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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
,
GL_TEXTURE_3D
, or
GL_TEXTURE_CUBE_MAP
.
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
or
GL_TEXTURE_CUBE_MAP
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 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 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, and a
texture first bound to GL_TEXTURE_CUBE_MAP
becomes a cube-mapped 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 and cube-mapped 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 is active on the target to which a texture is bound, 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 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, 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_TEXTURE_CUBE_MAP
is available only if the GL version is 1.3 or greater.
GL_INVALID_ENUM
is generated if target
is not one of the allowable
values.
GL_INVALID_OPERATION
is generated if texture
was previously created with a target
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, glDeleteTextures, glGenTextures, glGet, glGetTexParameter, glIsTexture, glPrioritizeTextures, glTexImage1D, glTexImage2D, glTexParameter
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/.