115 lines
4.1 KiB
Plaintext
115 lines
4.1 KiB
Plaintext
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'\" e
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'\"! eqn | mmdoc
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'\"macro stdmacro
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.ds Vn Version 1.2
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.ds Dt 24 September 1999
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.ds Re Release 1.2.1
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.ds Dp Jan 14 18:30
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.ds Dm 01 bindtextu
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.ds Xs 62690 6 bindtexture.gl
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.TH GLBINDTEXTURE 3G
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.SH NAME
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.B "glBindTexture
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\- bind a named texture to a texturing target
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.SH C SPECIFICATION
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void \f3glBindTexture\fP(
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GLenum \fItarget\fP,
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.nf
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.ta \w'\f3void \fPglBindTexture( 'u
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GLuint \fItexture\fP )
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.fi
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.SH PARAMETERS
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.TP \w'\fItexture\fP\ \ 'u
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\f2target\fP
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Specifies the target to which the texture is bound.
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Must be either
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\%\f3GL_TEXTURE_1D\fP,
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\%\f3GL_TEXTURE_2D\fP, or
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\%\f3GL_TEXTURE_3D\fP.
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.TP
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\f2texture\fP
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Specifies the name of a texture.
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.SH DESCRIPTION
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\%\f3glBindTexture\fP lets you create or use a named texture. Calling \%\f3glBindTexture\fP with
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.br
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\f2target\fP set to
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\%\f3GL_TEXTURE_1D\fP, \%\f3GL_TEXTURE_2D\fP, \%\f3GL_TEXTURE_3D\fP and \f2texture\fP
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set to the name
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of the newtexture binds the texture name to the target.
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When a texture is bound to a target, the previous binding for that
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target is automatically broken.
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.P
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Texture names are unsigned integers. The value zero is reserved to
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represent the default texture for each texture target.
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Texture names and the corresponding texture contents are local to
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the shared display-list space (see \%\f3glXCreateContext\fP) of the current
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GL rendering context;
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two rendering contexts share texture names only if they
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also share display lists.
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.P
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You may use \%\f3glGenTextures\fP to generate a set of new texture names.
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.P
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When a texture is first bound, it assumes the dimensionality of its
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target: A texture first bound to \%\f3GL_TEXTURE_1D\fP becomes
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one-dimensional, and a texture first bound to \%\f3GL_TEXTURE_2D\fP becomes
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two-dimensional, and a texture first bound to \%\f3GL_TEXTURE_3D\fP becomes
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a three-dimensional texture. The state of a one-dimensional texture
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immediately after it is first bound is equivalent to the state of the
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default \%\f3GL_TEXTURE_1D\fP at GL initialization, and similarly for
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two-, and three-dimensional textures.
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.P
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While a texture is bound, GL operations on the target to which it is
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bound affect the bound texture, and queries of the target to which it
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is bound return state from the bound texture. If texture mapping of
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the dimensionality of the target to which a texture is bound is
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active, the bound texture is used.
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In effect, the texture targets become aliases for the textures currently
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bound to them, and the texture name zero refers to the default textures
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that were bound to them at initialization.
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.P
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A texture binding created with \%\f3glBindTexture\fP remains active until a different
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texture is bound to the same target, or until the bound texture is
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deleted with \%\f3glDeleteTextures\fP.
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.P
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Once created, a named texture may be re-bound to the target of the
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matching dimensionality as often as needed.
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It is usually much faster to use \%\f3glBindTexture\fP to bind an existing named
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texture to one of the texture targets than it is to reload the texture image
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using \%\f3glTexImage1D\fP, \%\f3glTexImage2D\fP, or \%\f3glTexImage3D\fP.
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For additional control over performance, use
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\%\f3glPrioritizeTextures\fP.
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.P
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\%\f3glBindTexture\fP is included in display lists.
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.SH NOTES
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\%\f3glBindTexture\fP is available only if the GL version is 1.1 or greater.
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.SH ERRORS
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\%\f3GL_INVALID_ENUM\fP is generated if \f2target\fP is not one of the allowable
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values.
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.P
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\%\f3GL_INVALID_OPERATION\fP is generated if \f2texture\fP has a dimensionality
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that doesn't match that of \f2target\fP.
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.P
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\%\f3GL_INVALID_OPERATION\fP is generated if \%\f3glBindTexture\fP is executed
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between the execution of \%\f3glBegin\fP and the corresponding
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execution of \%\f3glEnd\fP.
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.SH ASSOCIATED GETS
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\%\f3glGet\fP with argument \%\f3GL_TEXTURE_BINDING_1D\fP
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.br
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\%\f3glGet\fP with argument \%\f3GL_TEXTURE_BINDING_2D\fP
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.br
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\%\f3glGet\fP with argument \%\f3GL_TEXTURE_BINDING_3D\fP
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.SH SEE ALSO
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\%\f3glAreTexturesResident(3G)\fP,
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\%\f3glDeleteTextures(3G)\fP,
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\%\f3glGenTextures(3G)\fP,
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\%\f3glGet(3G)\fP,
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.br
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\%\f3glGetTexParameter(3G)\fP,
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\%\f3glIsTexture(3G)\fP,
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\%\f3glPrioritizeTextures(3G)\fP,
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\%\f3glTexImage1D(3G)\fP,
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\%\f3glTexImage2D(3G)\fP,
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\%\f3glTexParameter(3G)\fP
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