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glBindTexture.xhtml
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glBindTexture.xhtml
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<div class="refentry"><a id="glBindTexture"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glBindTexture — bind a named texture to a texturing target</p></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table class="funcprototype-table" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glBindTexture</strong>(</code></td><td>GLenum <var class="pdparam">target</var>, </td></tr><tr><td> </td><td>GLuint <var class="pdparam">texture</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div></div></div><div class="refsect1"><a id="parameters"></a><h2>Parameters</h2><div class="variablelist"><dl class="variablelist"><dt><span class="term">
<em class="parameter"><code>target</code></em>
</span></dt><dd><p>Specifies the target to which the texture is bound.
Must be <code class="constant">GL_TEXTURE_2D</code>.</p></dd><dt><span class="term">
<em class="parameter"><code>texture</code></em>
</span></dt><dd><p>Specifies the name of a texture.</p></dd></dl></div></div><div class="refsect1"><a id="description"></a><h2>Description</h2><p><code class="function">glBindTexture</code>
lets you create or use a named texture. Calling
<code class="function">glBindTexture</code>
with <em class="parameter"><code>target</code></em>
set to <code class="constant">GL_TEXTURE_2D</code>, and
<em class="parameter"><code>texture</code></em>
set to the name of the new texture binds the texture name to
the target. When a texture is bound to a target, the previous
binding for that target is automatically broken.</p><p>Texture names are unsigned integers. The value 0 is
reserved to represent the default texture for each texture
target. Texture names and the corresponding texture contents
are local to the shared texture-object space (see
eglCreateContext)
of the current GL rendering context.</p><p>You may use
<a class="citerefentry" href="glGenTextures"><span class="citerefentry"><span class="refentrytitle">glGenTextures</span></span></a>
to generate a set of new texture names.</p><p>While a texture is bound, GL operations on the target to
which it is bound affect 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 0 refers to the default textures
that were bound to them at initialization.</p><p>A texture binding created with <code class="function">glBindTexture</code>
remains active until a different texture is bound to the same
target, or until the bound texture is deleted with
<a class="citerefentry" href="glDeleteTextures"><span class="citerefentry"><span class="refentrytitle">glDeleteTextures</span></span></a>.</p><p>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 <code class="function">glBindTexture</code>
to bind an existing named texture to one of the texture targets
than it is to reload the texture image using
<a class="citerefentry" href="glTexImage2D"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>.</p></div><div class="refsect1"><a id="errors"></a><h2>Errors</h2><p><code class="constant">GL_INVALID_ENUM</code> is generated if
<em class="parameter"><code>target</code></em> is not one of the allowable values.</p></div><div class="refsect1"><a id="associatedgets"></a><h2>Associated Gets</h2><p>
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>
with argument <code class="constant">GL_TEXTURE_BINDING_2D</code>
</p></div><div class="refsect1"><a id="seealso"></a><h2>See Also</h2><p>
eglCreateContext,
<a class="citerefentry" href="glActiveTexture"><span class="citerefentry"><span class="refentrytitle">glActiveTexture</span></span></a>,
<a class="citerefentry" href="glCompressedTexImage2D"><span class="citerefentry"><span class="refentrytitle">glCompressedTexImage2D</span></span></a>,
<a class="citerefentry" href="glCopyTexImage2D"><span class="citerefentry"><span class="refentrytitle">glCopyTexImage2D</span></span></a>,
<a class="citerefentry" href="glDeleteTextures"><span class="citerefentry"><span class="refentrytitle">glDeleteTextures</span></span></a>,
<a class="citerefentry" href="glGenTextures"><span class="citerefentry"><span class="refentrytitle">glGenTextures</span></span></a>,
<a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>,
<a class="citerefentry" href="glTexImage2D"><span class="citerefentry"><span class="refentrytitle">glTexImage2D</span></span></a>,
<a class="citerefentry" href="glTexParameter"><span class="citerefentry"><span class="refentrytitle">glTexParameter</span></span></a>
</p></div><div class="refsect1"><a id="copyright"></a><h2>Copyright</h2><p>
Copyright © 2003-2004
Silicon Graphics, Inc. This document is licensed under the SGI
Free Software B License. For details, see
<a class="ulink" href="https://web.archive.org/web/20171022161616/http://oss.sgi.com/projects/FreeB/" target="_top">https://web.archive.org/web/20171022161616/http://oss.sgi.com/projects/FreeB/</a>.
</p></div></div>