Graphics Reference
In-Depth Information
a renderbuffer object or a texture. As shown in Figure 12-1, the color
attachment can be set to a renderbuffer that stores color values, or
to a mip level of a 2D texture or a cubemap face, or to a layer of a
2D array textures, or to a mip level of a 2D slice in a 3D texture. The
depth attachment can be set to a renderbuffer that stores depth values
or packed depth and stencil values, to a mip level of a 2D depth texture,
or to a depth cubemap face. The stencil attachment must be set to
a renderbuffer that stores stencil values or packed depth and stencil
values.
The
glFramebufferRenderbuffer
command is used to attach a
renderbuffer object to a framebuffer attachment point.
void
glFramebufferRenderbuffer
(GLenum
target
,
GLenum
attachment
,
GLenum
renderbuffertarget
,
GLuint
renderbuffer
)
target
must be set to
GL_READ_FRAMEBUFFER
,
GL_DRAW_FRAMEBUFFER
, or
GL_FRAMEBUFFER
attachment
must be one of the following enums:
GL_COLOR_ATTACHMENTi
GL_DEPTH_ATTACHMENT
GL_STENCIL_ATTACHMENT
GL_DEPTH_STENCIL_ATTACHMENT
renderbuffertarget
must be set to
GL_RENDERBUFFER
renderbuffer
the renderbuffer object that should be used as
attachment; the
renderbuffer
must be either
zero or the name of an existing renderbuffer
object
If
glFramebufferRenderbuffer
is called with
renderbuffer
not equal
to zero, this renderbuffer object will be used as the new color, depth, or
stencil attachment point as specified by the value of the
attachment
argument.