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glFramebufferTexture2D.xhtml
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glFramebufferTexture2D.xhtml
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<div class="refentry" id="glFramebufferTexture2D">
<div class="titlepage"></div>
<div class="refnamediv">
<h2>Name</h2>
<p>glFramebufferTexture2D — attach a level of a texture object as a logical buffer to the currently bound framebuffer object</p>
</div>
<div class="refsynopsisdiv">
<h2>C Specification</h2>
<div class="funcsynopsis">
<table style="border: 0; cellspacing: 0; cellpadding: 0;" class="funcprototype-table">
<tr>
<td>
<code class="funcdef">void <strong class="fsfunc">glFramebufferTexture2D</strong>(</code>
</td>
<td>GLenum <var class="pdparam">target</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum <var class="pdparam">attachment</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLenum <var class="pdparam">textarget</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLuint <var class="pdparam">texture</var>, </td>
</tr>
<tr>
<td> </td>
<td>GLint <var class="pdparam">level</var><code>)</code>;</td>
</tr>
</table>
<div class="funcprototype-spacer"> </div>
</div>
</div>
<div class="refsect1" id="parameters">
<h2>Parameters</h2>
<div class="variablelist">
<dl class="variablelist">
<dt>
<span class="term">
<em class="parameter">
<code>target</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the framebuffer target. <em class="parameter"><code>target</code></em> must be <code class="constant">GL_DRAW_FRAMEBUFFER</code>,
<code class="constant">GL_READ_FRAMEBUFFER</code>, or <code class="constant">GL_FRAMEBUFFER</code>. <code class="constant">GL_FRAMEBUFFER</code>
is equivalent to <code class="constant">GL_DRAW_FRAMEBUFFER</code>.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>attachment</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the attachment point of the framebuffer. <em class="parameter"><code>attachment</code></em> must be
<code class="constant">GL_COLOR_ATTACHMENT</code><span class="emphasis"><em>i</em></span>, <code class="constant">GL_DEPTH_ATTACHMENT</code>,
<code class="constant">GL_STENCIL_ATTACHMENT</code> or <code class="constant">GL_DEPTH_STENCIL_ATTACHMENT</code>.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>textarget</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies a 2D texture target, 2D multisample texture target, or for cube map textures, which face is to be attached.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>texture</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the texture object to attach to the framebuffer attachment point named by <em class="parameter"><code>attachment</code></em>.
</p>
</dd>
<dt>
<span class="term">
<em class="parameter">
<code>level</code>
</em>
</span>
</dt>
<dd>
<p>
Specifies the mipmap level of <em class="parameter"><code>texture</code></em> to attach.
</p>
</dd>
</dl>
</div>
</div>
<div class="refsect1" id="description">
<h2>Description</h2>
<p>
<code class="function">glFramebufferTexture2D</code> attaches a selected mipmap level or image of a texture object as one of the
logical buffers of the framebuffer object currently bound to <em class="parameter"><code>target</code></em>. <em class="parameter"><code>target</code></em> must
be <code class="constant">GL_DRAW_FRAMEBUFFER</code>, <code class="constant">GL_READ_FRAMEBUFFER</code>, or <code class="constant">GL_FRAMEBUFFER</code>.
<code class="constant">GL_FRAMEBUFFER</code> is equivalent to <code class="constant">GL_DRAW_FRAMEBUFFER</code>.
</p>
<p>
<em class="parameter"><code>attachment</code></em> specifies the logical attachment of the framebuffer and must be
<code class="constant">GL_COLOR_ATTACHMENT</code><span class="emphasis"><em>i</em></span>, <code class="constant">GL_DEPTH_ATTACHMENT</code>,
<code class="constant">GL_STENCIL_ATTACHMENT</code> or <code class="constant">GL_DEPTH_STENCIL_ATTACHMENT</code>.
<span class="emphasis"><em>i</em></span> in <code class="constant">GL_COLOR_ATTACHMENT</code><span class="emphasis"><em>i</em></span> may range from zero to
the value of <code class="constant">GL_MAX_COLOR_ATTACHMENTS</code> - 1. Attaching a level of a texture to
<code class="constant">GL_DEPTH_STENCIL_ATTACHMENT</code> is equivalent to attaching that level to both the
<code class="constant">GL_DEPTH_ATTACHMENT</code> <span class="emphasis"><em>and</em></span> the <code class="constant">GL_STENCIL_ATTACHMENT</code>
attachment points simultaneously.
</p>
<p>
<em class="parameter"><code>textarget</code></em> specifies what type of texture is named by <em class="parameter"><code>texture</code></em>, and for
cube map textures, specifies the face that is to be attached. If <em class="parameter"><code>texture</code></em> is not zero, it
must be the name of an existing two dimensional texture with <em class="parameter"><code>textarget</code></em> set to <code class="constant">GL_TEXTURE_2D</code>,
or an existing two dimensional multisample texture with <em class="parameter"><code>textarget</code></em> set to <code class="constant">GL_TEXTURE_2D_MULTISAMPLE</code>,
unless it is a cube map texture, in which case <em class="parameter"><code>textarget</code></em> must be
<code class="constant">GL_TEXTURE_CUBE_MAP_POSITIVE_X</code>
<code class="constant">GL_TEXTURE_CUBE_MAP_NEGATIVE_X</code>, <code class="constant">GL_TEXTURE_CUBE_MAP_POSITIVE_Y</code>,
<code class="constant">GL_TEXTURE_CUBE_MAP_NEGATIVE_Y</code>, <code class="constant">GL_TEXTURE_CUBE_MAP_POSITIVE_Z</code>, or
<code class="constant">GL_TEXTURE_CUBE_MAP_NEGATIVE_Z</code>.
