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+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "xhtml1-transitional.dtd">
+<!-- saved from url=(0013)about:internet -->
+<?xml-stylesheet type="text/xsl" href="mathml.xsl"?><html xmlns="http://www.w3.org/1999/xhtml" xmlns:pref="http://www.w3.org/2002/Math/preference" pref:renderer="mathplayer-dl"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /><link rel="stylesheet" type="text/css" href="opengl-man.css" /><title>glTexBuffer - OpenGL 4 Reference Pages</title><meta name="generator" content="DocBook XSL Stylesheets V1.69.1" /></head><body><div class="refentry" lang="en" xml:lang="en"><a id="glTexBuffer"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glTexBuffer — attach the storage for a buffer object to the active buffer texture</p></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0"><tr><td><code class="funcdef">void <b class="fsfunc">glTexBuffer</b>(</code></td><td>GLenum  </td><td><var class="pdparam">target</var>, </td></tr><tr><td> </td><td>GLenum  </td><td><var class="pdparam">internalFormat</var>, </td></tr><tr><td> </td><td>Gluint </td><td><var class="pdparam">buffer</var><code>)</code>;</td></tr></table></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="parameters"></a><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><em class="parameter"><code>target</code></em></span></dt><dd><p>
+                    Specifies the target of the operation and must be <code class="constant">GL_TEXTURE_BUFFER</code>.
+                </p></dd><dt><span class="term"><em class="parameter"><code>internalFormat</code></em></span></dt><dd><p>
+                    Specifies the internal format of the data in the store belonging to <em class="parameter"><code>buffer</code></em>.
+                </p></dd><dt><span class="term"><em class="parameter"><code>buffer</code></em></span></dt><dd><p>
+                    Specifies the name of the buffer object whose storage to attach to the active buffer texture.
+                </p></dd></dl></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="description"></a><h2>Description</h2><p>
+            <code class="function">glTexBuffer</code> attaches the storage for the buffer object named <em class="parameter"><code>buffer</code></em> to the active
+            buffer texture, and specifies the internal format for the texel array found in the attached buffer object. If <em class="parameter"><code>buffer</code></em>
+            is zero, any buffer object attached to the buffer texture is detached and no new buffer object is attached. If <em class="parameter"><code>buffer</code></em>
+            is non-zero, it must be the name of an existing buffer object. <em class="parameter"><code>target</code></em> must be <code class="constant">GL_TEXTURE_BUFFER</code>.
+            <em class="parameter"><code>internalformat</code></em> specifies the storage format, and must be one of the following sized internal formats:
+        </p><div class="informaltable"><table border="1"><colgroup><col align="left" /><col align="left" /><col align="left" /><col align="left" /><col align="left" /><col align="left" /><col align="left" /><col align="left" /></colgroup><thead><tr><th rowspan="2" align="center"> </th><th rowspan="2" align="center"> </th><th rowspan="2" align="center"> </th><th rowspan="2" align="center"> </th><th colspan="4" align="left"><span class="bold"><strong>
+                        Component
+                        </strong></span></th></tr></thead><tbody><tr><td align="left"><span class="bold"><strong>Sized Internal Format</strong></span></td><td align="left"><span class="bold"><strong>Base Type</strong></span></td><td align="left"><span class="bold"><strong>Components</strong></span></td><td align="left"><span class="bold"><strong>Norm</strong></span></td><td align="center">0</td><td align="center">1</td><td align="center">2</td><td align="center">3</td></tr><tr><td align="left"><code class="constant">GL_R8</code></td><td align="left">ubyte</td><td align="left">1</td><td align="left">YES</td><td align="center">R</td><td align="center">0</td><td align="center">0</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_R16</code></td><td align="left">ushort</td><td align="left">1</td><td align="left">YES</td><td align="center">R</td><td align="center">0</td><td align="center">0</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_R16F</code></td><td align="left">half</td><td align="left">1</td><td align="left">NO</td><td align="center">R</td><td align="center">0</td><td align="center">0</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_R32F</code></td><td align="left">float</td><td align="left">1</td><td align="left">NO</td><td align="center">R</td><td align="center">0</td><td align="center">0</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_R8I</code></td><td align="left">byte</td><td align="left">1</td><td align="left">NO</td><td align="center">R</td><td align="center">0</td><td align="center">0</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_R16I</code></td><td align="left">short</td><td align="left">1</td><td align="left">NO</td><td align="center">R</td><td align="center">0</td><td align="center">0</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_R32I</code></td><td