MirBSD manpage: glBindTexture(3)



     glBindTexture - bind a named texture to a texturing target


     void glBindTexture( GLenum target,
                         GLuint texture )


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

     texture  Specifies the name of a texture.


     glBindTexture lets you create or use a named texture. Cal-
     ling 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 tex-
     ture name to the target. When a texture is bound to a tar-
     get, the previous binding for that target is automatically

     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

     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 tex-
     ture is used. In effect, the texture targets become aliases

MirBSD #10-current     Printed 2021-12-07                       1


     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


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

     GL_INVALID_OPERATION is generated if texture has a dimen-
     sionality that doesn't match that of target.

     GL_INVALID_OPERATION is generated if glBindTexture is exe-
     cuted 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(3G), glDeleteTextures(3G),
     glGenTextures(3G), glGet(3G),
     glGetTexParameter(3G), glIsTexture(3G),
     glPrioritizeTextures(3G), glTexImage1D(3G),
     glTexImage2D(3G), glTexParameter(3G)

MirBSD #10-current     Printed 2021-12-07                       2

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