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/*
 * Copyright LWJGL. All rights reserved.
 * License terms: https://www.lwjgl.org/license
 * MACHINE GENERATED FILE, DO NOT EDIT
 */
package org.lwjgl.opengl;

/**
 * Native bindings to the ARB_seamless_cube_map extension.
 * 
 * 

When sampling from cube map textures, a three-dimensional texture coordinate is used to select one of the cube map faces and generate a two dimensional * texture coordinate ( s t ), at which a texel is sampled from the determined face of the cube map texture. Each face of the texture is treated as an * independent two-dimensional texture, and the generated ( s t ) coordinate is subjected to the same clamping and wrapping rules as for any other two * dimensional texture fetch.

* *

Although it is unlikely that the generated ( s t ) coordinate lies significantly outside the determined cube map face, it is often the case that the * locations of the individual elements required during a linear sampling do not lie within the determined face, and their coordinates will therefore be * modified by the selected clamping and wrapping rules. This often has the effect of producing seams or other discontinuities in the sampled texture.

* *

This extension allows implementations to take samples from adjacent cube map faces, providing the ability to create seamless cube maps.

* *

Promoted to core in {@link GL32 OpenGL 3.2}.

*/ public final class ARBSeamlessCubeMap { /** * Accepted by the {@code cap} parameter of Enable, Disable and IsEnabled, and by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv and * GetDoublev. */ public static final int GL_TEXTURE_CUBE_MAP_SEAMLESS = 0x884F; private ARBSeamlessCubeMap() {} }




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