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GLTEXIMAGE3DMULTISAM(3G) [FIXME: manual] GLTEXIMAGE3DMULTISAM(3G)

NAME

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

C SPECIFICATION

void glTexImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);

PARAMETERS

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 heightare 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 depth is negative or is greater than GL_MAX_ARRAY_TEXTURE_LAYERS.

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

OpenGL Version
Function / Feature Name 2.0 2.1 3.0 3.1 3.2 3.3 4.0 4.1 4.2 4.3 4.4 4.5
glTexImage3DMultisample - - - -

SEE ALSO

glTexImage3D(), glTexImage2DMultisample()

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

08/09/2021 [FIXME: source]