glFramebufferTexture — attach a level of a texture object as a logical buffer to the currently bound framebuffer object
void glFramebufferTexture( | GLenum target, |
GLenum attachment, | |
GLuint texture, | |
GLint level) ; |
void glFramebufferTexture1D( | GLenum target, |
GLenum attachment, | |
GLenum textarget, | |
GLuint texture, | |
GLint level) ; |
void glFramebufferTexture2D( | GLenum target, |
GLenum attachment, | |
GLenum textarget, | |
GLuint texture, | |
GLint level) ; |
void glFramebufferTexture3D( | GLenum target, |
GLenum attachment, | |
GLenum textarget, | |
GLuint texture, | |
GLint level, | |
GLint layer) ; |
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_ATTACHMENTi
, GL_DEPTH_ATTACHMENT
, GL_STENCIL_ATTACHMENT
or GL_DEPTH_STENCIL_ATTACHMENT
.
textarget
For glFramebufferTexture1D
, glFramebufferTexture2D
and glFramebufferTexture3D
, specifies what type of texture is expected in the texture
parameter, 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.
glFramebufferTexture
, glFramebufferTexture1D
, glFramebufferTexture2D
, and glFramebufferTexture
attach 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_ATTACHMENTi
, GL_DEPTH_ATTACHMENT
, GL_STENCIL_ATTACHMENT
or GL_DEPTH_STENCIL_ATTACHMENT
. i in GL_COLOR_ATTACHMENTi
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 texture with type textarget
, 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 framebfufer attachment point named by attachment
. For glFramebufferTexture1D
, glFramebufferTexture2D
, and glFramebufferTexture3D
, texture
must be zero or the name of an existing texture with a target of textarget
, or texture
must be the name of an existing cube-map texture and textarget
must be 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
.
If textarget
is GL_TEXTURE_RECTANGLE
, GL_TEXTURE_2D_MULTISAMPLE
, or GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, then level
must be zero. If textarget
is GL_TEXTURE_3D
, then level must be greater than or equal to zero and less than or equal to log2 of the value of GL_MAX_3D_TEXTURE_SIZE
. 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
. For all other values of textarget
, level
must be greater than or equal to zero and no larger than log2 of the value of GL_MAX_TEXTURE_SIZE
.
layer
specifies the layer of a 2-dimensional image within a 3-dimensional texture.
For glFramebufferTexture1D
, if texture
is not zero, then textarget
must be GL_TEXTURE_1D
. For glFramebufferTexture2D
, if texture
is not zero, textarget
must be one of GL_TEXTURE_2D
, GL_TEXTURE_RECTANGLE
, 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
, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
, or GL_TEXTURE_2D_MULTISAMPLE
. For glFramebufferTexture3D
, if texture
is not zero, then textarget
must be GL_TEXTURE_3D
.
GL_INVALID_ENUM
is generated if target
is not one of the accepted tokens.
GL_INVALID_ENUM
is generated if renderbuffertarget
is not GL_RENDERBUFFER
.
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);
Songho - OpenGL Frame Buffer Object (FBO)
open.gl - Framebuffers
opengl-tutorial.org - Tutorial 14 : Render To Texture
opengl-tutorial.org - Tutorial 16 : Shadow mapping
glGenFramebuffers, glBindFramebuffer, glGenRenderbuffers, glFramebufferTexture, glFramebufferTexture1D, glFramebufferTexture2D, glFramebufferTexture3D
Copyright © 2010 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. https://opencontent.org/openpub/.