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- bind a named texture to a texturing target
GLuint texture )
Specifies the target to which the texture is bound.
Must be either
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 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
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 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 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, glTexImage2D, or glTexImage3D.
For additional control over performance, use
glBindTexture is included in display lists.
glBindTexture is available only if the GL version is 1.1 or greater.
GL_INVALID_ENUM is generated if target is not one of the allowable
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.
glGet with argument GL_TEXTURE_BINDING_1D
glGet with argument GL_TEXTURE_BINDING_2D
glGet with argument GL_TEXTURE_BINDING_3D
- C SPECIFICATION
- ASSOCIATED GETS
- SEE ALSO
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