glFramebufferTexture2D

attach a level of a texture object as a logical buffer to the currently bound framebuffer object

Signature

glFramebufferTexture2D( GLenum ( target ) , GLenum ( attachment ) , GLenum ( textarget ) , GLuint ( texture ) , GLint ( level ) )-> void
glFramebufferTexture2D( target , attachment , textarget , texture , level )

Parameters

VariablesDescription
target
Specifies the framebuffer target. target must be GL_DRAW_FRAMEBUFFER , GL_READ_FRAMEBUFFER , or GL_FRAMEBUFFER . GL_FRAMEBUFFER is equivalent to GL_DRAW_FRAMEBUFFER .
attachment
Specifies the attachment point of the framebuffer. attachment must be GL_COLOR_ATTACHMENT i , GL_DEPTH_ATTACHMENT , GL_STENCIL_ATTACHMENT or GL_DEPTH_STENCIL_ATTACHMENT .
textarget
Specifies a 2D texture target, or for cube map textures, which face is to be attached.
texture
Specifies the texture object to attach to the framebuffer attachment point named by attachment .
level
Specifies the mipmap level of texture to attach.

Description

glFramebufferTexture2D attaches a selected mipmap level or image of a texture object as one of the logical buffers of the framebuffer object currently bound to target . target must be GL_DRAW_FRAMEBUFFER , GL_READ_FRAMEBUFFER , or GL_FRAMEBUFFER . GL_FRAMEBUFFER is equivalent to GL_DRAW_FRAMEBUFFER .
attachment specifies the logical attachment of the framebuffer and must be GL_COLOR_ATTACHMENT i , GL_DEPTH_ATTACHMENT , GL_STENCIL_ATTACHMENT or GL_DEPTH_STENCIL_ATTACHMENT . i in GL_COLOR_ATTACHMENT i may range from zero to the value of GL_MAX_COLOR_ATTACHMENTS - 1. 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.
textarget specifies what type of texture is named by texture , and for cube map textures, specifies the face that is to be attached. If texture is not zero, it must be the name of an existing two dimensional texture with textarget set to GL_TEXTURE_2D , unless it is a cube map texture, in which case textarget must be 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 .
If texture is non-zero, the specified level of the texture object named texture is attached to the framebuffer attachment point named by attachment .
If textarget is one of GL_TEXTURE_CUBE_MAP_POSITIVE_X , GL_TEXTURE_CUBE_MAP_POSITIVE_Y , GL_TEXTURE_CUBE_MAP_POSITIVE_Z , GL_TEXTURE_CUBE_MAP_NEGATIVE_X , GL_TEXTURE_CUBE_MAP_NEGATIVE_Y , or GL_TEXTURE_CUBE_MAP_NEGATIVE_Z , then level must be greater than or equal to zero and less than or equal to log
2
of the value of GL_MAX_CUBE_MAP_TEXTURE_SIZE . If textarget is GL_TEXTURE_2D , level must be greater than or equal to zero and no larger than log
2
of the value of GL_MAX_TEXTURE_SIZE .

Errors

GL_INVALID_ENUM is generated if target is not one of the accepted tokens.
GL_INVALID_ENUM is generated if attachment is not one of the attachment points listed above.
GL_INVALID_OPERATION is generated if zero is bound to target .
GL_INVALID_OPERATION is generated if textarget and texture are not compatible.

API Version Support

glFramebufferTexture2D

See Also

Copyright

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. .

Sample Code References

The following code samples have been found which appear to reference the functions described here. Take care that the code may be old, broken or not even use PyOpenGL.

glFramebufferTexture2D
OpenGLContext tests/shadow_2.py Lines: 88