glBindTexture man page on DigitalUNIX

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glBindTexture(3G)					     glBindTexture(3G)

NAME
       glBindTexture - bind a named texture to a texturing target

SYNOPSIS
       void glBindTexture(
	       GLenum target,
	       GLuint texture );

PARAMETERS
       Specifies  the  target  to  which  the texture is bound. Must be either
       GL_TEXTURE_1D, GL_TEXTURE_2D, or GL_TEXTURE_3D.	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,	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 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 one-dimen‐
       sional, and a texture first bound to GL_TEXTURE_2D  becomes  two-dimen‐
       sional,	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 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(), glTexImage2D(), or glTexImage3D(). 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  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().

ASSOCIATED GETS
       glGet() with argument GL_TEXTURE_BINDING_1D
       glGet() with argument GL_TEXTURE_BINDING_2D
       glGet() with argument GL_TEXTURE_BINDING_3D

SEE ALSO
       glAreTexturesResident(3),     glDeleteTextures(3),    glGenTextures(3),
       glGet(3),   glGetTexParameter(3),   glIsTexture(3),    glPrioritizeTex‐
       tures(3), glTexImage1D(3), glTexImage2D(3), glTexParameter(3)

							     glBindTexture(3G)
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