Graphics Reference
In-Depth Information
If glFramebufferTexture2D is called with texture not equal to zero,
then the color, depth, or stencil attachment will be set to texture . If
glFramebufferTexture2D generates an error, no change is made to the
state of the framebuffer.
The attachment point's state will be modified to
• Object type = GL_TEXTURE
• Object name = texture
• Texture level = level
• Texture cubemap face = valid if the texture attachment is a cubemap
and is one of the following values:
GL_TEXTURE_CUBE_MAP_POSITIVE_X
GL_TEXTURE_CUBE_MAP_POSITIVE_Y
GL_TEXTURE_CUBE_MAP_POSITIVE_Z
GL_TEXTURE_CUBE_MAP_NEGATIVE_X
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
• Texture layer = 0
The newly attached texture object's state or contents of its image are
not modified by glFramebufferTexture2D . Note that the texture
object's state and image can be modified after it has been attached to a
framebuffer object.
If glFramebufferTexture2D is called with texture equal to zero, then
the color, depth, or stencil attachment is detached and reset to zero.
Attaching an Image of a 3D Texture as a Framebuffe r
Attachment
The glFramebufferTextureLayer command is used to attach a 2D slice
and a specific mip level of a 3D texture or a level of 2D array textures to
a framebuffer attachment point. Refer to Chapter 9, “Texturing,” for a
detailed description of how 3D textures work.
 
 
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