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glBindTexture(3G)
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glBindTexture - bind a named texture to a texturing target
void glBindTexture(
GLenum target,
GLuint texture );
Specifies the target to which the texture is bound. Must
be either GL_TEXTURE_1D, GL_TEXTURE_2D, or GL_TEXTURE_3D.
Specifies the name of a texture.
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().
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.
glBindTexture() is available only if the GL version is 1.1
or greater.
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().
glGet() with argument GL_TEXTURE_BINDING_1D
glGet() with argument GL_TEXTURE_BINDING_2D
glGet() with argument GL_TEXTURE_BINDING_3D
glAreTexturesResident(3), glDeleteTextures(3), glGenTextures(3), glGet(3), glGetTexParameter(3), glIsTexture(3),
glPrioritizeTextures(3), glTexImage1D(3), glTexImage2D(3),
glTexParameter(3)
glBindTexture(3G)
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