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 or GL_TEXTURE_2D.
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 or GL_TEXTURE_2D 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 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 1-dimensional and a texture first bound to
GL_TEXTURE_2D becomes 2-dimensional. The state of a 1-
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 2-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
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 or glTexImage2D.
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 which 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_1D_BINDING
glGet with argument GL_TEXTURE_2D_BINDING
SEE ALSO
glAreTexturesResident, glDeleteTextures, glGenTextures,
glGet,
glGetTexParameter, glIsTexture, glPrioritizeTextures,
glTexImage1D, glTexImage2D, glTexParameter