eglReleaseTexImage — Releases a color buffer that is being used as a texture
EGLBoolean eglReleaseTexImage(
|
EGLDisplay display, |
EGLSurface surface, | |
EGLint buffer) ; |
display
Specifies the EGL display connection.
surface
Specifies the EGL surface.
buffer
Specifies the texture image data.
The specified color buffer is released back to the surface. The surface is made available for reading and writing when it no longer has any color buffers bound as textures.
If the specified color buffer is no longer bound to a texture (e.g., because the texture object was deleted) then eglReleaseTexImage has no effect. No error is generated.
The contents of the color buffer are undefined when it is first released. In particular,
there is no guarantee that the texture image is still present. However, the contents of
other color buffers are unaffected by this call. Also, the contents of the depth and stencil buffers
are not affected by eglBindTexImage
and eglReleaseTexImage
.
After a color buffer is released from a texture (either explicitly by calling
eglReleaseTexImage
or implicitly by calling a routine such as
glTexImage2D),
all texture images that were defined by the color buffer become NULL
(it is as if glTexImage was called with an image of zero width).
EGL_BAD_MATCH
is generated if the
surface attribute EGL_TEXTURE_FORMAT
is
set to EGL_NO_TEXTURE
.
EGL_BAD_MATCH
is generated if
buffer
is not a valid buffer
(currently only EGL_BACK_BUFFER
may be
specified).
EGL_BAD_SURFACE
is generated if
surface
is not an EGL surface, or is
not a bound pbuffer surface.
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