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GLBINDTEXTURE(3G)			  OpenGL Manual 			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 one of GL_TEXTURE_1D,
	   GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY,
	   GL_TEXTURE_RECTANGLE, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY,
	   GL_TEXTURE_BUFFER, GL_TEXTURE_2D_MULTISAMPLE or GL_TEXTURE_2D_MULTISAMPLE_ARRAY.

       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, GL_TEXTURE_1D_ARRAY,
       GL_TEXTURE_2D_ARRAY, GL_TEXTURE_RECTANGLE, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY,
       GL_TEXTURE_BUFFER, GL_TEXTURE_2D_MULTISAMPLE or GL_TEXTURE_2D_MULTISAMPLE_ARRAY and
       texture set to the name of the new texture 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 object space of the current GL rendering context; two rendering
       contexts share texture names only if they explicitly enable sharing between contexts
       through the appropriate GL windows interfaces functions.

       You must 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_1D becomes one-dimensional texture, a texture first bound to GL_TEXTURE_2D
       becomes two-dimensional texture, a texture first bound to GL_TEXTURE_3D becomes
       three-dimensional texture, a texture first bound to GL_TEXTURE_1D_ARRAY becomes
       one-dimensional array texture, a texture first bound to GL_TEXTURE_2D_ARRAY becomes
       two-dimensional arary texture, a texture first bound to GL_TEXTURE_RECTANGLE becomes
       rectangle texture, a texture first bound to GL_TEXTURE_CUBE_MAP becomes a cube-mapped
       texture, a texture first bound to GL_TEXTURE_CUBE_MAP_ARRAY becomes a cube-mapped array
       texture, a texture first bound to GL_TEXTURE_BUFFER becomes a buffer texture, a texture
       first bound to GL_TEXTURE_2D_MULTISAMPLE becomes a two-dimensional multisampled texture,
       and a texture first bound to GL_TEXTURE_2D_MULTISAMPLE_ARRAY becomes a two-dimensional
       multisampled array 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 the other texture types.

       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 glTexImage1D(),
       glTexImage2D(), glTexImage3D() or another similar function.

NOTES
       The GL_TEXTURE_2D_MULTISAMPLE and GL_TEXTURE_2D_MULTISAMPLE_ARRAY targets are available
       only if the GL version is 3.2 or higher.

ERRORS
       GL_INVALID_ENUM is generated if target is not one of the allowable values.

       GL_INVALID_VALUE is generated if target is not a name returned from a previous call to
       glGenTextures().

       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_1D, GL_TEXTURE_BINDING_2D, GL_TEXTURE_BINDING_3D,
       GL_TEXTURE_BINDING_1D_ARRAY, GL_TEXTURE_BINDING_2D_ARRAY, GL_TEXTURE_BINDING_RECTANGLE,
       GL_TEXTURE_BINDING_BUFFER, GL_TEXTURE_BINDING_CUBE_MAP, GL_TEXTURE_BINDING_CUBE_MAP,
       GL_TEXTURE_BINDING_CUBE_MAP_ARRAY, GL_TEXTURE_BINDING_2D_MULTISAMPLE, or
       GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY.

SEE ALSO
       glDeleteTextures(), glGenTextures(), glGet(), glGetTexParameter(), glIsTexture(),
       glTexImage1D(), glTexImage2D(), glTexImage2DMultisample(), glTexImage3D(),
       glTexImage3DMultisample(), glTexBuffer(), glTexParameter()

COPYRIGHT
       Copyright (C) 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/.

AUTHORS
       opengl.org

opengl.org				    06/10/2014				GLBINDTEXTURE(3G)
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