glTexBufferRange man page on RedHat
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GLTEXBUFFERRANGE(3G) OpenGL Manual GLTEXBUFFERRANGE(3G)
NAME
glTexBufferRange - bind a range of a buffer's data store to a buffer
texture
C SPECIFICATION
void glTexBufferRange(GLenum target, GLenum internalFormat,
GLuint buffer, GLintptr offset, GLsizeiptr size);
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.
offset
Specifies the offset of the start of the range of the buffer's data
store to attach.
size
Specifies the size of the range of the buffer's data store to
attach.
DESCRIPTION
glTexBufferRange attaches the a range of the data store of 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. The start of the range is specified by
offset and the size of the range is specified by size, both measured in
basic machine units. offset must be greater than or equal to zero,
size must be greater than zero, and the sum of offset and size not
exceed the value of GL_BUFFER_SIZE for buffer. Furthermore, offset must
be an integer multiple of the value of
GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT. 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 │
└────────────┴───────────┴────────────┴──────┴────────┴────────┴────────┴────────┘
ERRORS
GL_INVALID_ENUM is generated if target is not GL_TEXTURE_BUFFER.
GL_INVALID_VALUE is generated if offset is less than zero.
GL_INVALID_VALUE is generated if size is less than or equal to zero.
GL_INVALID_VALUE is generated if offset + size is greater than the
value of GL_BUFFER_SIZE for buffer.
GL_INVALID_VALUE is generated if offset is not an integer multiple of
the value of GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT.
ASSOCIATED GETS
glGet() with argument GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT
glGetTexLevelParameter() with arguments GL_TEXTURE_BUFFER_OFFSET or
GL_TEXTURE_BUFFER_SIZE.
SEE ALSO
glTexBuffer().
COPYRIGHT
Copyright © 2012 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 GLTEXBUFFERRANGE(3G)
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