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<?xml-stylesheet type="text/xsl" href="mathml.xsl"?><html xmlns="http://www.w3.org/1999/xhtml" xmlns:pref="http://www.w3.org/2002/Math/preference" pref:renderer="mathplayer-dl"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /><link rel="stylesheet" type="text/css" href="opengl-man.css" /><title>glSamplerParameter - OpenGL 4 Reference Pages</title><meta name="generator" content="DocBook XSL Stylesheets V1.78.1" /></head><body><div class="refentry"><a id="glSamplerParameter"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glSamplerParameter — set sampler parameters</p></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glSamplerParameterf</strong>(</code></td><td>GLuint <var class="pdparam">sampler</var>, </td></tr><tr><td> </td><td>GLenum <var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>GLfloat <var class="pdparam">param</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div></div><div class="funcsynopsis"><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glSamplerParameteri</strong>(</code></td><td>GLuint <var class="pdparam">sampler</var>, </td></tr><tr><td> </td><td>GLenum <var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">param</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div></div><div class="funcsynopsis"><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glSamplerParameterfv</strong>(</code></td><td>GLuint <var class="pdparam">sampler</var>, </td></tr><tr><td> </td><td>GLenum <var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>const GLfloat * <var class="pdparam">params</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div></div><div class="funcsynopsis"><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glSamplerParameteriv</strong>(</code></td><td>GLuint <var class="pdparam">sampler</var>, </td></tr><tr><td> </td><td>GLenum <var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>const GLint * <var class="pdparam">params</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div></div><div class="funcsynopsis"><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glSamplerParameterIiv</strong>(</code></td><td>GLuint <var class="pdparam">sampler</var>, </td></tr><tr><td> </td><td>GLenum <var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>const GLint *<var class="pdparam">params</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div></div><div class="funcsynopsis"><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glSamplerParameterIuiv</strong>(</code></td><td>GLuint <var class="pdparam">sampler</var>, </td></tr><tr><td> </td><td>GLenum <var class="pdparam">pname</var>, </td></tr><tr><td> </td><td>const GLuint *<var class="pdparam">params</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div></div></div><div class="refsect1"><a id="parameters"></a><h2>Parameters</h2><div class="variablelist"><dl class="variablelist"><dt><span class="term"><em class="parameter"><code>sampler</code></em></span></dt><dd><p>
Specifies the sampler object whose parameter to modify.
</p></dd><dt><span class="term"><em class="parameter"><code>pname</code></em></span></dt><dd><p>
Specifies the symbolic name of a sampler parameter.
<em class="parameter"><code>pname</code></em> can be one of the
following:
<code class="constant">GL_TEXTURE_WRAP_S</code>,
<code class="constant">GL_TEXTURE_WRAP_T</code>,
<code class="constant">GL_TEXTURE_WRAP_R</code>,
<code class="constant">GL_TEXTURE_MIN_FILTER</code>,
<code class="constant">GL_TEXTURE_MAG_FILTER</code>,
<code class="constant">GL_TEXTURE_BORDER_COLOR</code>,
<code class="constant">GL_TEXTURE_MIN_LOD</code>,
<code class="constant">GL_TEXTURE_MAX_LOD</code>,
<code class="constant">GL_TEXTURE_LOD_BIAS</code>
<code class="constant">GL_TEXTURE_COMPARE_MODE</code>, or
<code class="constant">GL_TEXTURE_COMPARE_FUNC</code>.
</p></dd><dt><span class="term"><em class="parameter"><code>param</code></em></span></dt><dd><p>
For the scalar commands, specifies the value of
<em class="parameter"><code>pname</code></em>.
</p></dd><dt><span class="term"><em class="parameter"><code>params</code></em></span></dt><dd><p>
For the vector commands
(<code class="function">glSamplerParameter*v</code>), specifies a
pointer to an array where the value or values of
<em class="parameter"><code>pname</code></em> are stored.
</p></dd></dl></div></div><div class="refsect1"><a id="description"></a><h2>Description</h2><p>
<code class="function">glSamplerParameter</code> assigns the value or values in <em class="parameter"><code>params</code></em> to the sampler parameter
specified as <em class="parameter"><code>pname</code></em>.
<em class="parameter"><code>sampler</code></em> specifies the sampler object to be modified, and must be the name of a sampler object previously
returned from a call to <a class="citerefentry" href="glGenSamplers.xml"><span class="citerefentry"><span class="refentrytitle">glGenSamplers</span></span></a>.
