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Revision 1.1, Wed Oct 8 06:06:17 2003 UTC (14 years ago) by ljp
Branch: MAIN
CVS Tags: HEAD


OpenGL ES 1.0 and EGL 1.0 reference manual and man pages (written by
Claude Knaus, based on OpenGL SI man pages).

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE refentry PUBLIC "-//OASIS//DTD DocBook V4.2//EN" "DTD/docbook/docbookx.dtd">

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<refentry id="glBindTexture">
  <refmeta>
    <refentrytitle>glBindTexture</refentrytitle>
    <manvolnum>3G</manvolnum>
  </refmeta>

  <refnamediv>
    <refname>glBindTexture</refname>
    <refpurpose>bind a named texture to a texturing target</refpurpose>
  </refnamediv>

  <refsynopsisdiv>
    <title>C Specification</title>

    <funcsynopsis>
      <funcprototype>
        <funcdef>void <function>glBindTexture</function></funcdef>
        <paramdef>GLenum <parameter>target</parameter></paramdef>
        <paramdef>GLuint <parameter>texture</parameter></paramdef>
      </funcprototype>
    </funcsynopsis>
  </refsynopsisdiv>

  <refsect1>
    <title>Parameters</title>

    <variablelist>
      <varlistentry>
        <term>
          <parameter>target</parameter>
        </term>

        <listitem>
          <para>Specifies the target to which the texture is bound.
          Must be <constant>GL_TEXTURE_2D</constant>.</para>
        </listitem>
      </varlistentry>

      <varlistentry>
        <term>
          <parameter>texture</parameter>
        </term>

        <listitem>
          <para>Specifies the name of a texture.</para>
        </listitem>
      </varlistentry>
    </variablelist>
  </refsect1>

  <refsect1>
    <title>Description</title>

    <para><function>glBindTexture</function>
    lets you create or use a named texture. Calling 
    <function>glBindTexture</function>
    with <parameter>target</parameter>
    set to <constant>GL_TEXTURE_2D</constant>, and 
    <parameter>texture</parameter>
    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.</para>

    <para>Texture names are unsigned integers. The value 0 is
    reserved to represent the default texture for each texture
    target. Texture names and the corresponding texture contents
    are local to the shared texture-object space (see 
    <citerefentry><refentrytitle>eglCreateContext</refentrytitle></citerefentry>)
    of the current GL rendering context.</para>

    <para>You may use 
    <citerefentry><refentrytitle>glGenTextures</refentrytitle></citerefentry>
    to generate a set of new texture names.</para>

    <para>While a texture is bound, GL operations on the target to
    which it is bound affect 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 0 refers to the default textures
    that were bound to them at initialization.</para>

    <para>A texture binding created with <function>glBindTexture</function>
    remains active until a different texture is bound to the same
    target, or until the bound texture is deleted with 
    <citerefentry><refentrytitle>glDeleteTextures</refentrytitle></citerefentry>.</para>

    <para>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 <function>glBindTexture</function>
    to bind an existing named texture to one of the texture targets
    than it is to reload the texture image using 
    <citerefentry><refentrytitle>glTexImage2D</refentrytitle></citerefentry>.</para>
  </refsect1>

  <refsect1>
    <title>Errors</title>

    <para><constant>GL_INVALID_ENUM</constant> is generated if 
    <parameter>target</parameter> is not one of the allowable values.</para>
  </refsect1>

  <refsect1>
    <title>See Also</title>

    <para>
    <citerefentry><refentrytitle>eglCreateContext</refentrytitle></citerefentry>, 
    <citerefentry><refentrytitle>glActiveTexture</refentrytitle></citerefentry>, 
    <citerefentry><refentrytitle>glCompressedTexImage2D</refentrytitle></citerefentry>, 
    <citerefentry><refentrytitle>glCopyTexImage2D</refentrytitle></citerefentry>, 
    <citerefentry><refentrytitle>glDeleteTextures</refentrytitle></citerefentry>, 
    <citerefentry><refentrytitle>glGenTextures</refentrytitle></citerefentry>, 
    <citerefentry><refentrytitle>glGetInteger</refentrytitle></citerefentry>, 
    <citerefentry><refentrytitle>glTexImage2D</refentrytitle></citerefentry>, 
    <citerefentry><refentrytitle>glTexParameter</refentrytitle></citerefentry>
    </para>
  </refsect1>
</refentry>