OpenGL extension ARB.texture_rg
This module customises the behaviour of the
OpenGL.raw.GL.ARB.texture_rg to provide a more
Overview (from the spec)
Historically one- and two- component textures have been specified in OpenGL
using the intensity, luminance or luminance-alpha (I/L/LA) formats.
With the advent of programmable shaders and render-to-texture capabilites
these legacy formats carry some historical artifacts which are no longer
For example, when sampling from such textures, the luminance values
are replicated across the color components, and the intensity values are
replicated across both the color and alpha components. This is no
longer necessary with programmable shaders.
It is also desirable to be able to render to one- and two-
component format textures using capabilities such as framebuffer
objects (FBO), but rendering to I/L/LA formats is under-specified
(specifically how to map R/G/B/A values to I/L/A texture channels).
This extension adds new base internal formats for the one-component RED
and two-component RG (red green) texture formats as well as sized
internal formats for fixed-point, floating-point and pure integer texture
formats. The new texure formats can be used for texturing as well
as for rendering into with framebuffer objects.
The official definition of this extension is available here:
|EXTENSION_NAME = 'GL_ARB_texture_rg'|
GL_R16 = GL_R16
GL_R16F = GL_R16F
GL_R16I = GL_R16I
GL_R16UI = GL_R16UI
GL_R32F = GL_R32F
GL_R32I = GL_R32I
GL_R32UI = GL_R32UI
GL_R8 = GL_R8
GL_R8I = GL_R8I
GL_R8UI = GL_R8UI
GL_RG = GL_RG
GL_RG16 = GL_RG16
GL_RG16F = GL_RG16F
GL_RG16I = GL_RG16I
GL_RG16UI = GL_RG16UI
GL_RG32F = GL_RG32F
GL_RG32I = GL_RG32I
GL_RG32UI = GL_RG32UI
GL_RG8 = GL_RG8
GL_RG8I = GL_RG8I
GL_RG8UI = GL_RG8UI
GL_RG_INTEGER = GL_RG_INTEGER
__file__ = '/home/mcfletch/pylive/OpenGL/GL/ARB/texture_rg.pyc'
__name__ = 'OpenGL.GL.ARB.texture_rg'
__package__ = 'OpenGL.GL.ARB'