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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
		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  glBind-
       Texture 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 rep-
       resent 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  initializa-
       tion, 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 initializa-
       tion.

       A texture binding created with glBindTexture  remains  active  until  a
       different  texture is bound to the same target, or until	the bound tex-
       ture 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 glTexIm-
       age1D 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 val-
       ues.

       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, gl-
       TexImage2D, glTexParameter

							       GLBINDTEXTURE()

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