The following symbols are accepted in <em class="parameter"><code>pname</code></em>:
</p><div class="variablelist"><dl class="variablelist"><dt><span class="term"><code class="constant">GL_TEXTURE_MIN_FILTER</code></span></dt><dd><p>
The texture minifying function is used whenever the pixel being textured
maps to an area greater than one texture element.
There are six defined minifying functions.
Two of them use the nearest one or nearest four texture elements
to compute the texture value.
The other four use mipmaps.
</p><p>
A mipmap is an ordered set of arrays representing the same image
at progressively lower resolutions.
If the texture has dimensions
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</mml:msup>
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there are
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<mml:mo>+</mml:mo>
<mml:mn>1</mml:mn>
</mml:mrow>
</mml:math>
mipmaps.
The first mipmap is the original texture,
with dimensions
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<mml:mrow>
<mml:msup><mml:mn>2</mml:mn>
<mml:mi mathvariant="italic">n</mml:mi>
</mml:msup>
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</mml:msup>
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</mml:math>.
Each subsequent mipmap has dimensions
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<mml:mrow>
<mml:msup><mml:mn>2</mml:mn>
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<mml:mo>-</mml:mo>
<mml:mn>1</mml:mn>
</mml:mrow>
</mml:mfenced>
</mml:msup>
<mml:mo>×</mml:mo>
<mml:msup><mml:mn>2</mml:mn>
<mml:mfenced open="" close="">
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<mml:mi mathvariant="italic">l</mml:mi>
<mml:mo>-</mml:mo>
<mml:mn>1</mml:mn>
</mml:mrow>
</mml:mfenced>
</mml:msup>
</mml:mrow>
</mml:math>,
where
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:msup><mml:mn>2</mml:mn>
<mml:mi mathvariant="italic">k</mml:mi>
</mml:msup>
<mml:mo>×</mml:mo>
<mml:msup><mml:mn>2</mml:mn>
<mml:mi mathvariant="italic">l</mml:mi>
</mml:msup>
</mml:mrow>
</mml:math>
are the dimensions of the previous mipmap,
until either
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<mml:mrow>
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<mml:mo>=</mml:mo>
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</mml:mrow>
</mml:math>
or
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<mml:mrow>
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<mml:mo>=</mml:mo>
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</mml:mrow>
</mml:math>.
At that point,
subsequent mipmaps have dimension
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<mml:mrow>
<mml:mn>1</mml:mn>
<mml:mo>×</mml:mo>
<mml:msup><mml:mn>2</mml:mn>
<mml:mfenced open="" close="">
<mml:mrow>
<mml:mi mathvariant="italic">l</mml:mi>
<mml:mo>-</mml:mo>
<mml:mn>1</mml:mn>
</mml:mrow>
</mml:mfenced>
</mml:msup>
</mml:mrow>
</mml:math>
or
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:msup><mml:mn>2</mml:mn>
<mml:mfenced open="" close="">
<mml:mrow>
<mml:mi mathvariant="italic">k</mml:mi>
<mml:mo>-</mml:mo>
<mml:mn>1</mml:mn>
</mml:mrow>
</mml:mfenced>
</mml:msup>
<mml:mo>×</mml:mo>
<mml:mn>1</mml:mn>
</mml:mrow>
</mml:math>
until the final mipmap,
which has dimension
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mn>1</mml:mn>
<mml:mo>×</mml:mo>
<mml:mn>1</mml:mn>
</mml:mrow>
</mml:math>.
To define the mipmaps, call <a class="citerefentry" href="glTexImage1D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage1D</span></span></a>, <a class="citerefentry" href="glTexImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>,
<a class="citerefentry" href="glTexImage3D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage3D</span></span></a>,
<a class="citerefentry" href="glCopyTexImage1D.xml"><span class="citerefentry"><span class="refentrytitle">glCopyTexImage1D</span></span></a>, or <a class="citerefentry" href="glCopyTexImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glCopyTexImage2D</span></span></a>
with the <span class="emphasis"><em>level</em></span> argument indicating the order of the mipmaps.
Level 0 is the original texture;
level
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</mml:math>
is the final
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<mml:mn>1</mml:mn>
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</mml:math>
mipmap.
</p><p>
<em class="parameter"><code>params</code></em> supplies a function for minifying the texture as one of the
following:
</p><div class="variablelist"><dl class="variablelist"><dt><span class="term"><code class="constant">GL_NEAREST</code></span></dt><dd><p>
Returns the value of the texture element that is nearest
(in Manhattan distance)
to the center of the pixel being textured.
