glFramebufferTexture2D — attach a level of a texture object as a logical buffer to the currently bound framebuffer object
void glFramebufferTexture2D( | GLenum target, |
GLenum attachment, | |
GLenum textarget, | |
GLuint texture, | |
GLint level) ; |
target
Specifies the framebuffer target. target
must be GL_DRAW_FRAMEBUFFER
, GL_READ_FRAMEBUFFER
, or GL_FRAMEBUFFER
. GL_FRAMEBUFFER
is equivalent to GL_DRAW_FRAMEBUFFER
.
attachment
Specifies the attachment point of the framebuffer. attachment
must be GL_COLOR_ATTACHMENT
i, GL_DEPTH_ATTACHMENT
, GL_STENCIL_ATTACHMENT
or GL_DEPTH_STENCIL_ATTACHMENT
.
textarget
Specifies a 2D texture target, 2D multisample texture target, or for cube map textures, which face is to be attached.
texture
Specifies the texture object to attach to the framebuffer attachment point named by attachment
.
level
Specifies the mipmap level of texture
to attach.
glFramebufferTexture2D
attaches a selected mipmap level or image of a texture object as one of the logical buffers of the framebuffer object currently bound to target
. target
must be GL_DRAW_FRAMEBUFFER
, GL_READ_FRAMEBUFFER
, or GL_FRAMEBUFFER
. GL_FRAMEBUFFER
is equivalent to GL_DRAW_FRAMEBUFFER
.
attachment
specifies the logical attachment of the framebuffer and must be GL_COLOR_ATTACHMENT
i, GL_DEPTH_ATTACHMENT
, GL_STENCIL_ATTACHMENT
or GL_DEPTH_STENCIL_ATTACHMENT
. i in GL_COLOR_ATTACHMENT
i may range from zero to the value of GL_MAX_COLOR_ATTACHMENTS
- 1. Attaching a level of a texture to GL_DEPTH_STENCIL_ATTACHMENT
is equivalent to attaching that level to both the GL_DEPTH_ATTACHMENT
and the GL_STENCIL_ATTACHMENT
attachment points simultaneously.
textarget
specifies what type of texture is named by texture
, and for cube map textures, specifies the face that is to be attached. If texture
is not zero, it must be the name of an existing two dimensional texture with textarget
set to GL_TEXTURE_2D
, or an existing two dimensional multisample texture with textarget
set to GL_TEXTURE_2D_MULTISAMPLE
, unless it is a cube map texture, in which case textarget
must be GL_TEXTURE_CUBE_MAP_POSITIVE_X
GL_TEXTURE_CUBE_MAP_NEGATIVE_X
, GL_TEXTURE_CUBE_MAP_POSITIVE_Y
, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
, GL_TEXTURE_CUBE_MAP_POSITIVE_Z
, or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
.
If texture
is non-zero, the specified level
of the texture object named texture
is attached to the framebuffer attachment point named by attachment
.
If textarget
is one of GL_TEXTURE_CUBE_MAP_POSITIVE_X
, GL_TEXTURE_CUBE_MAP_POSITIVE_Y
, GL_TEXTURE_CUBE_MAP_POSITIVE_Z
, GL_TEXTURE_CUBE_MAP_NEGATIVE_X
, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
, or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
, then level
must be greater than or equal to zero and less than or equal to log2 of the value of GL_MAX_CUBE_MAP_TEXTURE_SIZE
. If textarget
is GL_TEXTURE_2D
, level
must be greater than or equal to zero and no larger than log2 of the value of GL_MAX_TEXTURE_SIZE
. If textarget
is GL_TEXTURE_2D_MULTISAMPLE
, level
must be equal to zero.
GL_INVALID_ENUM
is generated if target
is not one of the accepted tokens.
GL_INVALID_ENUM
is generated if attachment
is not one of the attachment points listed above.
GL_INVALID_OPERATION
is generated if zero is bound to target
.
GL_INVALID_OPERATION
is generated if textarget
and texture
are not compatible.
// fbo_width and fbo_height are the desired width and height of the FBO. // For Opengl <= 4.4 or if the GL_ARB_texture_non_power_of_two extension // is present, fbo_width and fbo_height can be values other than 2^n for // some integer n. // Build the texture that will serve as the color attachment for the framebuffer. GLuint texture_map; glGenTextures(1, &texture_map); glBindTexture(GL_TEXTURE_2D, texture_map); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fbo_width, fbo_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glBindTexture(GL_TEXTURE_2D, 0); // Build the texture that will serve as the depth attachment for the framebuffer. GLuint depth_texture; glGenTextures(1, &depth_texture); glBindTexture(GL_TEXTURE_2D, depth_texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, fbo_width, fbo_height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL); glBindTexture(GL_TEXTURE_2D, 0); // Build the framebuffer. GLuint framebuffer; glGenFramebuffers(1, &framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, (GLuint)framebuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_map, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth_texture, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) // Error glBindFramebuffer(GL_FRAMEBUFFER, 0);
OpenGL ES API Version | |||
---|---|---|---|
Function Name | 2.0 | 3.0 | 3.1 |
glFramebufferTexture2D | ✔ | ✔ | ✔ |
glGenFramebuffers, glBindFramebuffer, glGenRenderbuffers, glFramebufferRenderbuffer, glFramebufferTextureLayer,
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