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Table of Contents
glBindTexture - bind a named texture to a texturing target
void
glBindTexture( GLenum target,
GLuint texture )
- 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.
glBindTexture lets you create or use
a named texture. Calling 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 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 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 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,
glTexImage2D, or glTexImage3D. For additional control over performance,
use glPrioritizeTextures.
glBindTexture is included in display lists.
glBindTexture
is available only if the GL version is 1.1 or greater.
GL_INVALID_ENUM
is generated if target is not one of the allowable values.
GL_INVALID_OPERATION
is generated if texture has a dimensionality that 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.
glGet with argument GL_TEXTURE_BINDING_1D
glGet with argument GL_TEXTURE_BINDING_2D
glGet with argument GL_TEXTURE_BINDING_3D
glAreTexturesResident(3G)
,
glDeleteTextures(3G)
, glGenTextures(3G)
, glGet(3G)
,
glGetTexParameter(3G)
, glIsTexture(3G)
, glPrioritizeTextures(3G)
, glTexImage1D(3G)
,
glTexImage2D(3G)
, glTexParameter(3G)
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