fglbindtexture man page on IRIX

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fglBindTexture(3G)	       OpenGL Reference		    fglBindTexture(3G)

NAME
     fglBindTexture - bind a named texture to a texturing target

FORTRAN SPECIFICATION
     SUBROUTINE fglBindTexture( INTEGER*4 target,
				INTEGER*4 texture )

PARAMETERS
     target   Specifies the target to which the texture is bound.  Must be
	      either GL_TEXTURE_1D, GL_TEXTURE_2D, or GL_TEXTURE_3D.

     texture  Specifies the name of a texture.

DESCRIPTION
     fglBindTexture lets you create or use a named texture. Calling
     fglBindTexture 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 fglXCreateContext) of the current GL rendering context; two
     rendering contexts share texture names only if they also share display
     lists.

     You may use fglGenTextures 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 fglBindTexture remains active until a
     different texture is bound to the same target, or until the bound texture
     is deleted with fglDeleteTextures.

									Page 1

fglBindTexture(3G)	       OpenGL Reference		    fglBindTexture(3G)

     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 fglBindTexture to bind an existing named texture to one of the
     texture targets than it is to reload the texture image using
     fglTexImage1D, fglTexImage2D, or fglTexImage3D.  For additional control
     over performance, use fglPrioritizeTextures.

     fglBindTexture is included in display lists.

NOTES
     fglBindTexture 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 dimensionality that
     doesn't match that of target.

     GL_INVALID_OPERATION is generated if fglBindTexture is executed between
     the execution of fglBegin and the corresponding execution of fglEnd.

ASSOCIATED GETS
     fglGet with argument GL_TEXTURE_BINDING_1D
     fglGet with argument GL_TEXTURE_BINDING_2D
     fglGet with argument GL_TEXTURE_BINDING_3D

MACHINE DEPENDENCIES
     RealityEngine, RealityEngine2, and VTX systems do not support texture
     name sharing.  Texture names are always local to the rendering context
     which was active at the time the names were created.

     The implementation on O2 systems uses a minimum of 64K bytes for every
     texture object defined.

SEE ALSO
     fglAreTexturesResident, fglDeleteTextures, fglGenTextures, fglGet,
     fglGetTexParameter, fglIsTexture, fglPrioritizeTextures, fglTexImage1D,
     fglTexImage2D, fglTexParameter

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