</p></dd><dt><span class="term"><code class="constant">GL_LINEAR</code></span></dt><dd><p>
Returns the weighted average of the four texture elements
that are closest to the center of the pixel being textured.
These can include border texture elements,
depending on the values of <code class="constant">GL_TEXTURE_WRAP_S</code> and <code class="constant">GL_TEXTURE_WRAP_T</code>,
and on the exact mapping.
</p></dd><dt><span class="term"><code class="constant">GL_NEAREST_MIPMAP_NEAREST</code></span></dt><dd><p>
Chooses the mipmap that most closely matches the size of the pixel
being textured and uses the <code class="constant">GL_NEAREST</code> criterion
(the texture element nearest to the center of the pixel)
to produce a texture value.
</p></dd><dt><span class="term"><code class="constant">GL_LINEAR_MIPMAP_NEAREST</code></span></dt><dd><p>
Chooses the mipmap that most closely matches the size of the pixel
being textured and uses the <code class="constant">GL_LINEAR</code> criterion
(a weighted average of the four texture elements that are closest
to the center of the pixel)
to produce a texture value.
</p></dd><dt><span class="term"><code class="constant">GL_NEAREST_MIPMAP_LINEAR</code></span></dt><dd><p>
Chooses the two mipmaps that most closely match the size of the pixel
being textured and uses the <code class="constant">GL_NEAREST</code> criterion
(the texture element nearest to the center of the pixel)
to produce a texture value from each mipmap.
The final texture value is a weighted average of those two values.
</p></dd><dt><span class="term"><code class="constant">GL_LINEAR_MIPMAP_LINEAR</code></span></dt><dd><p>
Chooses the two mipmaps that most closely match the size of the pixel
being textured and uses the <code class="constant">GL_LINEAR</code> criterion
(a weighted average of the four texture elements that are closest
to the center of the pixel)
to produce a texture value from each mipmap.
The final texture value is a weighted average of those two values.
</p></dd></dl></div><p>
</p><p>
As more texture elements are sampled in the minification process,
fewer aliasing artifacts will be apparent.
While the <code class="constant">GL_NEAREST</code> and <code class="constant">GL_LINEAR</code> minification functions can be
faster than the other four,
they sample only one or four texture elements to determine the texture value
of the pixel being rendered and can produce moire patterns
or ragged transitions.
The initial value of <code class="constant">GL_TEXTURE_MIN_FILTER</code> is
<code class="constant">GL_NEAREST_MIPMAP_LINEAR</code>.
</p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_MAG_FILTER</code></span></dt><dd><p>
The texture magnification function is used when the pixel being textured
maps to an area less than or equal to one texture element.
It sets the texture magnification function to either <code class="constant">GL_NEAREST</code>
or <code class="constant">GL_LINEAR</code> (see below). <code class="constant">GL_NEAREST</code> is generally faster
than <code class="constant">GL_LINEAR</code>,
but it can produce textured images with sharper edges
because the transition between texture elements is not as smooth.
The initial value of <code class="constant">GL_TEXTURE_MAG_FILTER</code> is <code class="constant">GL_LINEAR</code>.
</p><div class="variablelist"><dl class="variablelist"><dt><span class="term"><code class="constant">GL_NEAREST</code></span></dt><dd><p>
Returns the value of the texture element that is nearest
(in Manhattan distance)
to the center of the pixel being textured.
</p></dd><dt><span class="term"><code class="constant">GL_LINEAR</code></span></dt><dd><p>
Returns the weighted average of the four texture elements
that are closest to the center of the pixel being textured.
These can include border texture elements,
depending on the values of <code class="constant">GL_TEXTURE_WRAP_S</code> and <code class="constant">GL_TEXTURE_WRAP_T</code>,
and on the exact mapping.
</p></dd></dl></div><p>
</p></dd></dl></div><p>
</p><div class="variablelist"><dl class="variablelist"><dt><span class="term"><code class="constant">GL_TEXTURE_MIN_LOD</code></span></dt><dd><p>
Sets the minimum level-of-detail parameter. This floating-point value
limits the selection of highest resolution mipmap (lowest mipmap
level). The initial value is -1000.
