NAME
fglBindTexture - bind a named texture to a texturing target
FORTRAN SPECIFICATION
SUBROUTINE fglBindTexture( INTEGER*4 target,
INTEGER*4 texture )
PARAMETERS
target Specifies the target to which the texture is bound.
Must be either GL_TEXTURE_1D or GL_TEXTURE_2D.
texture Specifies the name of a texture.
DESCRIPTION
fglBindTexture lets you create or use a named texture.
Calling fglBindTexture with
target set to GL_TEXTURE_1D or GL_TEXTURE_2D 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
fglXCreateContext) of the current GL rendering context; two
rendering contexts share texture names only if they also
share display lists.
You may use fglGenTextures 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 1-dimensional and a texture first bound to
GL_TEXTURE_2D becomes 2-dimensional. The state of a 1-
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 2-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 fglBindTexture remains active
until a different texture is bound to the same target, or
until the bound texture is deleted with fglDeleteTextures.
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 fglBindTexture to bind an
existing named texture to one of the texture targets than it
is to reload the texture image using fglTexImage1D or
fglTexImage2D. For additional control over performance, use
fglPrioritizeTextures.
fglBindTexture is included in display lists.
NOTES
fglBindTexture 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 which doesn't match that of target.
GL_INVALID_OPERATION is generated if fglBindTexture is
executed between the execution of fglBegin and the
corresponding execution of fglEnd.
ASSOCIATED GETS
fglGet with argument GL_TEXTURE_1D_BINDING
fglGet with argument GL_TEXTURE_2D_BINDING
SEE ALSO
fglAreTexturesResident, fglDeleteTextures, fglGenTextures,
fglGet,
fglGetTexParameter, fglIsTexture, fglPrioritizeTextures,
fglTexImage1D, fglTexImage2D, fglTexParameter