texture_rg.py :  » Game-2D-3D » PyOpenGL » PyOpenGL-3.0.1 » OpenGL » GL » ARB » Python Open Source

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Python Open Source » Game 2D 3D » PyOpenGL 
PyOpenGL » PyOpenGL 3.0.1 » OpenGL » GL » ARB » texture_rg.py
'''OpenGL extension ARB.texture_rg

This module customises the behaviour of the 
OpenGL.raw.GL.ARB.texture_rg to provide a more 
Python-friendly API

Overview (from thespec import 
  
  Historically one- and two- component textures have been specified in OpenGL
  using the intensity, luminance or luminance-alpha (I/L/LA) formats.
  With the advent of programmable shaders and render-to-texture capabilites
  these legacy formats carry some historical artifacts which are no longer
  useful. 
  
  For example, when sampling from suchtexturestheluminancevalues import 
  are replicated across the color components, and the intensity values are 
  replicated across both the color and alpha components. This is no
  longer necessary with programmable shaders.
  
  It is also desirable to be able to render to one- and two- 
  component format textures using capabilities such as framebuffer 
  objects (FBO), but rendering to I/L/LA formats is under-specified
  (specifically how to map R/G/B/A values to I/L/A texture channels).
  
  This extension adds new base internal formats for the one-component RED 
  and two-component RG (red green) texture formats as well as sized
  internal formats for fixed-point, floating-point and pure integer texture
  formats. The new texure formats can be used for texturing as well 
  as for rendering into with framebuffer objects.  

The official definition of this extension is available here:
http://www.opengl.org/registry/specs/ARB/texture_rg.txt
'''
from OpenGL import platform,constants,constant,arrays
from OpenGL import extensions,wrapper
from OpenGL.GL import glget
import ctypes
from OpenGL.raw.GL.ARB.texture_rg import *
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