GLDRAWBUFFER(3G)
π NAME
glDrawBuffer, glNamedFramebufferDrawBuffer β bestie, these two literally tell OpenGL which color buffers get the draw, and it's giving "choose your fighter" energy π¨β¨ (this is a page from the 3G manual, btw π«Ά)
πΈ C SPECIFICATION
void glDrawBuffer(GLenum buf);
void glNamedFramebufferDrawBuffer(GLuint framebuffer, GLenum buf);
π PARAMETERS
framebufferβ the name of the framebuffer object for theglNamedFramebufferDrawBufferfunction. It has to be zero, or the name of a framebuffer object. That's the whole vibe check, no cap.bufβ ok so for the default framebuffer, this argument picks up to four color buffers to draw into. The accepted symbolic constants areGL_NONE,GL_FRONT_LEFT,GL_FRONT_RIGHT,GL_BACK_LEFT,GL_BACK_RIGHT,GL_FRONT,GL_BACK,GL_LEFT,GL_RIGHT, andGL_FRONT_AND_BACK. The initial value isGL_FRONTfor single-buffered contexts andGL_BACKfor double-buffered contexts. For framebuffer objects, theGL_COLOR_ATTACHMENT$m$andGL_NONEenums are accepted, where$m$is a value between0andGL_MAX_COLOR_ATTACHMENTS. π
β¨ DESCRIPTION β¨
So when colors get written to the frame buffer, they go into the color buffers that glDrawBuffer specifies. Periodt. For the default framebuffer you can use one of these values π
GL_NONEβ no color buffers are written. absolutely nothing. silence. πGL_FRONT_LEFTβ only the front left color buffer is written.GL_FRONT_RIGHTβ only the front right color buffer is written.GL_BACK_LEFTβ only the back left color buffer is written.GL_BACK_RIGHTβ only the back right color buffer is written.GL_FRONTβ only the front left and front right color buffers are written. If there's no front right color buffer, only the front left color buffer is written.GL_BACKβ only the back left and back right color buffers are written. If there's no back right color buffer, only the back left color buffer is written.GL_LEFTβ only the front left and back left color buffers are written. If there's no back left color buffer, only the front left color buffer is written.GL_RIGHTβ only the front right and back right color buffers are written. If there's no back right color buffer, only the front right color buffer is written.GL_FRONT_AND_BACKβ all the front and back color buffers (front left, front right, back left, back right) are written. If there are no back color buffers, only the front left and front right color buffers are written. If there are no right color buffers, only the front left and back left color buffers are written. If there are no right or back color buffers, only the front left color buffer is written. the way it just keeps narrowing down π
Lowkey important: if more than one color buffer is selected for drawing, then blending or logical operations are computed and applied independently for each color buffer, and they can produce different results in each buffer. so like, don't assume they'll match, bestie π
Monoscopic contexts include only left buffers, and stereoscopic contexts include both left and right buffers. Likewise, single-buffered contexts include only front buffers, and double-buffered contexts include both front and back buffers. The context is selected at GL initialization β not your call, it's already decided π
For framebuffer objects, the GL_COLOR_ATTACHMENT$m$ and GL_NONE enums are accepted, where $m$ is a value between 0 and GL_MAX_COLOR_ATTACHMENTS. And heads up π: glDrawBuffer will set the draw buffer for fragment colors other than zero to GL_NONE.
π ERRORS
GL_INVALID_OPERATIONis generated byglNamedFramebufferDrawBufferifframebufferis not zero or the name of an existing framebuffer object. not a real one? rejected. π«GL_INVALID_ENUMis generated ifbufis not an accepted value.GL_INVALID_OPERATIONis generated if the default framebuffer is affected and none of the buffers indicated bybufexists. πGL_INVALID_OPERATIONis generated if a framebuffer object is affected andbufis not equal toGL_NONEorGL_COLOR_ATTACHMENT$m$, where$m$is a value between0andGL_MAX_COLOR_ATTACHMENTS.
π ASSOCIATED GETS
glGet() with argument GL_DRAW_BUFFER β that's your vibe check tool right there π«Ά
π VERSION SUPPORT
ok so the chart is literally a wall of checkmarks, here's the tea β The OpenGL versions covered are 2.0, 2.1, 3.0, 3.1, 3.2, 3.3, 4.0, 4.1, 4.2, 4.3, 4.4, and 4.5, and the rows are the function names β¨
glDrawBufferβ β in2.0, β in2.1, β in3.0, β in3.1, β in3.2, β in3.3, β in4.0, β in4.1, β in4.2, β in4.3, β in4.4, β in4.5. she ate every single one πglNamedFramebufferDrawBufferβ-in2.0,-in2.1,-in3.0,-in3.1,-in3.2,-in3.3,-in4.0,-in4.1,-in4.2,-in4.3,-in4.4, and β in4.5. she's a4.5exclusive, main character energy only π
π¦ SEE ALSO
glBlendFunc(), glColorMask(), glDrawBuffers(), glLogicOp(), glReadBuffer() β go read those too, iykyk π
π COPYRIGHT
Copyright Β© 1991-2006 Silicon Graphics, Inc. Copyright Β© 2010-2014 Khronos Group. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.
π COPYRIGHT (the sequel, yes it's literally listed again)
Copyright Β© 1991-2006 Silicon Graphics, Inc. Copyright Β© 2010-2014 Khronos Group
and that's the whole page, bestie π source is [FIXME: source] and the date on this bad boy is 08/09/2021, from the GLDRAWBUFFER(3G) manual β mwah, drink water, and go draw into the right buffer πβ¨π¦
π¦ where this page comes from
- centos-stream 9: gl-manpages 1.1-24.20190306.el9 Β· MIT and Open Publication
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash-1017 on : a language model's rewrite of the original, under its terms