Graphics Reference
In-Depth Information
GL_R8I , GL_R8UI , GL_R16I , GL_R16UI , GL_R32I ,
GL_R32UI , GL_RG8I , GL_RG8UI , GL_RG16I ,
GL_RG16UI , GL_RG32I , GL_RG32UI , GL_RGBA8I ,
GL_RGBA8UI , GL_RGB10_A2UI , GL_RGBA16I ,
GL_RGBA16UI , GL_RGBA32I , or GL_RGBA32UI
x
the x window-coordinate of the lower-left rectangle
in the framebuffer to read from
the y window-coordinate of the lower-left rectangle
in the framebuffer to read from
y
the width in pixels of the region to read
width
the height in pixels of the region to read
height
borders are not supported in OpenGL ES 3.0, so this
parameter must be 0
border
Calling this function will cause the texture image to be loaded with the
pixels in the color buffer from region ( x , y ) to ( x + width - 1, y + height - 1).
This width and height of the texture image will be the size of the region
copied from the color buffer. You should use this information to fill the
entire contents of the texture.
In addition, you can update just the subregion of an already-specified
image using glCopyTexSubImage2D .
void glCopyTexSubImage2D (GLenum target,
GLint level , GLint xoffset ,
GLint yoffset , GLint x , GLint y ,
GLsizei width , GLsizei height )
specifies the texture target, either GL_TEXTURE_2D or one of
the cubemap face targets
(GL_TEXTURE_CUBE_MAP_POSITIVE_X ,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X, and so on )
target
specifies which mip level to update
level
the x index of the texel to start updating from
xoffset
the y index of the texel to start updating from
yoffset
the x window-coordinate of the lower-left rectangle in the
framebuffer to read from
x
the y window-coordinate of the lower-left rectangle in the
framebuffer to read from
y
(continues)
 
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