</p></dd></dl></div><p>
</p><div class="variablelist"><dl class="variablelist"><dt><span class="term"><code class="constant">GL_TEXTURE_MAX_LOD</code></span></dt><dd><p>
Sets the maximum level-of-detail parameter. This floating-point value
limits the selection of the lowest resolution mipmap (highest mipmap
level). The initial value is 1000.
</p></dd></dl></div><p>
</p><div class="variablelist"><dl class="variablelist"><dt><span class="term"><code class="constant">GL_TEXTURE_WRAP_S</code></span></dt><dd><p>
Sets the wrap parameter for texture coordinate
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to either <code class="constant">GL_CLAMP_TO_EDGE</code>, <code class="constant">GL_MIRRORED_REPEAT</code>,
<code class="constant">GL_REPEAT</code>, or <code class="constant">GL_MIRROR_CLAMP_TO_EDGE</code>. <code class="constant">GL_CLAMP_TO_BORDER</code> causes the
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">s</mml:mi></mml:math>
coordinate to be clamped to the range
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<mml:mn>-1</mml:mn>
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</mml:mrow>
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where
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is the size of the texture in the direction of
clamping.<code class="constant">GL_CLAMP_TO_EDGE</code> causes
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coordinates to be clamped to the
range
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<mml:mn>2</mml:mn><mml:mi mathvariant="italic">N</mml:mi>
</mml:mrow>
</mml:mfrac>
</mml:mrow>
</mml:mfenced>
</mml:mrow>
</mml:mfenced>
</mml:math>,
where
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">N</mml:mi></mml:math>
is the size
of the texture in the direction of clamping. <code class="constant">GL_REPEAT</code> causes the
integer part of the
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">s</mml:mi></mml:math>
coordinate to be ignored; the GL uses only the
fractional part, thereby creating a repeating pattern.
<code class="constant">GL_MIRRORED_REPEAT</code> causes the
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">s</mml:mi></mml:math>
coordinate to be set to the
fractional part of the texture coordinate if the integer part of
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">s</mml:mi></mml:math>
is
even; if the integer part of
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">s</mml:mi></mml:math>
is odd, then the
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">s</mml:mi></mml:math>
texture coordinate is
set to
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mn>1</mml:mn>
<mml:mo>-</mml:mo>
<mml:mrow>
<mml:mi mathvariant="italic">frac</mml:mi>
<mml:mo></mml:mo>
<mml:mfenced open="(" close=")">
<mml:mi mathvariant="italic">s</mml:mi>
</mml:mfenced>
</mml:mrow>
</mml:mrow>
</mml:math>,
where
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi mathvariant="italic">frac</mml:mi>
<mml:mo></mml:mo>
<mml:mfenced open="(" close=")">
<mml:mi mathvariant="italic">s</mml:mi>
</mml:mfenced>
</mml:mrow>
</mml:math>
represents the fractional part of
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">s</mml:mi></mml:math>.
<code class="constant">GL_MIRROR_CLAMP_TO_EDGE</code> causes the the <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">s</mml:mi></mml:math>
coordinate to be repeated as for <code class="constant">GL_MIRRORED_REPEAT</code> for one reptition of the texture,
at which point the coordinate to be clamped as in <code class="constant">GL_CLAMP_TO_EDGE</code>.
Initially, <code class="constant">GL_TEXTURE_WRAP_S</code> is set to <code class="constant">GL_REPEAT</code>.
</p></dd></dl></div><p>
</p><div class="variablelist"><dl class="variablelist"><dt><span class="term"><code class="constant">GL_TEXTURE_WRAP_T</code></span></dt><dd><p>
Sets the wrap parameter for texture coordinate
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">t</mml:mi></mml:math>
to either <code class="constant">GL_CLAMP_TO_EDGE</code>, <code class="constant">GL_MIRRORED_REPEAT</code>,
<code class="constant">GL_REPEAT</code>, or <code class="constant">GL_MIRROR_CLAMP_TO_EDGE</code>. See the discussion under <code class="constant">GL_TEXTURE_WRAP_S</code>.
Initially, <code class="constant">GL_TEXTURE_WRAP_T</code> is set to <code class="constant">GL_REPEAT</code>.
</p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_WRAP_R</code></span></dt><dd><p>
Sets the wrap parameter for texture coordinate
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">r</mml:mi></mml:math>
to either <code class="constant">GL_CLAMP_TO_EDGE</code>, <code class="constant">GL_MIRRORED_REPEAT</code>,
<code class="constant">GL_REPEAT</code>, or <code class="constant">GL_MIRROR_CLAMP_TO_EDGE</code>. See the discussion under <code class="constant">GL_TEXTURE_WRAP_S</code>.
