OpenGL.GL.ARB.seamless_cube_map

OpenGL extension ARB.seamless_cube_map
This module customises the behaviour of the OpenGL.raw.GL.ARB.seamless_cube_map to provide a more Python-friendly API
Overview (from the spec)
When sampling from cube map textures, a three-dimensional texture coordinate is used to select one of the cube map faces and generate a two dimensional texture coordinate ( s t ), at which a texel is sampled from the determined face of the cube map texture. Each face of the texture is treated as an independent two-dimensional texture, and the generated ( s t ) coordinate is subjected to the same clamping and wrapping rules as for any other two dimensional texture fetch.
Although it is unlikely that the generated ( s t ) coordinate lies significantly outside the determined cube map face, it is often the case that the locations of the individual elements required during a linear sampling do not lie within the determined face, and their coordinates will therefore be modified by the selected clamping and wrapping rules. This often has the effect of producing seams or other discontinuities in the sampled texture.
This extension allows implementations to take samples from adjacent cube map faces, providing the ability to create seamless cube maps.
The official definition of this extension is available here: http://www.opengl.org/registry/specs/ARB/seamless_cube_map.txt

Functions

Constants

GL_TEXTURE_CUBE_MAP_SEAMLESS (34895)