Signature
glTexImage3DMultisample(
GLenum (
target
)
,
GLsizei (
samples
)
,
GLenum (
internalformat
)
,
GLsizei (
width
)
,
GLsizei (
height
)
,
GLsizei (
depth
)
,
GLboolean (
fixedsamplelocations
)
)-> void
glTexImage3DMultisample(
target
,
samples
,
internalformat
,
width
,
height
,
depth
,
fixedsamplelocations
)
Parameters
Variables | Description |
---|---|
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 the value of
GL_MAX_TEXTURE_SIZE
minus one.
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 the value of
GL_MAX_SAMPLES
minus one.
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
samples
is zero.
GL_INVALID_OPERATION
is generated if
samples
is greater than the
maximum number of samples supported for this
target
and
internalformat
.
Version Support
glTexImage3DMultisample |
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.
http://opencontent.org/openpub/
.