Initially, <code class="constant">GL_TEXTURE_WRAP_R</code> is set to <code class="constant">GL_REPEAT</code>.
</p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_BORDER_COLOR</code></span></dt><dd><p>
The data in <em class="parameter"><code>params</code></em> specifies four values that define the border values that
should be used for border texels. If a texel is sampled from the border of the texture, the
values of <code class="constant">GL_TEXTURE_BORDER_COLOR</code> are interpreted as an RGBA color to match the
texture's internal format and substituted for the non-existent texel data. If the texture contains depth
components, the first component of <code class="constant">GL_TEXTURE_BORDER_COLOR</code> is interpreted as a depth value.
The initial value is
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mfenced open="(" close=")">
<mml:mrow>
<mml:mn>0.0</mml:mn>
<mml:mo>,</mml:mo>
<mml:mn>0.0</mml:mn>
<mml:mo>,</mml:mo>
<mml:mn>0.0</mml:mn>
<mml:mo>,</mml:mo>
<mml:mn>0.0</mml:mn>
</mml:mrow>
</mml:mfenced>
</mml:mrow>
</mml:math>.
</p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_COMPARE_MODE</code></span></dt><dd><p>
Specifies the texture comparison mode for currently bound textures.
That is, a texture whose internal format is <code class="constant">GL_DEPTH_COMPONENT_*</code>; see
<a class="citerefentry" href="glTexImage2D.xml"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>)
Permissible values are:
</p><div class="variablelist"><dl class="variablelist"><dt><span class="term"><code class="constant">GL_COMPARE_REF_TO_TEXTURE</code></span></dt><dd><p>
Specifies that the interpolated and clamped
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">r</mml:mi></mml:math>
texture coordinate should
be compared to the value in the currently bound texture. See the
discussion of <code class="constant">GL_TEXTURE_COMPARE_FUNC</code> for details of how the comparison
is evaluated. The result of the comparison is assigned to the red channel.
</p></dd><dt><span class="term"><code class="constant">GL_NONE</code></span></dt><dd><p>
Specifies that the red channel should be assigned the
appropriate value from the currently bound texture.
</p></dd></dl></div><p>
</p></dd><dt><span class="term"><code class="constant">GL_TEXTURE_COMPARE_FUNC</code></span></dt><dd><p>
Specifies the comparison operator used when <code class="constant">GL_TEXTURE_COMPARE_MODE</code> is
set to <code class="constant">GL_COMPARE_REF_TO_TEXTURE</code>. Permissible values are:
</p><div class="informaltable"><table style="border-collapse: collapse;border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; "><colgroup><col align="left" /><col align="left" /></colgroup><thead><tr><th style="border-right: 2px solid ; border-bottom: 2px solid ; " align="left">
<span class="bold"><strong> Texture Comparison Function </strong></span>
</th><th style="border-bottom: 2px solid ; " align="left">
<span class="bold"><strong> Computed result </strong></span>
</th></tr></thead><tbody><tr><td style="border-right: 2px solid ; border-bottom: 2px solid ; " align="left">
<code class="constant">GL_LEQUAL</code>
</td><td style="border-bottom: 2px solid ; " align="left">
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi mathvariant="italic">result</mml:mi>
<mml:mo>=</mml:mo>
<mml:mfenced open="{" close="">
<mml:mrow>
<mml:mtable>
<mml:mtr><mml:mtd>
<mml:mn>1.0</mml:mn>
</mml:mtd></mml:mtr>
<mml:mtr><mml:mtd>
<mml:mn>0.0</mml:mn>
</mml:mtd></mml:mtr>
</mml:mtable>
<mml:mo> </mml:mo>
<mml:mtable>
<mml:mtr><mml:mtd>
<mml:mrow>
<mml:mi mathvariant="italic">r</mml:mi>
<mml:mo><=</mml:mo>
