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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_cubemap_per_texture extension.
 * 
 * 

In unextended OpenGL, cube maps are treated as sets of six, independent texture images. Once a face is selected from the set, it is treated exactly as * any other two-dimensional texture would be. When sampling linearly from the texture, all of the individual texels that would be used to to create the * final, bilinear sample values are taken from the same cube face. The normal, two-dimensional texture coordinate wrapping modes are honored. This * sometimes causes seams to appear in cube maps.

* *

{@link ARBSeamlessCubeMap ARB_seamless_cube_map} (and subsequently, OpenGL 3.2) addresses this issue by providing a mechanism whereby an implementation could take each of * the taps of a bilinear sample from a different face, spanning face boundaries and providing seamless filtering from cube map textures. However, in * ARB_seamless_cube_map, this feature was exposed as a global state, affecting all bound cube map textures. It was not possible to mix seamless and * per-face cube map sampling modes during sampling. Furthermore, if an application included cube maps that were meant to be sampled seamlessly and * non-seamlessly, it would have to track this state and enable or disable seamless cube map sampling as needed.

* *

This extension addresses this issue and provides an orthogonal method for allowing an implementation to provide a per-texture setting for enabling * seamless sampling from cube maps.

* *

Requires {@link GL32 OpenGL 3.2}.

*/ public final class ARBSeamlessCubemapPerTexture { /** * Accepted by the {@code pname} parameter of TexParameter{if}, TexParameter{if}v, GetTexParameter{if}v, SamplerParameter{if}, SamplerParameter{if}v, and * GetSamplerParameter{if}v. */ public static final int GL_TEXTURE_CUBE_MAP_SEAMLESS = 0x884F; private ARBSeamlessCubemapPerTexture() {} }




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