NAME¶
glFramebufferTexture - attach a level of a texture object as a logical buffer to
the currently bound framebuffer object
C SPECIFICATION¶
void
glFramebufferTexture(GLenum target,
GLenum attachment, GLuint texture,
GLint level);
void
glFramebufferTexture1D(GLenum target,
GLenum attachment, GLenum textarget,
GLuint texture, GLint level);
void
glFramebufferTexture2D(GLenum target,
GLenum attachment, GLenum textarget,
GLuint texture, GLint level);
void
glFramebufferTexture3D(GLenum target,
GLenum attachment, GLenum textarget,
GLuint texture, GLint level,
GLint layer);
PARAMETERS¶
target
Specifies the framebuffer target.
target must be GL_DRAW_FRAMEBUFFER, GL_READ_FRAMEBUFFER,
or GL_FRAMEBUFFER. GL_FRAMEBUFFER is equivalent to
GL_DRAW_FRAMEBUFFER.
attachment
Specifies the attachment point of the
framebuffer. attachment must be
GL_COLOR_ATTACHMENTi, GL_DEPTH_ATTACHMENT,
GL_STENCIL_ATTACHMENT or GL_DEPTH_STENCIL_ATTACHMMENT.
textarget
For glFramebufferTexture1D,
glFramebufferTexture2D and glFramebufferTexture3D, specifies
what type of texture is expected in the texture parameter, or for cube
map textures, which face is to be attached.
texture
Specifies the texture object to attach to the
framebuffer attachment point named by attachment.
level
Specifies the mipmap level of texture
to attach.
DESCRIPTION¶
glFramebufferTexture,
glFramebufferTexture1D,
glFramebufferTexture2D, and
glFramebufferTexture attach a
selected mipmap level or image of a texture object as one of the logical
buffers of the framebuffer object currently bound to
target.
target must be
GL_DRAW_FRAMEBUFFER,
GL_READ_FRAMEBUFFER,
or
GL_FRAMEBUFFER.
GL_FRAMEBUFFER is equivalent to
GL_DRAW_FRAMEBUFFER.
attachment specifies the logical attachment of the framebuffer and must
be
GL_COLOR_ATTACHMENTi,
GL_DEPTH_ATTACHMENT,
GL_STENCIL_ATTACHMENT or
GL_DEPTH_STENCIL_ATTACHMMENT.
i
in
GL_COLOR_ATTACHMENTi may range from zero to the value
of
GL_MAX_COLOR_ATTACHMENTS - 1. Attaching a level of a texture to
GL_DEPTH_STENCIL_ATTACHMENT is equivalent to attaching that level to
both the
GL_DEPTH_ATTACHMENT and the
GL_STENCIL_ATTACHMENT attachment points simultaneously.
textarget specifies what type of texture is named by
texture, and
for cube map textures, specifies the face that is to be attached. If
texture is not zero, it must be the name of an existing texture with
type
textarget, unless it is a cube map texture, in which case
textarget must be
GL_TEXTURE_CUBE_MAP_POSITIVE_X
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
or
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.
If
texture is non-zero, the specified
level of the texture object
named
texture is attached to the framebfufer attachment point named by
attachment. For
glFramebufferTexture1D,
glFramebufferTexture2D, and
glFramebufferTexture3D,
texture must be zero or the name of an existing texture with a target
of
textarget, or
texture must be the name of an existing
cube-map texture and
textarget must be one of
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, or
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.
If
textarget is
GL_TEXTURE_RECTANGLE,
GL_TEXTURE_2D_MULTISAMPLE, or
GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
then
level must be zero. If
textarget is
GL_TEXTURE_3D,
then level must be greater than or equal to zero and less than or equal to
log2 of the value of
GL_MAX_3D_TEXTURE_SIZE. If
textarget is one
of
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
or
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, then
level must be greater
than or equal to zero and less than or equal to log2 of the value of
GL_MAX_CUBE_MAP_TEXTURE_SIZE. For all other values of
textarget,
level must be greater than or equal to zero and no larger than log2 of
the value of
GL_MAX_TEXTURE_SIZE.
layer specifies the layer of a 2-dimensional image within a 3-dimensional
texture.
For
glFramebufferTexture1D, if
texture is not zero, then
textarget must be
GL_TEXTURE_1D. For
glFramebufferTexture2D, if
texture is not zero,
textarget
must be one of
GL_TEXTURE_2D,
GL_TEXTURE_RECTANGLE,
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
or
GL_TEXTURE_2D_MULTISAMPLE. For
glFramebufferTexture3D, if
texture is not zero, then
textarget must be
GL_TEXTURE_3D.
NOTES¶
glFramebufferTexture is available only if the GL version is 3.2 or
greater.
ERRORS¶
GL_INVALID_ENUM is generated if
target is not one of the accepted
tokens.
GL_INVALID_ENUM is generated if
renderbuffertarget is not
GL_RENDERBUFFER.
GL_INVALID_OPERATION is generated if zero is bound to
target.
GL_INVALID_OPERATION is generated if
textarget and
texture
are not compatible.
SEE ALSO¶
glGenFramebuffers(),
glBindFramebuffer(),
glGenRenderbuffers(),
glFramebufferTexture(),
glFramebufferTexture1D(),
glFramebufferTexture2D(),
glFramebufferTexture3D()
COPYRIGHT¶
Copyright © 2010 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.
http://opencontent.org/openpub/.