glTexImage3DMultisample

glTexImage3DMultisample: man4/glTexImage3DMultisample.xml

glTexImage3DMultisample establishes the data storage, format, dimensions and number of samples of a multisample texture's image. target must be GL_TEXTURE_2D_MULTISAMPLE_ARRAY or GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY. width and height are the dimensions in texels of the texture, and must be in the range zero to the value of GL_MAX_TEXTURE_SIZE minus one. depth is the number of array slices in the array texture's image. samples specifies the number of samples in the image and must be in the range zero to the value of GL_MAX_SAMPLES minus one. internalformat must be a color-renderable, depth-renderable, or stencil-renderable format. 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. When a multisample texture is accessed in a shader, the access takes one vector of integers describing which texel to fetch and an integer corresponding to the sample numbers describing which sample within the texel to fetch. No standard sampling instructions are allowed on the multisample texture targets.

glTexImage2DMultisample is available only if the GL version is 3.2 or greater.

@OpenGL_Version(OGLIntroducedIn.V3P2)
@OpenGL_Extension("GL_ARB_texture_multisample")
fn_glTexImage3DMultisample glTexImage3DMultisample;

See Also

glTexImage3D, glTexImage2DMultisample

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