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GLBINDTEXTURE(3G)		 OpenGL Manual		     GLBINDTEXTURE(3G)

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 one of
	   GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY,
	   GL_TEXTURE_2D_ARRAY, GL_TEXTURE_RECTANGLE, GL_TEXTURE_CUBE_MAP,
	   GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BUFFER,
	   GL_TEXTURE_2D_MULTISAMPLE or GL_TEXTURE_2D_MULTISAMPLE_ARRAY.

       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, GL_TEXTURE_2D,
       GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY,
       GL_TEXTURE_RECTANGLE, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY,
       GL_TEXTURE_BUFFER, GL_TEXTURE_2D_MULTISAMPLE or
       GL_TEXTURE_2D_MULTISAMPLE_ARRAY and texture set to the name of the new
       texture 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 object
       space of the current GL rendering context; two rendering contexts share
       texture names only if they explicitly enable sharing between contexts
       through the appropriate GL windows interfaces functions.

       You must use glGenTextures() to generate a set of new texture names.

       When a texture is first bound, it assumes the specified target: A
       texture first bound to GL_TEXTURE_1D becomes one-dimensional texture, a
       texture first bound to GL_TEXTURE_2D becomes two-dimensional texture, a
       texture first bound to GL_TEXTURE_3D becomes three-dimensional texture,
       a texture first bound to GL_TEXTURE_1D_ARRAY becomes one-dimensional
       array texture, a texture first bound to GL_TEXTURE_2D_ARRAY becomes
       two-dimensional arary texture, a texture first bound to
       GL_TEXTURE_RECTANGLE becomes rectangle texture, a texture first bound
       to GL_TEXTURE_CUBE_MAP becomes a cube-mapped texture, a texture first
       bound to GL_TEXTURE_CUBE_MAP_ARRAY becomes a cube-mapped array texture,
       a texture first bound to GL_TEXTURE_BUFFER becomes a buffer texture, a
       texture first bound to GL_TEXTURE_2D_MULTISAMPLE becomes a
       two-dimensional multisampled texture, and a texture first bound to
       GL_TEXTURE_2D_MULTISAMPLE_ARRAY becomes a two-dimensional multisampled
       array 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 the other texture
       types.

       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. 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 its same original
       target 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(), glTexImage3D() or another similar function.

NOTES
       The GL_TEXTURE_2D_MULTISAMPLE and GL_TEXTURE_2D_MULTISAMPLE_ARRAY
       targets are available only if the GL version is 3.2 or higher.

ERRORS
       GL_INVALID_ENUM is generated if target is not one of the allowable
       values.

       GL_INVALID_VALUE is generated if target is not a name returned from a
       previous call to glGenTextures().

       GL_INVALID_OPERATION is generated if texture was previously created
       with a target that doesn't match that of target.

ASSOCIATED GETS
       glGet() with argument GL_TEXTURE_BINDING_1D, GL_TEXTURE_BINDING_2D,
       GL_TEXTURE_BINDING_3D, GL_TEXTURE_BINDING_1D_ARRAY,
       GL_TEXTURE_BINDING_2D_ARRAY, GL_TEXTURE_BINDING_RECTANGLE,
       GL_TEXTURE_BINDING_BUFFER, GL_TEXTURE_BINDING_CUBE_MAP,
       GL_TEXTURE_BINDING_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP_ARRAY,
       GL_TEXTURE_BINDING_2D_MULTISAMPLE, or
       GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY.

SEE ALSO
       glDeleteTextures(), glGenTextures(), glGet(), glGetTexParameter(),
       glIsTexture(), glTexImage1D(), glTexImage2D(),
       glTexImage2DMultisample(), glTexImage3D(), glTexImage3DMultisample(),
       glTexBuffer(), glTexParameter()

COPYRIGHT
       Copyright © 1991-2006 Silicon Graphics, Inc. This document is licensed
       under the SGI Free Software B License. For details, see
       http://oss.sgi.com/projects/FreeB/.

AUTHORS
       opengl.org

opengl.org			  03/16/2013		     GLBINDTEXTURE(3G)
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