<mml:mfenced open="" close="">
<mml:msub><mml:mi mathvariant="italic">D</mml:mi>
<mml:mi mathvariant="italic">t</mml:mi>
</mml:msub>
</mml:mfenced>
</mml:mrow>
</mml:mtd></mml:mtr>
<mml:mtr><mml:mtd>
<mml:mrow>
<mml:mi mathvariant="italic">r</mml:mi>
<mml:mo>></mml:mo>
<mml:mfenced open="" close="">
<mml:msub><mml:mi mathvariant="italic">D</mml:mi>
<mml:mi mathvariant="italic">t</mml:mi>
</mml:msub>
</mml:mfenced>
</mml:mrow>
</mml:mtd></mml:mtr>
</mml:mtable>
</mml:mrow>
</mml:mfenced>
</mml:mrow>
</mml:math>
</td></tr><tr><td style="border-right: 2px solid ; border-bottom: 2px solid ; " align="left">
<code class="constant">GL_GEQUAL</code>
</td><td style="border-bottom: 2px solid ; " align="left">
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi mathvariant="italic">result</mml:mi>
<mml:mo>=</mml:mo>
<mml:mfenced open="{" close="">
<mml:mrow>
<mml:mtable>
<mml:mtr><mml:mtd>
<mml:mn>1.0</mml:mn>
</mml:mtd></mml:mtr>
<mml:mtr><mml:mtd>
<mml:mn>0.0</mml:mn>
</mml:mtd></mml:mtr>
</mml:mtable>
<mml:mo> </mml:mo>
<mml:mtable>
<mml:mtr><mml:mtd>
<mml:mrow>
<mml:mi mathvariant="italic">r</mml:mi>
<mml:mo>>=</mml:mo>
<mml:mfenced open="" close="">
<mml:msub><mml:mi mathvariant="italic">D</mml:mi>
<mml:mi mathvariant="italic">t</mml:mi>
</mml:msub>
</mml:mfenced>
</mml:mrow>
</mml:mtd></mml:mtr>
<mml:mtr><mml:mtd>
<mml:mrow>
<mml:mi mathvariant="italic">r</mml:mi>
<mml:mo><</mml:mo>
<mml:mfenced open="" close="">
<mml:msub><mml:mi mathvariant="italic">D</mml:mi>
<mml:mi mathvariant="italic">t</mml:mi>
</mml:msub>
</mml:mfenced>
</mml:mrow>
</mml:mtd></mml:mtr>
</mml:mtable>
</mml:mrow>
</mml:mfenced>
</mml:mrow>
</mml:math>
</td></tr><tr><td style="border-right: 2px solid ; border-bottom: 2px solid ; " align="left">
<code class="constant">GL_LESS</code>
</td><td style="border-bottom: 2px solid ; " align="left">
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi mathvariant="italic">result</mml:mi>
<mml:mo>=</mml:mo>
<mml:mfenced open="{" close="">
<mml:mrow>
<mml:mtable>
<mml:mtr><mml:mtd>
<mml:mn>1.0</mml:mn>
</mml:mtd></mml:mtr>
<mml:mtr><mml:mtd>
<mml:mn>0.0</mml:mn>
</mml:mtd></mml:mtr>
</mml:mtable>
<mml:mo> </mml:mo>
<mml:mtable>
<mml:mtr><mml:mtd>
<mml:mrow>
<mml:mi mathvariant="italic">r</mml:mi>
<mml:mo><</mml:mo>
<mml:mfenced open="" close="">
<mml:msub><mml:mi mathvariant="italic">D</mml:mi>
<mml:mi mathvariant="italic">t</mml:mi>
</mml:msub>
</mml:mfenced>
</mml:mrow>
</mml:mtd></mml:mtr>
<mml:mtr><mml:mtd>
<mml:mrow>
<mml:mi mathvariant="italic">r</mml:mi>
<mml:mo>>=</mml:mo>
<mml:mfenced open="" close="">
<mml:msub><mml:mi mathvariant="italic">D</mml:mi>
<mml:mi mathvariant="italic">t</mml:mi>
</mml:msub>
</mml:mfenced>
</mml:mrow>
</mml:mtd></mml:mtr>
</mml:mtable>
</mml:mrow>
</mml:mfenced>
</mml:mrow>
</mml:math>
</td></tr><tr><td style="border-right: 2px solid ; border-bottom: 2px solid ; " align="left">
<code class="constant">GL_GREATER</code>
</td><td style="border-bottom: 2px solid ; " align="left">
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi mathvariant="italic">result</mml:mi>
<mml:mo>=</mml:mo>
<mml:mfenced open="{" close="">
<mml:mrow>
<mml:mtable>
<mml:mtr><mml:mtd>
<mml:mn>1.0</mml:mn>
</mml:mtd></mml:mtr>
<mml:mtr><mml:mtd>
<mml:mn>0.0</mml:mn>
</mml:mtd></mml:mtr>
</mml:mtable>
<mml:mo> </mml:mo>
<mml:mtable>
<mml:mtr><mml:mtd>
<mml:mrow>
<mml:mi mathvariant="italic">r</mml:mi>
<mml:mo>></mml:mo>
<mml:mfenced open="" close="">
<mml:msub><mml:mi mathvariant="italic">D</mml:mi>
<mml:mi mathvariant="italic">t</mml:mi>
</mml:msub>
</mml:mfenced>
</mml:mrow>
</mml:mtd></mml:mtr>
<mml:mtr><mml:mtd>
<mml:mrow>
