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)