1991-2006
Silicon Graphics, Inc.
glBindTexture
3G
glBindTexture
bind a named texture to a texturing target
C Specification
void glBindTexture
GLenum target
GLuint texture
Parameters
target
Specifies the target of the active texture unit to which the texture is bound.
Must be either
GL_TEXTURE_2D or
GL_TEXTURE_CUBE_MAP.
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_2D or
GL_TEXTURE_CUBE_MAP and texture set to the name
of the new texture binds the texture name to the target of the current active texture unit.
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 object space of the current GL rendering context.
You may use glGenTextures to generate a set of new texture names.
When a texture is first bound, it assumes the specified target:
A texture first bound to GL_TEXTURE_2D becomes a two-dimensional texture and a
texture first bound to GL_TEXTURE_CUBE_MAP
becomes a cube-mapped texture. The state of a two-dimensional texture
immediately after it is first bound is equivalent to the state of the
default GL_TEXTURE_2D at GL initialization, and similarly for cube-mapped 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.
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 its same original target 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 glTexImage2D.
Errors
GL_INVALID_ENUM is generated if target is not one of the allowable
values.
GL_INVALID_OPERATION is generated if texture was previously created with a target
that doesn't match that of target.
Associated Gets
glGet with argument GL_TEXTURE_BINDING_2D or GL_TEXTURE_BINDING_CUBE_MAP
See Also
glDeleteTextures,
glGenTextures,
glGet,
glGetTexParameter,
glIsTexture,
glTexImage2D,
glTexParameter
Copyright
Copyright 1991-2006
Silicon Graphics, Inc. This document is licensed under the SGI
Free Software B License. For details, see
http://oss.sgi.com/projects/FreeB/.