align="left">int</td><td align="left">1</td><td align="left">NO</td><td align="center">R</td><td align="center">0</td><td align="center">0</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_R8UI</code></td><td align="left">ubyte</td><td align="left">1</td><td align="left">NO</td><td align="center">R</td><td align="center">0</td><td align="center">0</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_R16UI</code></td><td align="left">ushort</td><td align="left">1</td><td align="left">NO</td><td align="center">R</td><td align="center">0</td><td align="center">0</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_R32UI</code></td><td align="left">uint</td><td align="left">1</td><td align="left">NO</td><td align="center">R</td><td align="center">0</td><td align="center">0</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_RG8</code></td><td align="left">ubyte</td><td align="left">2</td><td align="left">YES</td><td align="center">R</td><td align="center">G</td><td align="center">0</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_RG16</code></td><td align="left">ushort</td><td align="left">2</td><td align="left">YES</td><td align="center">R</td><td align="center">G</td><td align="center">0</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_RG16F</code></td><td align="left">half</td><td align="left">2</td><td align="left">NO</td><td align="center">R</td><td align="center">G</td><td align="center">0</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_RG32F</code></td><td align="left">float</td><td align="left">2</td><td align="left">NO</td><td align="center">R</td><td align="center">G</td><td align="center">0</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_RG8I</code></td><td align="left">byte</td><td align="left">2</td><td align="left">NO</td><td align="center">R</td><td align="center">G</td><td align="center">0</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_RG16I</code></td><td align="left">short</td><td align="left">2</td><td align="left">NO</td><td align="center">R</td><td align="center">G</td><td align="center">0</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_RG32I</code></td><td align="left">int</td><td align="left">2</td><td align="left">NO</td><td align="center">R</td><td align="center">G</td><td align="center">0</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_RG8UI</code></td><td align="left">ubyte</td><td align="left">2</td><td align="left">NO</td><td align="center">R</td><td align="center">G</td><td align="center">0</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_RG16UI</code></td><td align="left">ushort</td><td align="left">2</td><td align="left">NO</td><td align="center">R</td><td align="center">G</td><td align="center">0</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_RG32UI</code></td><td align="left">uint</td><td align="left">2</td><td align="left">NO</td><td align="center">R</td><td align="center">G</td><td align="center">0</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_RGB32F</code></td><td align="left">float</td><td align="left">3</td><td align="left">NO</td><td align="center">R</td><td align="center">G</td><td align="center">B</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_RGB32I</code></td><td align="left">int</td><td align="left">3</td><td align="left">NO</td><td align="center">R</td><td align="center">G</td><td align="center">B</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_RGB32UI</code></td><td align="left">uint</td><td align="left">3</td><td align="left">NO</td><td align="center">R</td><td align="center">G</td><td align="center">B</td><td align="center">1</td></tr><tr><td align="left"><code class="constant">GL_RGBA8</code></td><td align="left">uint</td><td align="left">4</td><td align="left">YES</td><td align="center">R</td><td align="center">G</td><td align="center">B</td><td align="center">A</td></tr><tr><td align="left"><code class="constant">GL_RGBA16</code></td><td align="left">short</td><td align="left">4</td><td align="left">YES</td><td align="center">R</td><td align="center">G</td><td align="center">B</td><td align="center">A</td></tr><tr><td align="left"><code class="constant">GL_RGBA16F</code></td><td align="left">half</td><td align="left">4</td><td align="left">NO</td><td align="center">R</td><td align="center">G</td><td align="center">B</td><td align="center">A</td></tr><tr><td align="left"><code class="constant">GL_RGBA32F</code></td><td align="left">float</td><td align="left">4</td><td align="left">NO</td><td align="center">R</td><td align="center">G</td><td align="center">B</td><td align="center">A</td></tr><tr><td align="left"><code class="constant">GL_RGBA8I</code></td><td align="left">byte</td><td align="left">4</td><td align="left">NO</td><td align="center">R</td><td align="center">G</td><td align="center">B</td><td align="center">A</td></tr><tr><td align="left"><code class="constant">GL_RGBA16I</code></td><td align="left">short</td><td align="left">4</td><td align="left">NO</td><td align="center">R</td><td align="center">G</td><td align="center">B</td><td align="center">A</td></tr><tr><td align="left"><code class="constant">GL_RGBA32I</code></td><td align="left">int</td><td align="left">4</td><td align="left">NO</td><td