Section : 3G Updated : 01/20/2022 Source : [FIXME: source] Note : [FIXME: manual] NAMEglTexStorage3DMultisample, glTextureStorage3DMultisample − specify storage for a two−dimensional multisample array texture C SPECIFICATIONvoid glTexStorage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);void glTextureStorage3DMultisample(GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);PARAMETERStargetSpecifies the target to which the texture object is bound for glTexStorage3DMultisample. Must be one of GL_TEXTURE_2D_MULTISAMPLE_ARRAY or GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY. textureSpecifies the texture object name for glTextureStorage3DMultisample. The effective target of texture must be one of the valid non−proxy target values above. samplesSpecify the number of samples in the texture. internalformatSpecifies the sized internal format to be used to store texture image data. widthSpecifies the width of the texture, in texels. heightSpecifies the height of the texture, in texels. depthSpecifies the depth of the texture, in layers. fixedsamplelocationsSpecifies 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. DESCRIPTIONglTexStorage3DMultisample and glTextureStorage3DMultisample specify the storage requirements for a two−dimensional multisample array texture. Once a texture is specified with this command, its format and dimensions become immutable unless it is a proxy texture. The contents of the image may still be modified, however, its storage requirements may not change. Such a texture is referred to as an immutable−format texture. samples specifies the number of samples to be used for the texture and must be greater than zero and less than or equal to the value of GL_MAX_SAMPLES. internalformat must be a color−renderable, depth−renderable, or stencil−renderable format. width and height specify the width and height, respectively, of the texture and depth specifies the depth (or the number of layers) of the texture. 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. .it 1 an-trap Table 1. Sized Internal Formats
Sized Internal Format
Base Internal Format
Red Bits
Green Bits
Blue Bits
Alpha Bits
Shared Bits
GL_R8
GL_RED
8
GL_R8_SNORM
GL_RED
s8
GL_R16
GL_RED
16
GL_R16_SNORM
GL_RED
s16
GL_RG8
GL_RG
8
8
GL_RG8_SNORM
GL_RG
s8
s8
GL_RG16
GL_RG
16
16
GL_RG16_SNORM
GL_RG
s16
s16
GL_R3_G3_B2
GL_RGB
3
3
2
GL_RGB4
GL_RGB
4
4
4
GL_RGB5
GL_RGB
5
5
5
GL_RGB8
GL_RGB
8
8
8
GL_RGB8_SNORM
GL_RGB
s8
s8
s8
GL_RGB10
GL_RGB
10
10
10
GL_RGB12
GL_RGB
12
12
12
GL_RGB16_SNORM
GL_RGB
16
16
16
GL_RGBA2
GL_RGB
2
2
2
2
GL_RGBA4
GL_RGB
4
4
4
4
GL_RGB5_A1
GL_RGBA
5
5
5
1
GL_RGBA8
GL_RGBA
8
8
8
8
GL_RGBA8_SNORM
GL_RGBA
s8
s8
s8
s8
GL_RGB10_A2
GL_RGBA
10
10
10
2
GL_RGB10_A2UI
GL_RGBA
ui10
ui10
ui10
ui2
GL_RGBA12
GL_RGBA
12
12
12
12
GL_RGBA16
GL_RGBA
16
16
16
16
GL_SRGB8
GL_RGB
8
8
8
GL_SRGB8_ALPHA8
GL_RGBA
8
8
8
8
GL_R16F
GL_RED
f16
GL_RG16F
GL_RG
f16
f16
GL_RGB16F
GL_RGB
f16
f16
f16
GL_RGBA16F
GL_RGBA
f16
f16
f16
f16
GL_R32F
GL_RED
f32
GL_RG32F
GL_RG
f32
f32
GL_RGB32F
GL_RGB
f32
f32
f32
GL_RGBA32F
GL_RGBA
f32
f32
f32
f32
GL_R11F_G11F_B10F
GL_RGB
f11
f11
f10
GL_RGB9_E5
GL_RGB
9
9
9
5
GL_R8I
GL_RED
i8
GL_R8UI
GL_RED
ui8
GL_R16I
GL_RED
i16
GL_R16UI
GL_RED
ui16
GL_R32I
GL_RED
i32
GL_R32UI
GL_RED
ui32
GL_RG8I
GL_RG
i8
i8
GL_RG8UI
GL_RG
ui8
ui8
GL_RG16I
GL_RG
i16
i16
GL_RG16UI
GL_RG
ui16
ui16
GL_RG32I
GL_RG
i32
i32
GL_RG32UI
GL_RG
ui32
ui32
GL_RGB8I
GL_RGB
i8
i8
i8
GL_RGB8UI
GL_RGB
ui8
ui8
ui8
GL_RGB16I
GL_RGB
i16
i16
i16
GL_RGB16UI
GL_RGB
ui16
ui16
ui16
GL_RGB32I
GL_RGB
i32
i32
i32
GL_RGB32UI
GL_RGB
ui32
ui32
ui32
GL_RGBA8I
GL_RGBA
i8
i8
i8
i8
GL_RGBA8UI
GL_RGBA
ui8
ui8
ui8
ui8
GL_RGBA16I
GL_RGBA
i16
i16
i16
i16
GL_RGBA16UI
GL_RGBA
ui16
ui16
ui16
ui16
GL_RGBA32I
GL_RGBA
i32
i32
i32
i32
GL_RGBA32UI
GL_RGBA
ui32
ui32
ui32
ui32
ERRORSGL_INVALID_OPERATION is generated by glTexStorage3DMultisample if zero is bound to target. GL_INVALID_OPERATION is generated by glTextureStorage3DMultisample if texture is not the name of an existing texture object. GL_INVALID_ENUM is generated if internalformat is not a valid color−renderable, depth−renderable or stencil−renderable format. GL_INVALID_ENUM is generated if target or the effective target of texture is not one of the accepted targets described above. GL_INVALID_VALUE is generated if width or height are less than 1 or greater than the value of GL_MAX_TEXTURE_SIZE. GL_INVALID_VALUE is generated if depth is less than 1 or greater than the value of GL_MAX_ARRAY_TEXTURE_LAYERS. GL_INVALID_VALUE is generated if levels is less than 1. 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. GL_INVALID_OPERATION is generated if the value of GL_TEXTURE_IMMUTABLE_FORMAT for the texture bound to target is not GL_FALSE. ASSOCIATED GETSglGetInteger with arguments GL_MAX_TEXTURE_SIZE, GL_MAX_ARRAY_TEXTURE_LEVELS, GL_TEXTURE_VIEW_MIN_LAYER, GL_TEXTURE_VIEW_NUM_LAYERS, or GL_TEXTURE_IMMUTABLE_LEVELS. VERSION SUPPORT
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