glFramebufferTexture2D — attach a texture image to a framebuffer object
void glFramebufferTexture2D( | GLenum target, |
GLenum attachment, | |
GLenum textarget, | |
GLuint texture, | |
GLint level) ; |
target
Specifies the framebuffer target. The symbolic constant must be
GL_FRAMEBUFFER
.
attachment
Specifies the attachment point to which an image from
texture
should be attached. Must be one of the
following symbolic constants:
GL_COLOR_ATTACHMENT0
,
GL_DEPTH_ATTACHMENT
, or
GL_STENCIL_ATTACHMENT
.
textarget
Specifies the texture target. Must be one of the
following symbolic constants:
GL_TEXTURE_2D
,
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
.
texture
Specifies the texture object whose image is to be attached.
level
Specifies the mipmap level of the texture image to be attached, which must be 0.
glFramebufferTexture2D
attaches the
texture image specified by texture
and
level
as
one of the logical buffers of the currently bound framebuffer object.
attachment
specifies whether the texture image
should be attached to the framebuffer object's color, depth, or
stencil buffer. A texture image may not be attached to the default
framebuffer object name 0.
If texture
is not 0, the value of
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
for the
specified attachment point is set to GL_TEXTURE
,
the value of GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
is set to texture
, and the value of
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
is set to
level
. If texture
is a cube map
texture, the value of GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
is set to textarget
; otherwise it is set to the default value
GL_TEXTURE_CUBE_MAP_POSITIVE_X
. Any previous attachment to the
attachment
logical buffer of the currently bound framebuffer
object is broken.
If texture
is 0, the current image, if any, attached to
the attachment
logical buffer of the currently bound
framebuffer object is detached. The value of
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE
is set to
GL_NONE
. The value of
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME
is set to 0.
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL
and
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE
are
set to the default values 0 and GL_TEXTURE_CUBE_MAP_POSITIVE_X
,
respectively.
Special precautions need to be taken to avoid attaching a texture image to the currently bound framebuffer while the texture object is currently bound and potentially sampled by the current vertex or fragment shader. Doing so could lead to the creation of a "feedback loop" between the writing of pixels by rendering operations and the simultaneous reading of those same pixels when used as texels in the currently bound texture. In this scenario, the framebuffer will be considered framebuffer complete, but the values of fragments rendered while in this state will be undefined. The values of texture samples may be undefined as well.
If a texture object is deleted while its image is attached to the currently
bound framebuffer, then it is as if glFramebufferTexture2D
had been called with a texture
of 0 for the attachment
point to which this image was attached in the currently bound framebuffer object.
In other words, the texture image is detached from the currently bound
framebuffer. Note that the texture image is specifically not
detached from any non-bound framebuffers. Detaching the image from any non-bound
framebuffers is the responsibility of the application.
GL_INVALID_ENUM
is generated if
target
is not GL_FRAMEBUFFER
.
GL_INVALID_ENUM
is generated if
textarget
is not an accepted texture target and
texture
is not 0.
GL_INVALID_ENUM
is generated if
attachment
is not an accepted attachment point.
GL_INVALID_VALUE
is generated if
level
is not 0 and
texture
is not 0.
GL_INVALID_OPERATION
is generated if
the default framebuffer object name 0 is bound.
GL_INVALID_OPERATION
is generated if
texture
is neither 0 nor the name of an existing
texture object.
GL_INVALID_OPERATION
is generated if
texture
is the name of an existing two-dimensional
texture object but textarget
is not
GL_TEXTURE_2D
or if texture
is
the name of an existing cube map texture object but textarget
is GL_TEXTURE_2D
.
// 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);
glBindFramebuffer, glBindTexture, glCheckFramebufferStatus, glDeleteFramebuffers, glDeleteTextures, glFramebufferRenderbuffer, glGenerateMipmap, glGetFramebufferAttachmentParameteriv, glTexImage2D
Copyright © 2008 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/.