Graphics Reference
In-Depth Information
The attachment point's state will be modified to
• Object type = GL_RENDERBUFFER
• Object name = renderbuffer
• Texture level and texture layer = 0
• Texture cubemap face = GL_NONE
The newly attached renderbuffer object's state or contents of its buffer do
not change.
If glFramebufferRenderbuffer is called with renderbuffer equal to
zero, then the color, depth, or stencil buffer as specified by attachment is
detached and reset to zero.
Attaching a 2D Texture as a Framebuffer Attachment
The glFramebufferTexture2D command is used to attach a mip level of
a 2D texture or a cubemap face to a framebuffer attachment point. It can
be used to attach a texture as a color, depth, or stencil attachment.
void glFramebufferTexture2D (GLenum target ,
GLenum attachment ,
GLenum textarget ,
GLuint texture ,
Glint level )
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
textarget
specifies the texture target; this is the
value specified in the target argument in
glTexImage2D
texture
specifies the texture object
level
specifies the mip level of texture image
 
 
 
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