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<refentry id="glFramebufferTexture">
    <refmeta>
        <refmetainfo>
            <copyright>
                <year>2010</year>
                <holder>Khronos Group</holder>
            </copyright>
        </refmetainfo>
        <refentrytitle>glFramebufferTexture</refentrytitle>
        <manvolnum>3G</manvolnum>
    </refmeta>
    <refnamediv>
        <refname>glFramebufferTexture</refname>
        <refpurpose>attach a level of a texture object as a logical buffer to the currently bound framebuffer object</refpurpose>
    </refnamediv>
    <refsynopsisdiv><title>C Specification</title>
        <funcsynopsis>
            <funcprototype>
                <funcdef>void <function>glFramebufferTexture</function></funcdef>
                <paramdef>GLenum <parameter>target</parameter></paramdef>
                <paramdef>GLenum <parameter>attachment</parameter></paramdef>
                <paramdef>GLuint <parameter>texture</parameter></paramdef>
                <paramdef>GLint <parameter>level</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glFramebufferTexture1D</function></funcdef>
                <paramdef>GLenum <parameter>target</parameter></paramdef>
                <paramdef>GLenum <parameter>attachment</parameter></paramdef>
                <paramdef>GLenum <parameter>textarget</parameter></paramdef>
                <paramdef>GLuint <parameter>texture</parameter></paramdef>
                <paramdef>GLint <parameter>level</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glFramebufferTexture2D</function></funcdef>
                <paramdef>GLenum <parameter>target</parameter></paramdef>
                <paramdef>GLenum <parameter>attachment</parameter></paramdef>
                <paramdef>GLenum <parameter>textarget</parameter></paramdef>
                <paramdef>GLuint <parameter>texture</parameter></paramdef>
                <paramdef>GLint <parameter>level</parameter></paramdef>
            </funcprototype>
            <funcprototype>
                <funcdef>void <function>glFramebufferTexture3D</function></funcdef>
                <paramdef>GLenum <parameter>target</parameter></paramdef>
                <paramdef>GLenum <parameter>attachment</parameter></paramdef>
                <paramdef>GLenum <parameter>textarget</parameter></paramdef>
                <paramdef>GLuint <parameter>texture</parameter></paramdef>
                <paramdef>GLint <parameter>level</parameter></paramdef>
                <paramdef>GLint <parameter>layer</parameter></paramdef>
            </funcprototype>
        </funcsynopsis>
    </refsynopsisdiv>
    <!-- eqn: ignoring delim $$ -->
    <refsect1 id="parameters"><title>Parameters</title>
        <variablelist>
        <varlistentry>
            <term><parameter>target</parameter></term>
            <listitem>
                <para>
                    Specifies the framebuffer target. <parameter>target</parameter> must be <constant>GL_DRAW_FRAMEBUFFER</constant>,
                    <constant>GL_READ_FRAMEBUFFER</constant>, or <constant>GL_FRAMEBUFFER</constant>. <constant>GL_FRAMEBUFFER</constant>
                    is equivalent to <constant>GL_DRAW_FRAMEBUFFER</constant>.
                </para>
            </listitem>
        </varlistentry>
        <varlistentry>
            <term><parameter>attachment</parameter></term>
            <listitem>
                <para>
                    Specifies the attachment point of the framebuffer. <parameter>attachment</parameter> must be
                    <constant>GL_COLOR_ATTACHMENT<emphasis>i</emphasis></constant>, <constant>GL_DEPTH_ATTACHMENT</constant>,
                    <constant>GL_STENCIL_ATTACHMENT</constant> or <constant>GL_DEPTH_STENCIL_ATTACHMENT</constant>.
                </para>
            </listitem>
        </varlistentry>
        <varlistentry>
            <term><parameter>textarget</parameter></term>
            <listitem>
                <para>
                    For <function>glFramebufferTexture1D</function>, <function>glFramebufferTexture2D</function> and
                    <function>glFramebufferTexture3D</function>, specifies what type of texture is expected
                    in the <parameter>texture</parameter> parameter, or for cube map textures, which face is to be attached.
                </para>
            </listitem>
        </varlistentry>
        <varlistentry>
            <term><parameter>texture</parameter></term>
            <listitem>
                <para>
                    Specifies the texture object to attach to the framebuffer attachment point named by <parameter>attachment</parameter>.
                </para>
            </listitem>
        </varlistentry>
        <varlistentry>
            <term><parameter>level</parameter></term>
            <listitem>
                <para>
                    Specifies the mipmap level of <parameter>texture</parameter> to attach.
