org.lwjgl.opengl.ARBTextureRG Maven / Gradle / Ivy
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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() {}
}