glTexBuffer man page on RedHat
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GLTEXBUFFER(3G) OpenGL Manual GLTEXBUFFER(3G)
NAME
glTexBuffer - attach the storage for a buffer object to the active
buffer texture
C SPECIFICATION
void glTexBuffer(GLenum target, GLenum internalFormat, Gluintbuffer);
PARAMETERS
target
Specifies the target of the operation and must be
GL_TEXTURE_BUFFER.
internalFormat
Specifies the internal format of the data in the store belonging to
buffer.
buffer
Specifies the name of the buffer object whose storage to attach to
the active buffer texture.
DESCRIPTION
glTexBuffer attaches the storage for the buffer object named buffer to
the active buffer texture, and specifies the internal format for the
texel array found in the attached buffer object. If buffer is zero, any
buffer object attached to the buffer texture is detached and no new
buffer object is attached. If buffer is non-zero, it must be the name
of an existing buffer object. target must be GL_TEXTURE_BUFFER.
internalformat specifies the storage format, and must be one of the
following sized internal formats:
┌────────────┬───────────┬────────────┬──────┬───────────────────────────────────┐
│ │ │ │ │ │
│ │ │ │ │ Component │
│ │ │ │ │ │
│ │ │ │ ├────────┬────────┬────────┬────────┤
│ │ │ │ │ │ │ │ │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│Sized │ Base Type │ Components │ Norm │ 0 │ 1 │ 2 │ 3 │
│Internal │ │ │ │ │ │ │ │
│Format │ │ │ │ │ │ │ │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_R8 │ ubyte │ 1 │ YES │ R │ 0 │ 0 │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_R16 │ ushort │ 1 │ YES │ R │ 0 │ 0 │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_R16F │ half │ 1 │ NO │ R │ 0 │ 0 │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_R32F │ float │ 1 │ NO │ R │ 0 │ 0 │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_R8I │ byte │ 1 │ NO │ R │ 0 │ 0 │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_R16I │ short │ 1 │ NO │ R │ 0 │ 0 │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_R32I │ int │ 1 │ NO │ R │ 0 │ 0 │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_R8UI │ ubyte │ 1 │ NO │ R │ 0 │ 0 │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_R16UI │ ushort │ 1 │ NO │ R │ 0 │ 0 │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_R32UI │ uint │ 1 │ NO │ R │ 0 │ 0 │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RG8 │ ubyte │ 2 │ YES │ R │ G │ 0 │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RG16 │ ushort │ 2 │ YES │ R │ G │ 0 │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RG16F │ half │ 2 │ NO │ R │ G │ 0 │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RG32F │ float │ 2 │ NO │ R │ G │ 0 │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RG8I │ byte │ 2 │ NO │ R │ G │ 0 │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RG16I │ short │ 2 │ NO │ R │ G │ 0 │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RG32I │ int │ 2 │ NO │ R │ G │ 0 │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RG8UI │ ubyte │ 2 │ NO │ R │ G │ 0 │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RG16UI │ ushort │ 2 │ NO │ R │ G │ 0 │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RG32UI │ uint │ 2 │ NO │ R │ G │ 0 │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RGB32F │ float │ 3 │ NO │ R │ G │ B │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RGB32I │ int │ 3 │ NO │ R │ G │ B │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RGB32UI │ uint │ 3 │ NO │ R │ G │ B │ 1 │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RGBA8 │ uint │ 4 │ YES │ R │ G │ B │ A │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RGBA16 │ short │ 4 │ YES │ R │ G │ B │ A │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RGBA16F │ half │ 4 │ NO │ R │ G │ B │ A │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RGBA32F │ float │ 4 │ NO │ R │ G │ B │ A │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RGBA8I │ byte │ 4 │ NO │ R │ G │ B │ A │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RGBA16I │ short │ 4 │ NO │ R │ G │ B │ A │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RGBA32I │ int │ 4 │ NO │ R │ G │ B │ A │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RGBA8UI │ ubyte │ 4 │ NO │ R │ G │ B │ A │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RGBA16UI │ ushort │ 4 │ NO │ R │ G │ B │ A │
├────────────┼───────────┼────────────┼──────┼────────┼────────┼────────┼────────┤
│GL_RGBA32UI │ uint │ 4 │ NO │ R │ G │ B │ A │
└────────────┴───────────┴────────────┴──────┴────────┴────────┴────────┴────────┘
When a buffer object is attached to a buffer texture, the buffer
object's data store is taken as the texture's texel array. The number
of texels in the buffer texture's texel array is given by
buffer_size
components × sizeof(base_type)
.PP where buffer_size is the size of the buffer object, in
basic machine units and components and base type are the element count
and base data type for elements, as specified in the table above. The
number of texels in the texel array is then clamped to the
implementation-dependent limit GL_MAX_TEXTURE_BUFFER_SIZE. When a
buffer texture is accessed in a shader, the results of a texel fetch
are undefined if the specified texel coordinate is negative, or greater
than or equal to the clamped number of texels in the texel array.
ERRORS
GL_INVALID_ENUM is generated if target is not GL_TEXTURE_BUFFER.
GL_INVALID_ENUM is generated if internalFormat is not one of the
accepted tokens.
GL_INVALID_OPERATION is generated if buffer is not zero or the name of
an existing buffer object.
NOTES
glTexBuffer is available only if the GL version is 3.1 or greater.
ASSOCIATED GETS
glGet() with argument GL_MAX_TEXTURE_BUFFER_SIZE
glGet() with argument GL_TEXTURE_BINDING_BUFFER
glGetTexLevelParameter() with argument
GL_TEXTURE_BUFFER_DATA_STORE_BINDING
SEE ALSO
glGenBuffers(), glBindBuffer(), glBufferData(), glDeleteBuffers(),
glGenTextures(), glBindTexture(), glDeleteTextures()
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/.
AUTHORS
opengl.org
opengl.org 03/16/2013 GLTEXBUFFER(3G)
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