                </para>
            </listitem>
        </varlistentry>
        </variablelist>
    </refsect1>
    <refsect1 id="description"><title>Description</title>
        <para>
            <function>glFramebufferTexture</function>, <function>glFramebufferTexture1D</function>, <function>glFramebufferTexture2D</function>,
            and <function>glFramebufferTexture</function> attach a selected mipmap level or image of a texture object as one of the
            logical buffers of the framebuffer object currently bound to <parameter>target</parameter>. <parameter>target</parameter> must
            be <constant>GL_DRAW_FRAMEBUFFER</constant>, <constant>GL_READ_FRAMEBUFFER</constant>, or <constant>GL_FRAMEBUFFER</constant>.
            <constant>GL_FRAMEBUFFER</constant> is equivalent to <constant>GL_DRAW_FRAMEBUFFER</constant>.
        </para>
        <para>
            <parameter>attachment</parameter> specifies the logical attachment of the framebuffer and must be
            <constant>GL_COLOR_ATTACHMENT<emphasis>i</emphasis></constant>, <constant>GL_DEPTH_ATTACHMENT</constant>,
            <constant>GL_STENCIL_ATTACHMENT</constant> or <constant>GL_DEPTH_STENCIL_ATTACHMENT</constant>.
            <emphasis>i</emphasis> in <constant>GL_COLOR_ATTACHMENT<emphasis>i</emphasis></constant> may range from zero to
            the value of <constant>GL_MAX_COLOR_ATTACHMENTS</constant> - 1. Attaching a level of a texture to
            <constant>GL_DEPTH_STENCIL_ATTACHMENT</constant> is equivalent to attaching that level to both the
            <constant>GL_DEPTH_ATTACHMENT</constant> <emphasis>and</emphasis> the <constant>GL_STENCIL_ATTACHMENT</constant>
            attachment points simultaneously.
        </para>
        <para>
            <parameter>textarget</parameter> specifies what type of texture is named by <parameter>texture</parameter>, and for
            cube map textures, specifies the face that is to be attached. If <parameter>texture</parameter> is not zero, it
            must be the name of an existing texture with type <parameter>textarget</parameter>, unless it is a cube map
            texture, in which case <parameter>textarget</parameter> must be <constant>GL_TEXTURE_CUBE_MAP_POSITIVE_X</constant>
            <constant>GL_TEXTURE_CUBE_MAP_NEGATIVE_X</constant>, <constant>GL_TEXTURE_CUBE_MAP_POSITIVE_Y</constant>,
            <constant>GL_TEXTURE_CUBE_MAP_NEGATIVE_Y</constant>, <constant>GL_TEXTURE_CUBE_MAP_POSITIVE_Z</constant>, or
            <constant>GL_TEXTURE_CUBE_MAP_NEGATIVE_Z</constant>.
        </para>
        <para>
            If <parameter>texture</parameter> is non-zero, the specified <parameter>level</parameter> of the texture object named
            <parameter>texture</parameter> is attached to the framebfufer attachment point named by <parameter>attachment</parameter>.
            For <function>glFramebufferTexture1D</function>, <function>glFramebufferTexture2D</function>, and
            <function>glFramebufferTexture3D</function>, <parameter>texture</parameter> must be zero or the name of an existing
            texture with a target of <parameter>textarget</parameter>, or <parameter>texture</parameter> must be the name
            of an existing cube-map texture and <parameter>textarget</parameter> must be one of <constant>GL_TEXTURE_CUBE_MAP_POSITIVE_X</constant>,
            <constant>GL_TEXTURE_CUBE_MAP_POSITIVE_Y</constant>, <constant>GL_TEXTURE_CUBE_MAP_POSITIVE_Z</constant>,
            <constant>GL_TEXTURE_CUBE_MAP_NEGATIVE_X</constant>, <constant>GL_TEXTURE_CUBE_MAP_NEGATIVE_Y</constant>, or
            <constant>GL_TEXTURE_CUBE_MAP_NEGATIVE_Z</constant>.
