GLAPI/glTexImage3DMultisample

From OpenGL.org
Jump to: navigation, search
glTexImage3DMultisample
Core in version 4.4
Core since version 3.2
Core ARB extension ARB_texture_multisample


glTexImage3DMultisample: establish the data storage, format, dimensions, and number of samples of a multisample texture's image

Function Definition

 void glTexImage3DMultisample(GLenum target​, GLsizei samples​, GLint internalformat​, GLsizei width​, GLsizei height​, GLsizei depth​, GLboolean fixedsamplelocations​);
target
Specifies the target of the operation. target​ must be GL_TEXTURE_2D_MULTISAMPLE_ARRAY​ or GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY​.
samples
The number of samples in the multisample texture's image.
internalformat
The internal format to be used to store the multisample texture's image. internalformat​ must specify a color-renderable, depth-renderable, or stencil-renderable format.
width
The width of the multisample texture's image, in texels.
height
The height of the multisample texture's image, in texels.
fixedsamplelocations
Specifies whether the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will not depend on the internal format or size of the image.

Description

glTexImage3DMultisample establishes the data storage, format, dimensions and number of samples of a multisample texture's image.

target​ must be GL_TEXTURE_2D_MULTISAMPLE_ARRAY​ or GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY​. width​ and height​are the dimensions in texels of the texture, and must be in the range zero to GL_MAX_TEXTURE_SIZE​ - 1. depth​ is the number of array slices in the array texture's image. samples​ specifies the number of samples in the image and must be in the range zero to GL_MAX_SAMPLES​ - 1.

internalformat​ must be a color-renderable, depth-renderable, or stencil-renderable format.

If fixedsamplelocations​ is GL_TRUE​, the image will use identical sample locations and the same number of samples for all texels in the image, and the sample locations will not depend on the internal format or size of the image.

When a multisample texture is accessed in a shader, the access takes one vector of integers describing which texel to fetch and an integer corresponding to the sample numbers describing which sample within the texel to fetch. No standard sampling instructions are allowed on the multisample texture targets.

Notes

glTexImage2DMultisample is available only if the GL version is 3.2 or greater.

Errors

GL_INVALID_OPERATION​ is generated if internalformat​ is a depth- or stencil-renderable format and samples​ is greater than the value of GL_MAX_DEPTH_TEXTURE_SAMPLES​.

GL_INVALID_OPERATION​ is generated if internalformat​ is a color-renderable format and samples​ is greater than the value of GL_MAX_COLOR_TEXTURE_SAMPLES​.

GL_INVALID_OPERATION​ is generated if internalformat​ is a signed or unsigned integer format and samples​ is greater than the value of GL_MAX_INTEGER_SAMPLES​.

GL_INVALID_VALUE​ is generated if either width​ or height​ negative or is greater than GL_MAX_TEXTURE_SIZE​.

GL_INVALID_VALUE​ is generated if depth​ is negative or is greater than GL_MAX_ARRAY_TEXTURE_LAYERS​.

GL_INVALID_VALUE​ is generated if samples​ is greater than GL_MAX_SAMPLES​.

See Also

glActiveTexture, glBindTexture, glTexImage1D, glTexImage2D, glTexImage2DMultisample, glTexImage3D

Copyright

Copyright © 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/.