align="center">R</td><td align="center">G</td><td align="center">B</td><td align="center">A</td></tr><tr><td align="left"><code class="constant">GL_RGBA8UI</code></td><td align="left">ubyte</td><td align="left">4</td><td align="left">NO</td><td align="center">R</td><td align="center">G</td><td align="center">B</td><td align="center">A</td></tr><tr><td align="left"><code class="constant">GL_RGBA16UI</code></td><td align="left">ushort</td><td align="left">4</td><td align="left">NO</td><td align="center">R</td><td align="center">G</td><td align="center">B</td><td align="center">A</td></tr><tr><td align="left"><code class="constant">GL_RGBA32UI</code></td><td align="left">uint</td><td align="left">4</td><td align="left">NO</td><td align="center">R</td><td align="center">G</td><td align="center">B</td><td align="center">A</td></tr></tbody></table></div><p>
+            When a buffer object is attached to a buffer texture, the buffer object's data store
+            is taken as the texture's texel array.  The number of texels in the buffer texture's
+            texel array is given by
+        </p><mml:apply xmlns:mml="http://www.w3.org/1998/Math/MathML"><mml:floor definitionURL="" encoding=""></mml:floor>
+                <mml:mfrac>
+                    <mml:mrow>
+                        <mml:mi>buffer_size</mml:mi>
+                    </mml:mrow>
+                    <mml:mrow>
+                        <mml:mi>components</mml:mi><mml:mo> </mml:mo><mml:csymbol encoding="" definitionURL=""><mml:mo>×</mml:mo></mml:csymbol><mml:mo> </mml:mo><mml:mi>sizeof</mml:mi><mml:mo>(</mml:mo><mml:mi>base_type</mml:mi><mml:mo>)</mml:mo>
+                    </mml:mrow>
+                </mml:mfrac>
+            </mml:apply><p>
+            where <span class="emphasis"><em>buffer_size</em></span> is the size of the buffer object, in basic machine units and
+            components and base type are the element count and base data type for elements, as specified in the table above.
+            The number of texels in the texel array is then clamped to the implementation-dependent limit <code class="constant">GL_MAX_TEXTURE_BUFFER_SIZE</code>.
+            When a buffer texture is accessed in a shader, the results of a texel fetch are undefined if the specified texel coordinate is negative, or
+            greater than or equal to the clamped number of texels in the texel array.
+        </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="errors"></a><h2>Errors</h2><p>
+            <code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>target</code></em> is not <code class="constant">GL_TEXTURE_BUFFER</code>.
+        </p><p>
+            <code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>internalFormat</code></em> is not one of the accepted tokens.
+        </p><p>
+            <code class="constant">GL_INVALID_OPERATION</code> is generated if <em class="parameter"><code>buffer</code></em> is not zero or the name of an existing buffer object.
+        </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="notes"></a><h2>Notes</h2><p>
+            <code class="function">glTexBuffer</code> is available only if the GL version is 3.1 or greater.
+        </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="associatedgets"></a><h2>Associated Gets</h2><p><a href="glGet.xml"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>
+    with argument <code class="constant">GL_MAX_TEXTURE_BUFFER_SIZE</code></p><p><a href="glGet.xml"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>
+    with argument <code class="constant">GL_TEXTURE_BINDING_BUFFER</code></p><p><a href="glGetTexLevelParameter.xml"><span class="citerefentry"><span class="refentrytitle">glGetTexLevelParameter</span></span></a>
+    with argument <code class="constant">GL_TEXTURE_BUFFER_DATA_STORE_BINDING</code></p></div><div class="refsect1" lang="en" xml:lang="en"><a id="seealso"></a><h2>See Also</h2><p>
+            <a href="glGenBuffers.xml"><span class="citerefentry"><span class="refentrytitle">glGenBuffers</span></span></a>,
+            <a href="glBindBuffer.xml"><span class="citerefentry"><span class="refentrytitle">glBindBuffer</span></span></a>,
+            <a href="glBufferData.xml"><span class="citerefentry"><span class="refentrytitle">glBufferData</span></span></a>,
+            <a href="glDeleteBuffers.xml"><span class="citerefentry"><span class="refentrytitle">glDeleteBuffers</span></span></a>,
+            <a href="glGenTextures.xml"><span class="citerefentry"><span class="refentrytitle">glGenTextures</span></span></a>,
+            <a href="glBindTexture.xml"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>,
+            <a href="glDeleteTextures.xml"><span class="citerefentry"><span class="refentrytitle">glDeleteTextures</span></span></a>
+        </p></div><div class="refsect1" lang="en" xml:lang="en"><a id="Copyright"></a><h2>Copyright</h2><p>
+            Copyright <span class="trademark"></span>© 2010 Khronos Group. 
+            This material may be distributed subject to the terms and conditions set forth in 
+            the Open Publication License, v 1.0, 8 June 1999.
+            <a href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
+        </p></div></div></body></html>