Drawing3d documented Class Library

OpenGlDevice.glFramebufferTexture2DEXT Method

attach a level of a texture object as a logical buffer to the currently bound framebuffer object

[Visual Basic]
Public Shared Sub glFramebufferTexture2DEXT( _
   ByVal target As Integer, _
   ByVal attachment As Integer, _
   ByVal textarget As Integer, _
   ByVal texture As Integer, _
   ByVal level As Integer _
public static void glFramebufferTexture2DEXT(
   int target,
   int attachment,
   int textarget,
   int texture,
   int level


Specifies the framebuffer target. target must be GL_DRAW_FRAMEBUFFER, GL_READ_FRAMEBUFFER, or GL_FRAMEBUFFER. GL_FRAMEBUFFER is equivalent to GL_DRAW_FRAMEBUFFER.
Specifies the attachment point of the framebuffer. attachment must be GL_COLOR_ATTACHMENTi, GL_DEPTH_ATTACHMENT, GL_STENCIL_ATTACHMENT or GL_DEPTH_STENCIL_ATTACHMMENT.
For glFramebufferTexture1D, glFramebufferTexture2D and glFramebufferTexture3D, specifies what type of texture is expected in the texture parameter, or for cube map textures, which face is to be attached.
Specifies the texture object to attach to the framebuffer attachment point named by attachment.
Specifies the mipmap level of texture to attach.

See Also

OpenGlDevice Class | Drawing3d.Devices Namespace