target
framebuffer
attachment
texture
level
layer
glFramebufferTextureLayer and glNamedFramebufferTextureLayer attach a single layer of a three-dimensional or array 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 glFramebufferTextureLayer, 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 glNamedFramebufferTextureLayer, 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. 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.
If texture is not zero, it must be the name of a three-dimensional, two-dimensional multisample array, one- or two-dimensional array, or cube map array texture.
If texture is a three-dimensional texture, 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 texture is a two-dimensional array texture, then 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.
For cube map textures, layer is translated into a cube map face according to $$ face = k \bmod 6. $$ For cube map array textures, layer is translated into an array layer and face according to $$ layer = \left\lfloor { layer \over 6 } \right\rfloor$$ and $$ face = k \bmod 6. $$
GL_INVALID_ENUM is generated by glFramebufferTexture if target is not one of the accepted framebuffer targets.
GL_INVALID_OPERATION is generated by glFramebufferTexture if zero is bound to 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_OPERATION is generated if texture is not zero and is not the name of an existing three-dimensional, two-dimensional multisample array, one- or two-dimensional array, cube map, or cube map array texture.
GL_INVALID_VALUE is generated if texture is not zero and level is not a supported texture level for texture, as described above.
GL_INVALID_VALUE is generated if texture is not zero and layer is larger than the value of GL_MAX_3D_TEXTURE_SIZE minus one (for three-dimensional texture objects), or larger than the value of GL_MAX_ARRAY_TEXTURE_LAYERS minus one (for array texture objects).
GL_INVALID_VALUE is generated if texture is not zero and layer is negative.
GL_INVALID_OPERATION is generated by if texture is a buffer texture.
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OpenGL Version
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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
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glFramebufferTextureLayer | - | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
✔
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glNamedFramebufferTextureLayer | - | - | - | - | - | - | - | - | - | - | - |
✔
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glGenFramebuffers(), glBindFramebuffer(), glGenRenderbuffers(), glFramebufferTexture(),
Copyright © 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. m[blue]http://opencontent.org/openpub/m[].