<mml:mi mathvariant="italic">r</mml:mi>
<mml:mo><=</mml:mo>
<mml:mfenced open="" close="">
<mml:msub><mml:mi mathvariant="italic">D</mml:mi>
<mml:mi mathvariant="italic">t</mml:mi>
</mml:msub>
</mml:mfenced>
</mml:mrow>
</mml:mtd></mml:mtr>
</mml:mtable>
</mml:mrow>
</mml:mfenced>
</mml:mrow>
</mml:math>
</td></tr><tr><td style="border-right: 2px solid ; border-bottom: 2px solid ; " align="left">
<code class="constant">GL_EQUAL</code>
</td><td style="border-bottom: 2px solid ; " align="left">
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi mathvariant="italic">result</mml:mi>
<mml:mo>=</mml:mo>
<mml:mfenced open="{" close="">
<mml:mrow>
<mml:mtable>
<mml:mtr><mml:mtd>
<mml:mn>1.0</mml:mn>
</mml:mtd></mml:mtr>
<mml:mtr><mml:mtd>
<mml:mn>0.0</mml:mn>
</mml:mtd></mml:mtr>
</mml:mtable>
<mml:mo> </mml:mo>
<mml:mtable>
<mml:mtr><mml:mtd>
<mml:mrow>
<mml:mi mathvariant="italic">r</mml:mi>
<mml:mo>=</mml:mo>
<mml:mfenced open="" close="">
<mml:msub><mml:mi mathvariant="italic">D</mml:mi>
<mml:mi mathvariant="italic">t</mml:mi>
</mml:msub>
</mml:mfenced>
</mml:mrow>
</mml:mtd></mml:mtr>
<mml:mtr><mml:mtd>
<mml:mrow>
<mml:mi mathvariant="italic">r</mml:mi>
<mml:mo>≠</mml:mo>
<mml:mfenced open="" close="">
<mml:msub><mml:mi mathvariant="italic">D</mml:mi>
<mml:mi mathvariant="italic">t</mml:mi>
</mml:msub>
</mml:mfenced>
</mml:mrow>
</mml:mtd></mml:mtr>
</mml:mtable>
</mml:mrow>
</mml:mfenced>
</mml:mrow>
</mml:math>
</td></tr><tr><td style="border-right: 2px solid ; border-bottom: 2px solid ; " align="left">
<code class="constant">GL_NOTEQUAL</code>
</td><td style="border-bottom: 2px solid ; " align="left">
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi mathvariant="italic">result</mml:mi>
<mml:mo>=</mml:mo>
<mml:mfenced open="{" close="">
<mml:mrow>
<mml:mtable>
<mml:mtr><mml:mtd>
<mml:mn>1.0</mml:mn>
</mml:mtd></mml:mtr>
<mml:mtr><mml:mtd>
<mml:mn>0.0</mml:mn>
</mml:mtd></mml:mtr>
</mml:mtable>
<mml:mo> </mml:mo>
<mml:mtable>
<mml:mtr><mml:mtd>
<mml:mrow>
<mml:mi mathvariant="italic">r</mml:mi>
<mml:mo>≠</mml:mo>
<mml:mfenced open="" close="">
<mml:msub><mml:mi mathvariant="italic">D</mml:mi>
<mml:mi mathvariant="italic">t</mml:mi>
</mml:msub>
</mml:mfenced>
</mml:mrow>
</mml:mtd></mml:mtr>
<mml:mtr><mml:mtd>
<mml:mrow>
<mml:mi mathvariant="italic">r</mml:mi>
<mml:mo>=</mml:mo>
<mml:mfenced open="" close="">
<mml:msub><mml:mi mathvariant="italic">D</mml:mi>
<mml:mi mathvariant="italic">t</mml:mi>
</mml:msub>
</mml:mfenced>
</mml:mrow>
</mml:mtd></mml:mtr>
</mml:mtable>
</mml:mrow>
</mml:mfenced>
</mml:mrow>
</mml:math>
</td></tr><tr><td style="border-right: 2px solid ; border-bottom: 2px solid ; " align="left">
<code class="constant">GL_ALWAYS</code>
</td><td style="border-bottom: 2px solid ; " align="left">
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi mathvariant="italic">result</mml:mi>
<mml:mo>=</mml:mo>
<mml:mi>1.0</mml:mi>
</mml:mrow>
</mml:math>
</td></tr><tr><td style="border-right: 2px solid ; " align="left">
<code class="constant">GL_NEVER</code>
</td><td style="" align="left">
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:mrow>
<mml:mi mathvariant="italic">result</mml:mi>
<mml:mo>=</mml:mo>
<mml:mi>0.0</mml:mi>
</mml:mrow>
</mml:math>
</td></tr></tbody></table></div><p>
where <mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">r</mml:mi></mml:math>
is the current interpolated texture coordinate, and
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:msub><mml:mi mathvariant="italic">D</mml:mi>
<mml:mi mathvariant="italic">t</mml:mi>
</mml:msub>
</mml:math>
is the texture value sampled from the currently bound texture.
