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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 tar- get. 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 con- text; 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-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 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 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) GLBINDTEXTURE(3G)

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GLPRIORITIZETEXTURES(3G)												  GLPRIORITIZETEXTURES(3G)

NAME
glPrioritizeTextures - set texture residence priority C SPECIFICATION
void glPrioritizeTextures( GLsizei n, const GLuint *textures, const GLclampf *priorities ) PARAMETERS
n Specifies the number of textures to be prioritized. textures Specifies an array containing the names of the textures to be prioritized. priorities Specifies an array containing the texture priorities. A priority given in an element of priorities applies to the texture named by the corresponding element of textures. DESCRIPTION
glPrioritizeTextures assigns the n texture priorities given in priorities to the n textures named in textures. The GL establishes a ``working set'' of textures that are resident in texture memory. These textures may be bound to a texture target much more efficiently than textures that are not resident. By specifying a priority for each texture, glPrioritizeTextures allows applications to guide the GL implementation in determining which textures should be resident. The priorities given in priorities are clamped to the range [0,1] before they are assigned. 0 indicates the lowest priority; textures with priority 0 are least likely to be resident. 1 indicates the highest priority; textures with priority 1 are most likely to be resident. However, textures are not guaranteed to be resident until they are used. glPrioritizeTextures silently ignores attempts to prioritize texture 0, or any texture name that does not correspond to an existing tex- ture. glPrioritizeTextures does not require that any of the textures named by textures be bound to a texture target. glTexParameter may also be used to set a texture's priority, but only if the texture is currently bound. This is the only way to set the priority of a default tex- ture. NOTES
glPrioritizeTextures is available only if the GL version is 1.1 or greater. ERRORS
GL_INVALID_VALUE is generated if n is negative. GL_INVALID_OPERATION is generated if glPrioritizeTextures is executed between the execution of glBegin and the corresponding execution of glEnd. ASSOCIATED GETS
glGetTexParameter with parameter name GL_TEXTURE_PRIORITY retrieves the priority of a currently bound texture. SEE ALSO
glAreTexturesResident, glBindTexture, glCopyTexImage1D, glCopyTexImage2D, glTexImage1D, glTexImage2D, glTexImage3D, glTexParameter GLPRIORITIZETEXTURES(3G)
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