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спецификации, руководства, описания, API
Spec-Zone .ru
спецификации, руководства, описания, API
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GLTEXBUFFER(3G)                                  OpenGL 3.3                                  GLTEXBUFFER(3G)



NAME
       glTexBuffer - attach the storage for a buffer object to the active buffer texture

C SPECIFICATION
       void glTexBuffer(GLenum target, GLenum internalFormat, Gluintbuffer);

PARAMETERS
       target
           Specifies the target of the operation and must be GL_TEXTURE_BUFFER.

       internalFormat
           Specifies the internal format of the data in the store belonging to buffer.

       buffer
           Specifies the name of the buffer object whose storage to attach to the active buffer texture.

DESCRIPTION
       glTexBuffer attaches the storage for the buffer object named buffer to the active buffer texture, and
       specifies the internal format for the texel array found in the attached buffer object. If buffer is
       zero, any buffer object attached to the buffer texture is detached and no new buffer object is
       attached. If buffer is non-zero, it must be the name of an existing buffer object.  target must be
       GL_TEXTURE_BUFFER.  internalformat specifies the storage format, and must be one of the following
       sized internal formats:

       +------------+-----------+------------+------+-----------------------------------+
       |            |           |            |      |                                   |
       |            |           |            |      |                         Component |
       |            |           |            |      |                                   |
       |            |           |            |      +--------+--------+--------+--------+
       |            |           |            |      |        |        |        |        |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |Sized       | Base Type | Components | Norm |   0    |   1    |   2    |   3    |
       |Internal    |           |            |      |        |        |        |        |
       |Format      |           |            |      |        |        |        |        |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_R8       | ubyte     | 1          | YES  |   R    |   0    |   0    |   1    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_R16      | ushort    | 1          | YES  |   R    |   0    |   0    |   1    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_R16F     | half      | 1          | NO   |   R    |   0    |   0    |   1    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_R32F     | float     | 1          | NO   |   R    |   0    |   0    |   1    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_R8I      | byte      | 1          | NO   |   R    |   0    |   0    |   1    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_R16I     | short     | 1          | NO   |   R    |   0    |   0    |   1    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_R32I     | int       | 1          | NO   |   R    |   0    |   0    |   1    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_R8UI     | ubyte     | 1          | NO   |   R    |   0    |   0    |   1    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_R16UI    | ushort    | 1          | NO   |   R    |   0    |   0    |   1    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_R32UI    | uint      | 1          | NO   |   R    |   0    |   0    |   1    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_RG8      | ubyte     | 2          | YES  |   R    |   G    |   0    |   1    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_RG16     | ushort    | 2          | YES  |   R    |   G    |   0    |   1    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_RG16F    | half      | 2          | NO   |   R    |   G    |   0    |   1    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_RG32F    | float     | 2          | NO   |   R    |   G    |   0    |   1    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_RG8I     | byte      | 2          | NO   |   R    |   G    |   0    |   1    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_RG16I    | short     | 2          | NO   |   R    |   G    |   0    |   1    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_RG32I    | int       | 2          | NO   |   R    |   G    |   0    |   1    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_RG8UI    | ubyte     | 2          | NO   |   R    |   G    |   0    |   1    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_RG16UI   | ushort    | 2          | NO   |   R    |   G    |   0    |   1    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_RG32UI   | uint      | 2          | NO   |   R    |   G    |   0    |   1    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_RGBA8    | uint      | 4          | YES  |   R    |   G    |   B    |   A    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_RGBA16   | short     | 4          | YES  |   R    |   G    |   B    |   A    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_RGBA16F  | half      | 4          | NO   |   R    |   G    |   B    |   A    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_RGBA32F  | float     | 4          | NO   |   R    |   G    |   B    |   A    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_RGBA8I   | byte      | 4          | NO   |   R    |   G    |   B    |   A    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_RGBA16I  | short     | 4          | NO   |   R    |   G    |   B    |   A    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_RGBA32I  | int       | 4          | NO   |   R    |   G    |   B    |   A    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_RGBA8UI  | ubyte     | 4          | NO   |   R    |   G    |   B    |   A    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_RGBA16UI | ushort    | 4          | NO   |   R    |   G    |   B    |   A    |
       +------------+-----------+------------+------+--------+--------+--------+--------+
       |GL_RGBA32UI | uint      | 4          | NO   |   R    |   G    |   B    |   A    |
       +------------+-----------+------------+------+--------+--------+--------+--------+

       When a buffer object is attached to a buffer texture, the buffer object's data store is taken as the
       texture's texel array. The number of texels in the buffer texture's texel array is given by



                               buffer_size


                               components x sizeof(base_type)


                   .PP where buffer_size is the size of the buffer object, in basic machine units and
       components and base type are the element count and base data type for elements, as specified in the
       table above. The number of texels in the texel array is then clamped to the implementation-dependent
       limit GL_MAX_TEXTURE_BUFFER_SIZE. When a buffer texture is accessed in a shader, the results of a
       texel fetch are undefined if the specified texel coordinate is negative, or greater than or equal to
       the clamped number of texels in the texel array.

ERRORS
       GL_INVALID_ENUM is generated if target is not GL_TEXTURE_BUFFER.


       GL_INVALID_ENUM is generated if internalFormat is not one of the accepted tokens.


       GL_INVALID_OPERATION is generated if buffer is not zero or the name of an existing buffer object.

NOTES
       glTexBuffer is available only if the GL version is 3.1 or greater.

ASSOCIATED GETS
       glGet() with argument GL_MAX_TEXTURE_BUFFER_SIZE

       glGet() with argument GL_TEXTURE_BINDING_BUFFER

       glGetTexLevelParameter() with argument GL_TEXTURE_BUFFER_DATA_STORE_BINDING

SEE ALSO
       glGenBuffers(), glBindBuffer(), glBufferData(), glDeleteBuffers(), glGenTextures(), glBindTexture(),
       glDeleteTextures()


COPYRIGHT
       Copyright (C) 2010 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/.



OpenGL 3.3                                       03/08/2011                                  GLTEXBUFFER(3G)

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