DragonFly On-Line Manual Pages
GLBINDTEXTURE() GLBINDTEXTURE()
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 or GL_TEXTURE_2D.
texture Specifies the name of a texture.
DESCRIPTION
glBindTexture lets you create or use a named texture. Calling
glBindTexture with
target set to GL_TEXTURE_1D or GL_TEXTURE_2D 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 1-dimensional
and a texture first bound to GL_TEXTURE_2D becomes 2-dimensional. The
state of a 1-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 2-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 or glTexImage2D. 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 dimensionality which
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
glGet with argument GL_TEXTURE_1D_BINDING
glGet with argument GL_TEXTURE_2D_BINDING
SEE ALSO
glAreTexturesResident, glDeleteTextures, glGenTextures, glGet,
glGetTexParameter, glIsTexture, glPrioritizeTextures, glTexImage1D,
glTexImage2D, glTexParameter
GLBINDTEXTURE()