attach the storage for a buffer object to the active buffer texture
Specifies the target of the operation and must be GL_TEXTURE_BUFFER .
Specifies the internal format of the data in the store belonging to buffer .
Specifies the name of the buffer object whose storage to attach to the active buffer texture.
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:
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
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.
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.
glTexBuffer is available only if the GL version is 3.1 or greater.
glGet with argument GL_MAX_TEXTURE_BUFFER_SIZE
glGet with argument GL_TEXTURE_BINDING_BUFFER
glGetTexLevelParameter with argument GL_TEXTURE_BUFFER_DATA_STORE_BINDING
Copyright 2010-2013 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/ .
Sample Code References
The following code samples have been found which appear to reference the functions described here. Take care that the code may be old, broken or not even use PyOpenGL.
OpenGLContext OpenGLContext/scenegraph/shaders.py Lines: 252