glBindTexture man page on OpenBSD

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GLBINDTEXTURE(3G)					     GLBINDTEXTURE(3G)

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, GL_TEXTURE_2D, or GL_TEXTURE_3D.

       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, 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 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-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 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 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, glTexImage2D, or glTexImage3D.  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 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 GETS
       glGet with argument GL_TEXTURE_BINDING_1D
       glGet with argument GL_TEXTURE_BINDING_2D
       glGet with argument GL_TEXTURE_BINDING_3D

SEE ALSO
       glAreTexturesResident(3G), glDeleteTextures(3G), glGenTextures(3G),
       glGet(3G),
       glGetTexParameter(3G), glIsTexture(3G), glPrioritizeTextures(3G),
       glTexImage1D(3G), glTexImage2D(3G), glTexParameter(3G)

								 March 1, 2011
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