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glFramebufferTextureLayer

Name

glFramebufferTextureLayer — attach a single layer of a texture to a framebuffer

C Specification

void glFramebufferTextureLayer(GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLint layer);

Parameters

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.

texture

Specifies the texture object to attach to the framebuffer attachment point named by attachment.

level

Specifies the mipmap level of texture to attach.

layer

Specifies the layer of texture to attach.

Description

glFramebufferTextureLayer operates like glFramebufferTexture, except that only a single layer of the texture level, given by layer, is attached to the attachment point. If texture is not zero, layer must be greater than or equal to zero. texture must either be zero or the name of an existing three-dimensional texture, one- or two-dimensional array texture, or multisample array texture.

Notes

glFramebufferTextureLayer is available only if the GL version is 3.2 or greater.

Errors

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 accepted tokens.

GL_INVALID_VALUE is generated if texture is not zero or the name of an existing texture object.

GL_INVALID_VALUE is generated if texture is not zero and layer is negative.

GL_INVALID_OPERATION is generated if zero is bound to target.

GL_INVALID_OPERATION is generated if texture is not zero or the name of an existing cube map texture.

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