glFramebufferTextureLayer - OpenGL 4 Reference Pages

## Name

glFramebufferTextureLayer, glNamedFramebufferTextureLayer — attach a single layer of a texture object as a logical buffer of a framebuffer object

## C Specification

`void glFramebufferTextureLayer(` | GLenum target,
| GLenum attachment,
| GLuint texture,
| GLint level,
| GLint layer`)`;

`void glNamedFramebufferTextureLayer(` | GLuint framebuffer,
| GLenum attachment,
| GLuint texture,
| GLint level,
| GLint layer`)`;

## Parameters

`target`

  Specifies the target to which the framebuffer is bound for `glFramebufferTextureLayer`.

`framebuffer`

  Specifies the name of the framebuffer object for `glNamedFramebufferTextureLayer`.

`attachment`

  Specifies the attachment point of the framebuffer.

`texture`

  Specifies the name of an existing texture object to attach.

`level`

  Specifies the mipmap level of the texture object to attach.

`layer`

  Specifies the layer of the texture object to attach.

## Description

`glFramebufferTextureLayer` and `glNamedFramebufferTextureLayer` attach a single layer of a three-dimensional or array texture object as one of the logical buffers of the specified framebuffer object. Textures cannot be attached to the default draw and read framebuffer, so they are not valid targets of these commands.

For `glFramebufferTextureLayer`, the framebuffer object is that bound to `target`, which must be `GL_DRAW_FRAMEBUFFER`, `GL_READ_FRAMEBUFFER`, or `GL_FRAMEBUFFER`. `GL_FRAMEBUFFER` is equivalent to `GL_DRAW_FRAMEBUFFER`.

For `glNamedFramebufferTextureLayer`, `framebuffer` is the name of the framebuffer object.

`attachment` specifies the logical attachment of the framebuffer and must be `GL_COLOR_ATTACHMENT`i, `GL_DEPTH_ATTACHMENT`, `GL_STENCIL_ATTACHMENT` or `GL_DEPTH_STENCIL_ATTACHMENT`. i in `GL_COLOR_ATTACHMENT`i may range from zero to the value of `GL_MAX_COLOR_ATTACHMENTS` minus one. Attaching a level of a texture to `GL_DEPTH_STENCIL_ATTACHMENT` is equivalent to attaching that level to both the `GL_DEPTH_ATTACHMENT` and the `GL_STENCIL_ATTACHMENT` attachment points simultaneously.

If `texture` is not zero, it must be the name of a three-dimensional, two-dimensional multisample array, one- or two-dimensional array, or cube map array texture.

If `texture` is a three-dimensional texture, then `level` must be greater than or equal to zero and less than or equal to $log_2$ of the value of `GL_MAX_3D_TEXTURE_SIZE`.

If `texture` is a two-dimensional array texture, then `level` must be greater than or equal to zero and less than or equal to $log_2$ of the value of `GL_MAX_TEXTURE_SIZE`.

For cube map textures, `layer` is translated into a cube map face according to $$ face = k \bmod 6. $$ For cube map array textures, `layer` is translated into an array layer and face according to $$ layer = \left\lfloor { layer \over 6 } \right\rfloor$$ and $$ face = k \bmod 6. $$

## Errors

`GL_INVALID_ENUM` is generated by `glFramebufferTexture` if `target` is not one of the accepted framebuffer targets.

`GL_INVALID_OPERATION` is generated by `glFramebufferTexture` if zero is bound to `target`.

`GL_INVALID_OPERATION` is generated by `glNamedFramebufferTexture` if `framebuffer` is not the name of an existing framebuffer object.

`GL_INVALID_ENUM` is generated if `attachment` is not one of the accepted attachment points.

`GL_INVALID_OPERATION` is generated if `texture` is not zero and is not the name of an existing three-dimensional, two-dimensional multisample array, one- or two-dimensional array, cube map, or cube map array texture.

`GL_INVALID_VALUE` is generated if `texture` is not zero and `level` is not a supported texture level for `texture`, as described above.

`GL_INVALID_VALUE` is generated if `texture` is not zero and `layer` is larger than the value of `GL_MAX_3D_TEXTURE_SIZE` minus one (for three-dimensional texture objects), or larger than the value of `GL_MAX_ARRAY_TEXTURE_LAYERS` minus one (for array texture objects).

`GL_INVALID_VALUE` is generated if `texture` is not zero and `layer` is negative.

`GL_INVALID_OPERATION` is generated by if `texture` is a buffer texture.

## Version Support

| OpenGL Version
--- | ---
Function / Feature Name | 2.0 | 2.1 | 3.0 | 3.1 | 3.2 | 3.3 | 4.0 | 4.1 | 4.2 | 4.3 | 4.4 | 4.5
`glFramebufferTextureLayer` | - | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔
`glNamedFramebufferTextureLayer` | - | - | - | - | - | - | - | - | - | - | - | ✔

## See Also

glGenFramebuffers, glBindFramebuffer, glGenRenderbuffers, glFramebufferTexture,

## Copyright

Copyright © 2010-2014 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. http://opencontent.org/openpub/.