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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 ei-
	      ther 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  repre-
     sent  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-dimen-
     sional  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 dimensional-
     ity  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 differ-
     ent 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  tar-
     gets  than it is to reload the texture image using glTexImage1D or glTexIm-
     age2D.  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,  glTex-
     Image2D, glTexParameter

								 GLBINDTEXTURE()

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