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  man pages->Tru64 Unix man pages -> glBindTexture (3)              
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glBindTexture(3G)

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NAME    [Toc]    [Back]

       glBindTexture - bind a named texture to a texturing target

SYNOPSIS    [Toc]    [Back]

       void glBindTexture(
               GLenum target,
               GLuint texture );

PARAMETERS    [Toc]    [Back]

       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.

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().


       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

SEE ALSO    [Toc]    [Back]

      
      
       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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