Hi, since this is my first post / question, please don’t kill me right away.
The documentation of OpenGL is more than chaotic, at least for someone relativly new to the matter. Especially what is new and should be used and what is old. Even in this forum people still use functions of archaic age, which doesn’t make things easier.
I want to use only the newest schematics and functions of OpenGL 4.5 Core.
So the question is how to set up a Cube Map Texture via DSA (Direct State Access).
- glTextureParameter (or bind to Sampler)
- glTextureSubImage3D (image data exits or data may be changed later; mutable texture; mostly for shader read) or glTexStorage3D (no image data available at any time; immutable texture; mostly for shader write)
optional 4. glGenerateTextureMipmap
But since glTextureImage3D or something similar does not exist yet, how do you set the internal format of a mutable cube map texture? (in glTextureSubImage3D you only specify the data format, not the internal data)
Can you give an example? This depth array layer stuff is quite weird and uses parameters and functions like a maniac.