glFramebufferTexture — attach a level of a texture object as a logical buffer of a 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) ; |
void glNamedFramebufferTexture( | GLuint framebuffer, |
GLenum attachment, | |
GLuint texture, | |
GLint level) ; |
target
Specifies the target to which the framebuffer is bound for all commands except glNamedFramebufferTexture
.
framebuffer
Specifies the name of the framebuffer object for glNamedFramebufferTexture
.
attachment
Specifies the attachment point of the framebuffer.
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 name of an existing texture object to attach.
level
Specifies the mipmap level of the texture object to attach.
These commands attach a selected mipmap level or image of a texture object as one of the logical buffers of the specified framebuffer object. Textures cannot be attached to the default draw and read framebuffer, so they are not valid targets of these commands.
For all commands except glNamedFramebufferTexture
, the framebuffer object is that bound to target
, which must be GL_DRAW_FRAMEBUFFER
, GL_READ_FRAMEBUFFER
, or GL_FRAMEBUFFER
. GL_FRAMEBUFFER
is equivalent to GL_DRAW_FRAMEBUFFER
.
For glNamedFramebufferTexture
, framebuffer
is the name of the framebuffer object.
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
minus one. 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.
For glFramebufferTexture1D
, glFramebufferTexture2D
and glFramebufferTexture3D
, 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 object with effective target 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 framebuffer attachment point named by attachment
. For glFramebufferTexture1D
, glFramebufferTexture2D
, and glFramebufferTexture3D
, texture
must be zero or the name of an existing texture with an effective 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 $log_2$ 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 $log_2$ 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 less than or equal to $log_2$ 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
.
For glFramebufferTexture
and glNamedFramebufferTexture
, if texture
is the name of a three-dimensional, cube map array, cube map, one- or two-dimensional array, or two-dimensional multisample array texture, the specified texture level is an array of images, and the framebuffer attachment is considered to be layered.
GL_INVALID_ENUM
is generated by all commands accepting a target
parameter if it is not one of the accepted framebuffer targets.
GL_INVALID_OPERATION
is generated by all commands accepting a target
parameter if zero is bound to that target.
GL_INVALID_OPERATION
is generated by glNamedFramebufferTexture
if framebuffer
is not the name of an existing framebuffer object.
GL_INVALID_ENUM
is generated if attachment
is not one of the accepted attachment points.
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 level
is not a supported texture level for texture
.
GL_INVALID_VALUE
is generated by glFramebufferTexture3D
if texture
is not zero and layer
is larger than the value of GL_MAX_3D_TEXTURE_SIZE
minus one.
GL_INVALID_OPERATION
is generated by all commands accepting a textarget
parameter if texture
is not zero, and textarget
and the effective target of texture
are not compatible.
GL_INVALID_OPERATION
is generated by if texture
is a buffer texture.
// 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
OpenGL Version | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Function / Feature Name | 2.0 | 2.1 | 3.0 | 3.1 | 3.2 | 3.3 | 4.0 | 4.1 | 4.2 | 4.3 | 4.4 | 4.5 |
glFramebufferTexture | - | - | - | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
glFramebufferTexture1D | - | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
glFramebufferTexture2D | - | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
glFramebufferTexture3D | - | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
glNamedFramebufferTexture | - | - | - | - | - | - | - | - | - | - | - | ✔ |
glGenFramebuffers, glBindFramebuffer, glGenRenderbuffers, glFramebufferTexture, glFramebufferTexture1D, glFramebufferTexture2D, glFramebufferTexture3D
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