glBindTexture

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GLBINDTEXTURE(3G)					    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
		either GL_TEXTURE_1D, GL_TEXTURE_2D, or GL_TEXTURE_3D.

       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 and texture
       set to the name of the newtexture binds the texture name to  the	 tar-
       get.   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	 dis-
       play-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 immedi-
       ately 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 tex-
       ture 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 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
       glTexImage1D,  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
       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.

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(3G),   glDeleteTextures(3G),  glGenTextures(3G),
       glGet(3G),
       glGetTexParameter(3G),	glIsTexture(3G),    glPrioritizeTextures(3G),
       glTexImage1D(3G), glTexImage2D(3G), glTexParameter(3G)



							    GLBINDTEXTURE(3G)