        </para>
        <para>
            If  <parameter>textarget</parameter> is  <constant>GL_TEXTURE_RECTANGLE</constant>, <constant>GL_TEXTURE_2D_MULTISAMPLE</constant>,
            or <constant>GL_TEXTURE_2D_MULTISAMPLE_ARRAY</constant>, then <parameter>level</parameter> must be zero. If <parameter>textarget</parameter>
            is <constant>GL_TEXTURE_3D</constant>, then level must be greater than or equal to zero and less than or equal to log<subscript>2</subscript>
            of the value of <constant>GL_MAX_3D_TEXTURE_SIZE</constant>. If <parameter>textarget</parameter> is one of <constant>GL_TEXTURE_CUBE_MAP_POSITIVE_X</constant>,
            <constant>GL_TEXTURE_CUBE_MAP_POSITIVE_Y</constant>, <constant>GL_TEXTURE_CUBE_MAP_POSITIVE_Z</constant>, <constant>GL_TEXTURE_CUBE_MAP_NEGATIVE_X</constant>,
            <constant>GL_TEXTURE_CUBE_MAP_NEGATIVE_Y</constant>, or <constant>GL_TEXTURE_CUBE_MAP_NEGATIVE_Z</constant>, then <parameter>level</parameter> must be greater
            than or equal to zero and less than or equal to log<subscript>2</subscript> of the value of <constant>GL_MAX_CUBE_MAP_TEXTURE_SIZE</constant>. For all other
            values of <parameter>textarget</parameter>, <parameter>level</parameter> must be greater than or equal to zero and no larger than log<subscript>2</subscript>
            of the value of <constant>GL_MAX_TEXTURE_SIZE</constant>.
        </para>
        <para>
            <parameter>layer</parameter> specifies the layer of a 2-dimensional image within a 3-dimensional texture.
        </para>
        <para>
            For <function>glFramebufferTexture1D</function>, if <parameter>texture</parameter> is not zero, then <parameter>textarget</parameter> must
            be <constant>GL_TEXTURE_1D</constant>. For <function>glFramebufferTexture2D</function>, if <parameter>texture</parameter> is not zero,
            <parameter>textarget</parameter> must be one of <constant>GL_TEXTURE_2D</constant>, <constant>GL_TEXTURE_RECTANGLE</constant>,
            <constant>GL_TEXTURE_CUBE_MAP_POSITIVE_X</constant>, <constant>GL_TEXTURE_CUBE_MAP_POSITIVE_Y</constant>, <constant>GL_TEXTURE_CUBE_MAP_POSITIVE_Z</constant>,
            <constant>GL_TEXTURE_CUBE_MAP_NEGATIVE_X</constant>, <constant>GL_TEXTURE_CUBE_MAP_NEGATIVE_Y</constant>, <constant>GL_TEXTURE_CUBE_MAP_NEGATIVE_Z</constant>, or
            <constant>GL_TEXTURE_2D_MULTISAMPLE</constant>. For <function>glFramebufferTexture3D</function>, if <parameter>texture</parameter> is
            not zero, then <parameter>textarget</parameter> must be <constant>GL_TEXTURE_3D</constant>.
        </para>
    </refsect1>
    <refsect1 id="notes"><title>Notes</title>
        <para>
            <function>glFramebufferTexture</function> is available only if the GL version is 3.2 or greater.
        </para>
    </refsect1>
    <refsect1 id="errors"><title>Errors</title>
        <para>
            <constant>GL_INVALID_ENUM</constant> is generated if <parameter>target</parameter> is not one of the accepted tokens.
        </para>
        <para>
            <constant>GL_INVALID_ENUM</constant> is generated if <parameter>renderbuffertarget</parameter> is not <constant>GL_RENDERBUFFER</constant>.
        </para>
        <para>
            <constant>GL_INVALID_OPERATION</constant> is generated if zero is bound to <parameter>target</parameter>.
        </para>
        <para>
            <constant>GL_INVALID_OPERATION</constant> is generated if <parameter>textarget</parameter> and <parameter>texture</parameter>
            are not compatible.
        </para>
    </refsect1>
    <refsect1 id="seealso"><title>See Also</title>
        <para>
            <citerefentry><refentrytitle>glGenFramebuffers</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glBindFramebuffer</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glGenRenderbuffers</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glFramebufferTexture</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glFramebufferTexture1D</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glFramebufferTexture2D</refentrytitle></citerefentry>,
            <citerefentry><refentrytitle>glFramebufferTexture3D</refentrytitle></citerefentry>
        </para>
    </refsect1>
    <refsect1 id="Copyright"><title>Copyright</title>
        <para>
            Copyright <trademark class="copyright"></trademark> 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.
            <ulink url="http://opencontent.org/openpub/">http://opencontent.org/openpub/</ulink>.
        </para>
    </refsect1>
</refentry>
