Class ARBSeamlessCubeMap
When sampling from cube map textures, a three-dimensional texture coordinate is used to select one of the cube map faces and generate a two dimensional texture coordinate ( s t ), at which a texel is sampled from the determined face of the cube map texture. Each face of the texture is treated as an independent two-dimensional texture, and the generated ( s t ) coordinate is subjected to the same clamping and wrapping rules as for any other two dimensional texture fetch.
Although it is unlikely that the generated ( s t ) coordinate lies significantly outside the determined cube map face, it is often the case that the locations of the individual elements required during a linear sampling do not lie within the determined face, and their coordinates will therefore be modified by the selected clamping and wrapping rules. This often has the effect of producing seams or other discontinuities in the sampled texture.
This extension allows implementations to take samples from adjacent cube map faces, providing the ability to create seamless cube maps.
Promoted to core in OpenGL 3.2
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Field Summary
Modifier and TypeFieldDescriptionstatic final int
Accepted by thecap
parameter of Enable, Disable and IsEnabled, and by thepname
parameter of GetBooleanv, GetIntegerv, GetFloatv and GetDoublev. -
Method Summary
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Field Details
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GL_TEXTURE_CUBE_MAP_SEAMLESS
public static final int GL_TEXTURE_CUBE_MAP_SEAMLESSAccepted by thecap
parameter of Enable, Disable and IsEnabled, and by thepname
parameter of GetBooleanv, GetIntegerv, GetFloatv and GetDoublev.- See Also:
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