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  target.
       When  a texture is bound to a target, the previous binding for that tar‐
       get 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 tar‐
       get:  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  tex‐
       ture.  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 tex‐
       tures.

       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 di‐
       mensionality  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 dif‐
       ferent 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
       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, glDeleteTextures, glGenTextures, glGet,
       glGetTexParameter,   glIsTexture,   glPrioritizeTextures,  glTexImage1D,
       glTexImage2D, glTexParameter

                                                              GLBINDTEXTURE(3G)

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