attach the storage for a buffer object to the active buffer texture
Signature
Parameters
| Variables | Description |
|---|---|
| target |
Specifies the target of the operation and must be
GL_TEXTURE_BUFFER
.
|
| internalFormat |
Specifies the internal format of the data in the store belonging to
buffer
.
|
| buffer |
Specifies the name of the buffer object whose storage to attach to the active buffer texture.
|
Description
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:
| Component | |||||||
|---|---|---|---|---|---|---|---|
| Sized Internal Format | Base Type | Components | Norm | 0 | 1 | 2 | 3 |
| GL_R8 | ubyte | 1 | YES | R | 0 | 0 | 1 |
| GL_R16 | ushort | 1 | YES | R | 0 | 0 | 1 |
| GL_R16F | half | 1 | NO | R | 0 | 0 | 1 |
| GL_R32F | float | 1 | NO | R | 0 | 0 | 1 |
| GL_R8I | byte | 1 | NO | R | 0 | 0 | 1 |
| GL_R16I | short | 1 | NO | R | 0 | 0 | 1 |
| GL_R32I | int | 1 | NO | R | 0 | 0 | 1 |
| GL_R8UI | ubyte | 1 | NO | R | 0 | 0 | 1 |
| GL_R16UI | ushort | 1 | NO | R | 0 | 0 | 1 |
| GL_R32UI | uint | 1 | NO | R | 0 | 0 | 1 |
| GL_RG8 | ubyte | 2 | YES | R | G | 0 | 1 |
| GL_RG16 | ushort | 2 | YES | R | G | 0 | 1 |
| GL_RG16F | half | 2 | NO | R | G | 0 | 1 |
| GL_RG32F | float | 2 | NO | R | G | 0 | 1 |
| GL_RG8I | byte | 2 | NO | R | G | 0 | 1 |
| GL_RG16I | short | 2 | NO | R | G | 0 | 1 |
| GL_RG32I | int | 2 | NO | R | G | 0 | 1 |
| GL_RG8UI | ubyte | 2 | NO | R | G | 0 | 1 |
| GL_RG16UI | ushort | 2 | NO | R | G | 0 | 1 |
| GL_RG32UI | uint | 2 | NO | R | G | 0 | 1 |
| GL_RGB32F | float | 3 | NO | R | G | B | 1 |
| GL_RGB32I | int | 3 | NO | R | G | B | 1 |
| GL_RGB32UI | uint | 3 | NO | R | G | B | 1 |
| GL_RGBA8 | uint | 4 | YES | R | G | B | A |
| GL_RGBA16 | short | 4 | YES | R | G | B | A |
| GL_RGBA16F | half | 4 | NO | R | G | B | A |
| GL_RGBA32F | float | 4 | NO | R | G | B | A |
| GL_RGBA8I | byte | 4 | NO | R | G | B | A |
| GL_RGBA16I | short | 4 | NO | R | G | B | A |
| GL_RGBA32I | int | 4 | NO | R | G | B | A |
| GL_RGBA8UI | ubyte | 4 | NO | R | G | B | A |
| GL_RGBA16UI | ushort | 4 | NO | R | G | B | A |
| GL_RGBA32UI | uint | 4 | NO | R | G | B | A |
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
buffer_size
components
×
sizeof
(
base_type
)
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.
Errors
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.
Notes
glTexBuffer
is available only if the GL version is 3.1 or greater.
Associated Gets
glGet
with argument
GL_MAX_TEXTURE_BUFFER_SIZE
glGet
with argument
GL_TEXTURE_BINDING_BUFFER
glGetTexLevelParameter
with argument
GL_TEXTURE_BUFFER_DATA_STORE_BINDING
See Also
Copyright
Copyright
2010 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.
glTexBuffer
