GLFRAMEBUFFERTEXTURE(3G)

πŸ’– glFramebufferTexture (3G) β€” attach a level of a texture object as a logical buffer of a framebuffer object πŸ’–

okay so this is the manual page for glFramebufferTexture, and we are keeping every GL_ enum, every error, every weird little detail, and every slash of main-character energy. no cap. πŸŽ€

✨ NAME ✨

glFramebufferTexture β€” attach a level of a texture object as a logical buffer of a framebuffer object. that is literally the whole mission, bestie. πŸ¦‹

πŸ’» C SPECIFICATION πŸ’»

       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);

πŸŽ€ PARAMETERS πŸŽ€

  • target β€” tells you which target the framebuffer is bound to for all the commands except glNamedFramebufferTexture.
  • framebuffer β€” the name of the framebuffer object for glNamedFramebufferTexture.
  • attachment β€” the attachment point of the framebuffer. yes, the emotionally significant slot. πŸ’…
  • textarget β€” for glFramebufferTexture1D, glFramebufferTexture2D, and glFramebufferTexture3D, this says what type of texture is expected in the texture parameter, or for cube map textures, which face is to be attached.
  • texture β€” the name of an existing texture object to attach.
  • level β€” the mipmap level of the texture object to attach.

🌸 DESCRIPTION 🌸

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 those are not valid targets of these commands. periodt. 🚫

For all commands except glNamedFramebufferTexture, the framebuffer object is the one bound to target, and target must be GL_DRAW_FRAMEBUFFER, GL_READ_FRAMEBUFFER, or GL_FRAMEBUFFER. GL_FRAMEBUFFER is equivalent to GL_DRAW_FRAMEBUFFER. πŸ’…

For glNamedFramebufferTexture, framebuffer is the name of the framebuffer object.

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. the i in GL_COLOR_ATTACHMENTi 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. two-for-one slay. ✨

For glFramebufferTexture1D, glFramebufferTexture2D, and glFramebufferTexture3D, textarget specifies what type of texture is named by texture, and for cube map textures it 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 framebfufer attachment point named by attachment. yes, the original page literally said framebfufer; we are respecting the typo's main character energy. 😭 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.

level vibe checks, bestie:

  • 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. it's giving depth-slice energy. 🧚

more textarget rules, because the lore is deep:

  • 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. layered? we love a stacked situation. πŸŽ‚

πŸ’€ ERRORS πŸ’€

  • 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. yes, β€œby if” is canon. we keep the grammar. πŸ’…

πŸ‘‘ VERSION SUPPORT πŸ‘‘

the original matrix headers were Function / Feature Name on the left and OpenGL Version across the top, with these versions: 2.0, 2.1, 3.0, 3.1, 3.2, 3.3, 4.0, 4.1, 4.2, 4.3, 4.4, 4.5. here is the exact support vibe, no table needed:

  • glFramebufferTexture β€” 2.0: -, 2.1: -, 3.0: -, 3.1: -, 3.2: βœ”, 3.3: βœ”, 4.0: βœ”, 4.1: βœ”, 4.2: βœ”, 4.3: βœ”, 4.4: βœ”, 4.5: βœ”
  • glFramebufferTexture1D β€” 2.0: -, 2.1: -, 3.0: βœ”, 3.1: βœ”, 3.2: βœ”, 3.3: βœ”, 4.0: βœ”, 4.1: βœ”, 4.2: βœ”, 4.3: βœ”, 4.4: βœ”, 4.5: βœ”
  • glFramebufferTexture2D β€” 2.0: -, 2.1: -, 3.0: βœ”, 3.1: βœ”, 3.2: βœ”, 3.3: βœ”, 4.0: βœ”, 4.1: βœ”, 4.2: βœ”, 4.3: βœ”, 4.4: βœ”, 4.5: βœ”
  • glFramebufferTexture3D β€” 2.0: -, 2.1: -, 3.0: βœ”, 3.1: βœ”, 3.2: βœ”, 3.3: βœ”, 4.0: βœ”, 4.1: βœ”, 4.2: βœ”, 4.3: βœ”, 4.4: βœ”, 4.5: βœ”
  • glNamedFramebufferTexture β€” 2.0: -, 2.1: -, 3.0: -, 3.1: -, 3.2: -, 3.3: -, 4.0: -, 4.1: -, 4.2: -, 4.3: -, 4.4: -, 4.5: βœ”

🫢 SEE ALSO 🫢

  • glGenFramebuffers()
  • glBindFramebuffer()
  • glGenRenderbuffers()
  • glFramebufferTexture()
  • glFramebufferTexture1D
  • glFramebufferTexture2D
  • glFramebufferTexture3D

Copyright Β© 2010-2014 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. http://opencontent.org/openpub/.

Copyright Β© 2010-2014 Khronos Group.

made with πŸ’– from [FIXME: source], dated 08/09/2021, for GLFRAMEBUFFERTEXTURE(3G) β€” bye bestie! 🌈✨

πŸ“¦ where this page comes from