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glBindTexture(3G)	       OpenGL Reference		     glBindTexture(3G)


NAME    [Toc]    [Back]

     glBindTexture - bind a named texture to a texturing target

C SPECIFICATION    [Toc]    [Back]

     void glBindTexture( GLenum	target,
			 GLuint	texture	)

PARAMETERS    [Toc]    [Back]

     target   Specifies	the target to which the	texture	is bound.  Must	be
	      either GL_TEXTURE_1D, GL_TEXTURE_2D, or GL_TEXTURE_3D.

     texture  Specifies	the name of a texture.

DESCRIPTION    [Toc]    [Back]

     glBindTexture lets	you create or use a named texture. Calling
     glBindTexture with	target set to GL_TEXTURE_1D, GL_TEXTURE_2D,
     GL_TEXTURE_3D and texture set to the name of the newtexture binds the
     texture name to the target. When a	texture	is bound to a target, the
     previous binding for that target is automatically broken.

     Texture names are unsigned	integers. The value zero is reserved to
     represent the default texture for each texture target.  Texture names and
     the corresponding texture contents	are local to the shared	display-list
     space (see	glXCreateContext) of the current GL rendering context; two
     rendering contexts	share texture names only if they also share display
     lists.

     You may use glGenTextures to generate a set of new	texture	names.

     When a texture is first bound, it assumes the dimensionality of its
     target:  A	texture	first bound to GL_TEXTURE_1D becomes one-dimensional,
     and a texture first bound to GL_TEXTURE_2D	becomes	two-dimensional, and a
     texture first bound to GL_TEXTURE_3D becomes a three-dimensional texture.
     The state of a one-dimensional texture immediately	after it is first
     bound is equivalent to the	state of the default GL_TEXTURE_1D at GL
     initialization, and similarly for two-, and three-dimensional textures.

     While a texture is	bound, GL operations on	the target to which it is
     bound affect the bound texture, and queries of the	target to which	it is
     bound return state	from the bound texture.	If texture mapping of the
     dimensionality of the target to which a texture is	bound is active, the
     bound texture is used.  In	effect,	the texture targets become aliases for
     the textures currently bound to them, and the texture name	zero refers to
     the default textures that were bound to them at initialization.

     A texture binding created with glBindTexture remains active until a
     different texture is bound	to the same target, or until the bound texture
     is	deleted	with glDeleteTextures.





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glBindTexture(3G)	       OpenGL Reference		     glBindTexture(3G)



     Once created, a named texture may be re-bound to the target of the
     matching dimensionality as	often as needed.  It is	usually	much faster to
     use glBindTexture to bind an existing named texture to one	of the texture
     targets than it is	to reload the texture image using glTexImage1D,
     glTexImage2D, or glTexImage3D.  For additional control over performance,
     use glPrioritizeTextures.

     glBindTexture is included in display lists.

NOTES    [Toc]    [Back]

     glBindTexture is available	only if	the GL version is 1.1 or greater.

ERRORS    [Toc]    [Back]

     GL_INVALID_ENUM is	generated if target is not one of the allowable
     values.

     GL_INVALID_OPERATION is generated if texture has a	dimensionality that
     doesn't match that	of target.

     GL_INVALID_OPERATION is generated if glBindTexture	is executed between
     the execution of glBegin and the corresponding execution of glEnd.

ASSOCIATED GETS    [Toc]    [Back]

     glGet with	argument GL_TEXTURE_BINDING_1D
     glGet with	argument GL_TEXTURE_BINDING_2D
     glGet with	argument GL_TEXTURE_BINDING_3D


MACHINE	DEPENDENCIES
     RealityEngine, RealityEngine2, and	VTX systems do not support texture
     name sharing.  Texture names are always local to the rendering context
     which was active at the time the names were created.

     The implementation	on O2 systems uses a minimum of	64K bytes for every
     texture object defined.

SEE ALSO    [Toc]    [Back]

      
      
     glAreTexturesResident, glDeleteTextures, glGenTextures, glGet,
     glGetTexParameter,	glIsTexture, glPrioritizeTextures, glTexImage1D,
     glTexImage2D, glTexParameter


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