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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  newtex-ture newtexture
       ture 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 dimensionality of its target:  A texture first bound to
       GL_TEXTURE_1D becomes one-dimensional, and a texture first bound to GL_TEXTURE_2D becomes  two-dimen-sional, two-dimensional,
       sional,  and a texture first bound to GL_TEXTURE_3D becomes a three-dimensional 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.

       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  map-ping mapping
       ping  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 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 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)

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