02-27-2014
I advise you to use code tags, because both of your samples appear identical without them. Also, you probably made a mistake and typed 678 in place of 789 at some point.
Regards,
Alister
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LEARN ABOUT OSX
glteximage3dmultisample
GLTEXIMAGE3DMULTISAM(3G) OpenGL 3.3 GLTEXIMAGE3DMULTISAM(3G)
NAME
glTexImage3DMultisample - establish the data storage, format, dimensions, and number of samples of a multisample texture's image
C SPECIFICATION
void glTexImage3DMultisample(GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth,
GLboolean fixedsamplelocations);
PARAMETERS
target
Specifies the target of the operation. target must be GL_TEXTURE_2D_MULTISAMPLE_ARRAY or GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY.
samples
The number of samples in the multisample texture's image.
internalformat
The internal format to be used to store the multisample texture's image. internalformat must specify a color-renderable,
depth-renderable, or stencil-renderable format.
width
The width of the multisample texture's image, in texels.
height
The height of the multisample texture's image, in texels.
fixedsamplelocations
Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the
sample locations will not depend on the internal format or size of the image.
DESCRIPTION
glTexImage3DMultisample establishes the data storage, format, dimensions and number of samples of a multisample texture's image.
target must be GL_TEXTURE_2D_MULTISAMPLE_ARRAY or GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY. width and heightare the dimensions in texels of
the texture, and must be in the range zero to GL_MAX_TEXTURE_SIZE - 1. depth is the number of array slices in the array texture's image.
samples specifies the number of samples in the image and must be in the range zero to GL_MAX_SAMPLES - 1.
internalformat must be a color-renderable, depth-renderable, or stencil-renderable format.
If fixedsamplelocations is GL_TRUE, the image will use identical sample locations and the same number of samples for all texels in the
image, and the sample locations will not depend on the internal format or size of the image.
When a multisample texture is accessed in a shader, the access takes one vector of integers describing which texel to fetch and an integer
corresponding to the sample numbers describing which sample within the texel to fetch. No standard sampling instructions are allowed on the
multisample texture targets.
NOTES
glTexImage2DMultisample is available only if the GL version is 3.2 or greater.
ERRORS
GL_INVALID_OPERATION is generated if internalformat is a depth- or stencil-renderable format and samples is greater than the value of
GL_MAX_DEPTH_TEXTURE_SAMPLES.
GL_INVALID_OPERATION is generated if internalformat is a color-renderable format and samples is greater than the value of
GL_MAX_COLOR_TEXTURE_SAMPLES.
GL_INVALID_OPERATION is generated if internalformat is a signed or unsigned integer format and samples is greater than the value of
GL_MAX_INTEGER_SAMPLES.
GL_INVALID_VALUE is generated if either width or height negative or is greater than GL_MAX_TEXTURE_SIZE.
GL_INVALID_VALUE is generated if depth is negative or is greater than GL_MAX_ARRAY_TEXTURE_LAYERS.
GL_INVALID_VALUE is generated if samples is greater than GL_MAX_SAMPLES.
SEE ALSO
glTexImage3D(), glTexImage2DMultisample()
COPYRIGHT
Copyright (C) 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/.
OpenGL 3.3 03/08/2011 GLTEXIMAGE3DMULTISAM(3G)