "sampler" ", vec4\ " "P" ", float\ " "lod" ", int\ " "offset" ");" .HP \w'gvec4\ textureProjLodOffset('u .BI "gvec4 textureProjLodOffset(gsampler2D\ " "sampler" ", vec3\ " "P" ", float\ " "lod" ", ivec2\ " "offset" ");" .HP \w'gvec4\ textureProjLodOffset('u .BI "gvec4 textureProjLodOffset(gsampler2D\ " "sampler" ", vec4\ " "P" ", float\ " "lod" ", ivec2\ " "offset" ");" .HP \w'gvec4\ textureProjLodOffset('u .BI "gvec4 textureProjLodOffset(gsampler3D\ " "sampler" ", vec4\ " "P" ", float\ " "lod" ", ivec3\ " "offset" ");" .HP \w'float\ textureProjLodOffset('u .BI "float textureProjLodOffset(sampler1DShadow\ " "sampler" ", vec4\ " "P" ", float\ " "lod" ", int\ " "offset" ");" .HP \w'float\ textureProjLodOffset('u .BI "float textureProjLodOffset(sampler2DShadow\ " "sampler" ", vec4\ " "P" ", float\ " "lod" ", ivec2\ " "offset" ");" .SH "PARAMETERS" .PP \fIsampler\fR .RS 4 Specifies the sampler to which the texture from which texels will be retrieved is bound\&. .RE .PP \fIP\fR .RS 4 Specifies the texture coordinates at which texture will be sampled\&. .RE .PP \fIlod\fR .RS 4 Specifies the explicit level\-of\-detail from which to fetch texels\&. .RE .PP \fIoffset\fR .RS 4 Specifies the offset, in texels, to be applied to \fIP\fR before fetching texels\&. .RE .SH "DESCRIPTION" .PP \fBtextureProjLodOffset\fR performs a texture lookup with projection from an explicitly specified level\-of\-detail with an offset applied to the texture coordinates before sampling\&. The texture coordinates consumed from \fIP\fR, not including the last component of \fIP\fR, are divided by the last component of \fIP\fR\&. The resulting 3rd component of \fIP\fR in the shadow forms is used as Dref\&. After these values are computed, the texture lookup proceeds as in \fBtextureLodOffset\fR(), with \fIlod\fR used to specify the level\-of\-detail from which the texture will be sampled and \fIoffset\fR used to specifiy the offset, in texels, to be applied to the texture coordinates before sampling\&. .SH "VERSION SUPPORT" .TS allbox tab(:); lB cB s s s s s s s s s s s lB cB cB cB cB cB cB cB cB cB cB cB cB. T{ T}:T{ \fBOpenGL Shading Language Version\fR T} T{ \fBFunction Name\fR T}:T{ \fB1\&.10\fR T}:T{ \fB1\&.20\fR T}:T{ \fB1\&.30\fR T}:T{ \fB1\&.40\fR T}:T{ \fB1\&.50\fR T}:T{ \fB3\&.30\fR T}:T{ \fB4\&.00\fR T}:T{ \fB4\&.10\fR T}:T{ \fB4\&.20\fR T}:T{ \fB4\&.30\fR T}:T{ \fB4\&.40\fR T}:T{ \fB4\&.50\fR T} .T& l c c c c c c c c c c c c. T{ textureProjLodOffset T}:T{ \- T}:T{ \- T}:T{ ✔ T}:T{ ✔ T}:T{ ✔ T}:T{ ✔ T}:T{ ✔ T}:T{ ✔ T}:T{ ✔ T}:T{ ✔ T}:T{ ✔ T}:T{ ✔ T} .TE .sp 1 .SH "SEE ALSO" .PP \fBtexelFetch\fR(), \fBtexelFetchOffset\fR(), \fBtexture\fR(), \fBtextureGather\fR(), \fBtextureGatherOffset\fR(), \fBtextureGatherOffsets\fR(), \fBtextureGrad\fR(), \fBtextureGradOffset\fR(), \fBtextureLod\fR(), \fBtextureLodOffset\fR(), \fBtextureOffset\fR(), \fBtextureProj\fR(), \fBtextureProjGrad\fR(), \fBtextureProjGradOffset\fR(), \fBtextureProjLod\fR(), \fBtextureProjOffset\fR(), \fBtextureQueryLod\fR(), \fBtextureSize\fR() .SH "COPYRIGHT" .PP Copyright \(co 2011\-2014 Khronos Group\&. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1\&.0, 8 June 1999\&. \m[blue]\fBhttp://opencontent\&.org/openpub/\fR\m[]\&. .SH "COPYRIGHT" .br Copyright \(co 2011-2014 Khronos Group .br