OpenGL.GL.ARB.sampler_objects
OpenGL extension ARB.sampler_objects
This module customises the behaviour of the
OpenGL.raw.GL.ARB.sampler_objects to provide a more
Python-friendly API
Overview (from the spec)
In unextended OpenGL textures are considered to be sets of image
data (mip-chains, arrays, cube-map face sets, etc.) and sampling
state (sampling mode, mip-mapping state, coordinate wrapping and
clamping rules, etc.) combined into a single object. It is typical
for an application to use many textures with a limited set of
sampling states that are the same between them. In order to use
textures in this way, an application must generate and configure
many texture names, adding overhead both to applications and to
implementations. Furthermore, should an application wish to sample
from a texture in more than one way (with and without mip-mapping,
for example) it must either modify the state of the texture or
create two textures, each with a copy of the same image data. This
can introduce runtime and memory costs to the application.
This extension separates sampler state from texture image data. A
new object type is introduced, the sampler (representing generic
sampling parameters). The new sampler objects are represented by a
new named type encapsulating the sampling parameters of a
traditional texture object. Sampler objects may be bound to texture
units to supplant the bound texture's sampling state. A single
sampler may be bound to more than one texture unit simultaneously,
allowing different textures to be accessed with a single set of
shared sampling parameters. Also, by binding different sampler
objects to texture units to which the same texture has been bound,
the same texture image data may be sampled with different sampling
parameters.
The official definition of this extension is available here:
http://www.opengl.org/registry/specs/ARB/sampler_objects.txt
Functions
Constants
GL_SAMPLER_BINDING (35097)