OpenGL.GL.AMD.seamless_cubemap_per_texture
OpenGL extension AMD.seamless_cubemap_per_texture
This module customises the behaviour of the
OpenGL.raw.GL.AMD.seamless_cubemap_per_texture to provide a more
Python-friendly API
Overview (from the spec)
In unextended OpenGL, cube maps are treated as sets of six, independent
texture images. Once a face is selected from the set, it is treated exactly
as any other two-dimensional texture would be. When sampling linearly from
the texture, all of the individual texels that would be used to to create
the final, bilinear sample values are taken from the same cube face. The
normal, two-dimensional texture coordinate wrapping modes are honored.
This sometimes causes seams to appear in cube maps.
ARB_seamless_cube_map addresses this issue by providing a mechanism whereby
an implementation could take each of the taps of a bilinear sample from
a different face, spanning face boundaries and providing seamless filtering
from cube map textures. However, in ARB_seamless_cube_map, this feature was
exposed as a global state, affecting all bound cube map textures. It was not
possible to mix seamless and per-face cube map sampling modes during
multisampling. Furthermore, if an application included cube maps that were
meant to be sampled seamlessly and non-seamlessly, it would have to track
this state and enable or disable seamless cube map sampling as needed.
This extension addresses this issue and provides an orthogonal method for
allowing an implementation to provide a per-texture setting for enabling
seamless sampling from cube maps.
The official definition of this extension is available here:
http://www.opengl.org/registry/specs/AMD/seamless_cubemap_per_texture.txt
Functions
Constants
GL_TEXTURE_CUBE_MAP_SEAMLESS (34895)