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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 x 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 (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/.

AUTHORS
       opengl.org

opengl.org				    06/10/2014				  GLTEXBUFFER(3G)
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