Create a cubemap.
name (int or GLuint) – OpenGL handle for the cube map. Is 0 if uninitialized.
target (int
) – The target texture should only be GL_TEXTURE_CUBE_MAP.
width (int
) – Texture width in pixels.
height (int
) – Texture height in pixels.
level (int
) – LOD number of the texture.
internalFormat (int
) – Internal format for texture data (e.g. GL_RGBA8, GL_R11F_G11F_B10F).
pixelFormat (int
) – Pixel data format (e.g. GL_RGBA, GL_DEPTH_STENCIL)
dataType (int
) – Data type for pixel data (e.g. GL_FLOAT, GL_UNSIGNED_BYTE).
data (list or tuple) – List of six ctypes pointers to image data for each cubemap face. Image data is assigned to a face by index [+X, -X, +Y, -Y, +Z, -Z]. All images must have the same size as specified by width and height.
unpackAlignment (int
) – Alignment requirements of each row in memory. Default is 4.
texParams (list
of tuple
of int
) – Optional texture parameters specified as dict. These values are
passed to glTexParameteri. Each tuple must contain a parameter
name and value. For example, texParameters={
GL.GL_TEXTURE_MIN_FILTER: GL.GL_LINEAR, GL.GL_TEXTURE_MAG_FILTER:
GL.GL_LINEAR}. These can be changed and will be updated the next
time this instance is passed to bindTexture()
.