</p>
<p>
If <em class="parameter"><code>texture</code></em> is non-zero, the specified <em class="parameter"><code>level</code></em> of the texture object named
<em class="parameter"><code>texture</code></em> is attached to the framebuffer attachment point named by <em class="parameter"><code>attachment</code></em>.
</p>
<p>
If <em class="parameter"><code>textarget</code></em> is one of <code class="constant">GL_TEXTURE_CUBE_MAP_POSITIVE_X</code>,
<code class="constant">GL_TEXTURE_CUBE_MAP_POSITIVE_Y</code>, <code class="constant">GL_TEXTURE_CUBE_MAP_POSITIVE_Z</code>,
<code class="constant">GL_TEXTURE_CUBE_MAP_NEGATIVE_X</code>, <code class="constant">GL_TEXTURE_CUBE_MAP_NEGATIVE_Y</code>,
or <code class="constant">GL_TEXTURE_CUBE_MAP_NEGATIVE_Z</code>, then <em class="parameter"><code>level</code></em> must be greater
than or equal to zero and less than or equal to log<sub>2</sub> of the value of
<code class="constant">GL_MAX_CUBE_MAP_TEXTURE_SIZE</code>. If <em class="parameter"><code>textarget</code></em> is <code class="constant">GL_TEXTURE_2D</code>,
<em class="parameter"><code>level</code></em> must be greater than or equal to zero and no larger than log<sub>2</sub>
of the value of <code class="constant">GL_MAX_TEXTURE_SIZE</code>. If <em class="parameter"><code>textarget</code></em> is <code class="constant">GL_TEXTURE_2D_MULTISAMPLE</code>,
<em class="parameter"><code>level</code></em> must be equal to zero.
</p>
</div>
<div class="refsect1" id="errors">
<h2>Errors</h2>
<p>
<code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>target</code></em> is not one of the accepted tokens.
</p>
<p>
<code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>attachment</code></em> is not one of the attachment points listed above.
</p>
<p>
<code class="constant">GL_INVALID_OPERATION</code> is generated if zero is bound to <em class="parameter"><code>target</code></em>.
</p>
<p>
<code class="constant">GL_INVALID_OPERATION</code> is generated if <em class="parameter"><code>textarget</code></em> and <em class="parameter"><code>texture</code></em>
are not compatible.
</p>
</div>
{$pipelinestall}{$examples}
<div class="refsect1" id="versions">
<h2>API Version Support</h2>
<div class="informaltable">
<table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
<colgroup>
<col style="text-align: left; "/>
<col style="text-align: center; " class="firstvers"/>
<col style="text-align: center; "/>
<col style="text-align: center; " class="lastvers"/>
</colgroup>
<thead>
<tr>
<th style="text-align: left; border-right: 2px solid ; ">
</th>
<th style="text-align: center; border-bottom: 2px solid ; " colspan="3">
<span class="bold"><strong>OpenGL ES API Version</strong></span>
</th>
</tr>
<tr>
<th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>Function Name</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>2.0</strong></span>
</th>
<th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.0</strong></span>
</th>
<th style="text-align: center; border-bottom: 2px solid ; ">
<span class="bold"><strong>3.1</strong></span>
</th>
</tr>
</thead>
<tbody>
<tr>
<td style="text-align: left; border-right: 2px solid ; ">glFramebufferTexture2D</td>
<td style="text-align: center; border-right: 2px solid ; ">✔</td>
<td style="text-align: center; border-right: 2px solid ; ">✔</td>
<td style="text-align: center; ">✔</td>
</tr>
</tbody>
</table>
</div>
</div>
<div class="refsect1" id="seealso">
<h2>See Also</h2>
<p>
<a class="citerefentry" href="glGenFramebuffers"><span class="citerefentry"><span class="refentrytitle">glGenFramebuffers</span></span></a>,
<a class="citerefentry" href="glBindFramebuffer"><span class="citerefentry"><span class="refentrytitle">glBindFramebuffer</span></span></a>,
<a class="citerefentry" href="glGenRenderbuffers"><span class="citerefentry"><span class="refentrytitle">glGenRenderbuffers</span></span></a>,
<a class="citerefentry" href="glFramebufferRenderbuffer"><span class="citerefentry"><span class="refentrytitle">glFramebufferRenderbuffer</span></span></a>,
<a class="citerefentry" href="glFramebufferTextureLayer"><span class="citerefentry"><span class="refentrytitle">glFramebufferTextureLayer</span></span></a>,
</p>
</div>
<div class="refsect1" id="Copyright">
<h2>Copyright</h2>
<p>
Copyright © 2010-2014 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.
<a class="link" href="https://opencontent.org/openpub/" target="_top">https://opencontent.org/openpub/</a>.
</p>
</div>
</div>