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll"><mml:mi mathvariant="italic">result</mml:mi></mml:math>
is assigned to
<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" overflow="scroll">
<mml:msub><mml:mi mathvariant="italic">R</mml:mi>
<mml:mi mathvariant="italic">t</mml:mi>
</mml:msub>
</mml:math>.
</p></dd></dl></div></div><div class="refsect1"><a id="notes"></a><h2>Notes</h2><p>
<code class="function">glSamplerParameter</code> is available only if the GL version is 3.3 or higher.
</p><p>
If a sampler object is bound to a texture unit and that unit is used to sample from a texture, the parameters in the sampler
are used to sample from the texture, rather than the equivalent parameters in the texture object bound to that unit. This
introduces the possibility of sampling from the same texture object with different sets of sampler state, which may lead to
a condition where a texture is <span class="emphasis"><em>incomplete</em></span> with respect to one sampler object and not with respect to
another. Thus, completeness can be considered a function of a sampler object and a texture object bound to a single
texture unit, rather than a property of the texture object itself.
</p><p>
<code class="constant">GL_MIRROR_CLAMP_TO_EDGE</code> is available only if the GL version is 4.4 or greater.
</p></div><div class="refsect1"><a id="errors"></a><h2>Errors</h2><p>
<code class="constant">GL_INVALID_VALUE</code> is generated if <em class="parameter"><code>sampler</code></em> is not the name of a sampler object previously
returned from a call to <a class="citerefentry" href="glGenSamplers.xml"><span class="citerefentry"><span class="refentrytitle">glGenSamplers</span></span></a>.
</p><p>
<code class="constant">GL_INVALID_ENUM</code> is generated if <em class="parameter"><code>params</code></em> should have a defined
constant value (based on the value of <em class="parameter"><code>pname</code></em>) and does not.
</p></div><div class="refsect1"><a id="associatedgets"></a><h2>Associated Gets</h2><p>
<a class="citerefentry" href="glGetSamplerParameter.xml"><span class="citerefentry"><span class="refentrytitle">glGetSamplerParameter</span></span></a>
</p></div><div class="refsect1"><a id="seealso"></a><h2>See Also</h2><p>
<a class="citerefentry" href="glGenSamplers.xml"><span class="citerefentry"><span class="refentrytitle">glGenSamplers</span></span></a>,
<a class="citerefentry" href="glBindSampler.xml"><span class="citerefentry"><span class="refentrytitle">glBindSampler</span></span></a>,
<a class="citerefentry" href="glDeleteSamplers.xml"><span class="citerefentry"><span class="refentrytitle">glDeleteSamplers</span></span></a>,
<a class="citerefentry" href="glIsSampler.xml"><span class="citerefentry"><span class="refentrytitle">glIsSampler</span></span></a>,
<a class="citerefentry" href="glBindTexture.xml"><span class="citerefentry"><span class="refentrytitle">glBindTexture</span></span></a>,
<a class="citerefentry" href="glTexParameter.xml"><span class="citerefentry"><span class="refentrytitle">glTexParameter</span></span></a>
</p></div><div class="refsect1"><a id="Copyright"></a><h2>Copyright</h2><p>
Copyright <span class="trademark"></span>© 2010-2013 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.
<a class="ulink" href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
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