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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