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NAME

       glTexBuffer, glTextureBuffer - attach a buffer object's data store to a buffer texture
       object

C SPECIFICATION

       void glTexBuffer(GLenum target, GLenum internalFormat, GLuint buffer);

       void glTextureBuffer(GLuint texture, GLenum internalformat, GLuint buffer);

PARAMETERS

       target
           Specifies the target to which the texture is bound for glTexBuffer. Must be
           GL_TEXTURE_BUFFER.

       texture
           Specifies the texture object name for glTextureBuffer.

       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 and glTextureBuffer attaches the data store of a specified buffer object to a
       specified texture object, and specify the storage format for the texture image found found
       in the buffer object. The texture object must be a buffer texture.

       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.

       internalformat specifies the storage format, and must be one of the following sized
       internal formats:

       internalformat specifies the storage format, and must be one of the following sized
       internal formats:

       ┌────────────┬───────────┬────────────┬──────┬───────────────┐
       │            │           │            │      │   Component   │
       ├────────────┼───────────┼────────────┼──────┼───┬───┬───┬───┤
       │SizedBase TypeComponentsNorm0123 │
       │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_RGB32F   │ float     │ 3          │ NO   │ R │ G │ B │ 1 │
       ├────────────┼───────────┼────────────┼──────┼───┼───┼───┼───┤
       │GL_RGB32I   │ int       │ 3          │ NO   │ R │ G │ B │ 1 │
       ├────────────┼───────────┼────────────┼──────┼───┼───┼───┼───┤
       │GL_RGB32UI  │ uint      │ 3          │ NO   │ R │ G │ B │ 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 $$ \left\lfloor { size \over { components \times sizeof(base\_type) } }
       \right\rfloor $$ where $size$ is the size of the buffer object in basic machine units (the
       value of GL_BUFFER_SIZE for buffer), 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 value of 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 by glTexBuffer if target is not GL_TEXTURE_BUFFER.

       GL_INVALID_OPERATION is generated by glTextureBuffer if texture is not the name of an
       existing texture object.

       GL_INVALID_ENUM is generated by glTextureBuffer if the effective target of texture is not
       GL_TEXTURE_BUFFER.

       GL_INVALID_ENUM is generated if internalformat is not one of the sized internal formats
       described above.

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

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

VERSION SUPPORT

       ┌────────────────┬───────────────────────────────────────────────────────────────────────┐
       │                │                OpenGL Version                                         │
       ├────────────────┼─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┬─────┤
       │Function2.02.13.03.13.23.34.04.14.24.34.44.5 │
       │/               │     │     │     │     │     │     │     │     │     │     │     │     │
       │Feature         │     │     │     │     │     │     │     │     │     │     │     │     │
       │Name            │     │     │     │     │     │     │     │     │     │     │     │     │
       ├────────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
       │glTexBuffer     │  -  │  -  │  -  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │  ✔  │
       ├────────────────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┼─────┤
       │glTextureBuffer │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  -  │  ✔  │
       └────────────────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┴─────┘

SEE ALSO

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

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/.

COPYRIGHT

       Copyright © 2010-2014 Khronos Group

[FIXME: source]                             01/03/2018                            GLTEXBUFFER(3G)