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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_texture_rg extension.
 * 
 * 

Historically one- and two- component textures have been specified in OpenGL using the intensity, luminance or luminance-alpha (I/L/LA) formats. With the * advent of programmable shaders and render-to-texture capabilites these legacy formats carry some historical artifacts which are no longer useful.

* *

For example, when sampling from such textures, the luminance values are replicated across the color components, and the intensity values are replicated * across both the color and alpha components. This is no longer necessary with programmable shaders.

* *

It is also desirable to be able to render to one- and two- component format textures using capabilities such as framebuffer objects (FBO), but rendering * to I/L/LA formats is under-specified (specifically how to map R/G/B/A values to I/L/A texture channels).

* *

This extension adds new base internal formats for the one-component {@link GL11#GL_RED RED} and two-component {@link #GL_RG RG} (red green) texture formats as well as sized * internal formats for fixed-point, floating-point and pure integer texture formats. The new texure formats can be used for texturing as well as for * rendering into with framebuffer objects.

* *

Promoted to core in {@link GL30 OpenGL 3.0}.

*/ public final class ARBTextureRG { /** Accepted by the {@code internalFormat} parameter of TexImage1D, TexImage2D, TexImage3D, CopyTexImage1D, and CopyTexImage2D. */ public static final int GL_R8 = 0x8229, GL_R16 = 0x822A, GL_RG8 = 0x822B, GL_RG16 = 0x822C, GL_R16F = 0x822D, GL_R32F = 0x822E, GL_RG16F = 0x822F, GL_RG32F = 0x8230, GL_R8I = 0x8231, GL_R8UI = 0x8232, GL_R16I = 0x8233, GL_R16UI = 0x8234, GL_R32I = 0x8235, GL_R32UI = 0x8236, GL_RG8I = 0x8237, GL_RG8UI = 0x8238, GL_RG16I = 0x8239, GL_RG16UI = 0x823A, GL_RG32I = 0x823B, GL_RG32UI = 0x823C, GL_RG = 0x8227, GL_COMPRESSED_RED = 0x8225, GL_COMPRESSED_RG = 0x8226; /** Accepted by the {@code format} parameter of TexImage1D, TexImage2D, TexImage3D, TexSubImage1D, TexSubImage2D, TexSubImage3D, and ReadPixels. */ public static final int GL_RG_INTEGER = 0x8228; private ARBTextureRG() {} }




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