glBindTexture man page on DragonFly

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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,
       glTexImage2D, glTexParameter

							       GLBINDTEXTURE()
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