glBindTexture(3G)glBindTexture(3G)NAMEglBindTexture - bind a named texture to a texturing target
SYNOPSIS
void glBindTexture(
GLenum target,
GLuint texture );
PARAMETERS
Specifies the target to which the texture is bound. Must be either
GL_TEXTURE_1D, GL_TEXTURE_2D, or GL_TEXTURE_3D. Specifies the name of
a texture.
DESCRIPTIONglBindTexture() 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 rep‐
resent 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-dimen‐
sional, and a texture first bound to GL_TEXTURE_2D becomes two-dimen‐
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 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 initializa‐
tion.
A texture binding created with glBindTexture() remains active until a
different texture is bound to the same target, or until the bound tex‐
ture 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 glTexIm‐
age1D(), glTexImage2D(), or glTexImage3D(). For additional control over
performance, use glPrioritizeTextures().
glBindTexture() is included in display lists.
NOTESglBindTexture() 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 val‐
ues.
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 GETSglGet() with argument GL_TEXTURE_BINDING_1D
glGet() with argument GL_TEXTURE_BINDING_2D
glGet() with argument GL_TEXTURE_BINDING_3D
SEE ALSOglAreTexturesResident(3), glDeleteTextures(3), glGenTextures(3),
glGet(3), glGetTexParameter(3), glIsTexture(3), glPrioritizeTex‐
tures(3), glTexImage1D(3), glTexImage2D(3), glTexParameter(3)glBindTexture(3G)