GLBINDTEXTURE() MachTen Programmer’s Manual GLBINDTEXTURE()

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 con-
tents are local to the shared display-list space (see glX-
CreateContext) 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 dimensional-
ity 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 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 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 tar-
get, or until the bound texture is deleted with glDelete-
Textures.

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 dimen-
sionality which doesn’t match that of target.

GL_INVALID_OPERATION is generated if glBindTexture is exe-
cuted between the execution of glBegin and the correspond-
ing 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

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