GLBINDTEXTURE(3G) UNIX Programmer's Manual GLBINDTEXTURE(3G)
NAME
glBindTexture - bind a named texture to a texturing target
C SPECIFICATION
void glBindTexture( GLenum target,
GLuint texture )
PARAMETERS
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
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
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 tex-
ture is used. In effect, the texture targets become aliases
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GLBINDTEXTURE(3G) UNIX Programmer's Manual GLBINDTEXTURE(3G)
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
glBindTexture is available only if the GL version is 1.1 or
greater.
ERRORS
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.
ASSOCIATED GETS
glGet with argument GL_TEXTURE_BINDING_1D
glGet with argument GL_TEXTURE_BINDING_2D
glGet with argument GL_TEXTURE_BINDING_3D
SEE ALSO
glAreTexturesResident(3G), glDeleteTextures(3G),
glGenTextures(3G), glGet(3G),
glGetTexParameter(3G), glIsTexture(3G),
glPrioritizeTextures(3G), glTexImage1D(3G),
glTexImage2D(3G), glTexParameter(3G)
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