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📄 bindtexture.html

📁 计算机图形学~想必是很多人需要的~在此共享一下
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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>glBindTexture</STRONG>	- bind a named texture to a texturing target     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>	  void <STRONG>glBindTexture</STRONG>( GLenum <EM>target</EM>,			      GLuint <EM>texture</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>target</EM>   Specifies the target	to which the texture is	bound.		   Must	be either <STRONG>GL_TEXTURE_1D</STRONG>	or <STRONG>GL_TEXTURE_2D</STRONG>.	  <EM>texture</EM>  Specifies the name of a texture.     <STRONG>DESCRIPTION</STRONG>	  <STRONG>glBindTexture</STRONG>	lets you create	or use a named texture.	  Calling <STRONG>glBindTexture</STRONG>	with	  <EM>target</EM> set to	<STRONG>GL_TEXTURE_1D</STRONG> or <STRONG>GL_TEXTURE_2D</STRONG> and <EM>texture</EM> 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	  <STRONG>glXCreateContext</STRONG>) of the current GL rendering	context; two	  rendering contexts share texture names only if they also	  share	display	lists.	  You may use <STRONG>glGenTextures</STRONG> 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 <STRONG>GL_TEXTURE_1D</STRONG>	  becomes 1-dimensional	and a texture first bound to	  <STRONG>GL_TEXTURE_2D</STRONG>	becomes	2-dimensional. The state of a 1-	  dimensional texture immediately after	it is first bound is	  equivalent to	the state of the default <STRONG>GL_TEXTURE_1D</STRONG> 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 <STRONG>glBindTexture</STRONG> remains active	  until	a different texture is bound to	the same target, or	  until	the bound texture is deleted with <STRONG>glDeleteTextures</STRONG>.	  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 <STRONG>glBindTexture</STRONG> to bind an existing	  named	texture	to one of the texture targets than it is to	  reload the texture image using <STRONG>glTexImage1D</STRONG> or <STRONG>glTexImage2D</STRONG>.	  For additional control over performance, use	  <STRONG>glPrioritizeTextures</STRONG>.	  <STRONG>glBindTexture</STRONG>	is included in display lists.     <STRONG>NOTES</STRONG>	  <STRONG>glBindTexture</STRONG>	is available only if the GL version is 1.1 or	  greater.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>target</EM> is not	one of the	  allowable values.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <EM>texture</EM> has a	  dimensionality which doesn't match that of <EM>target</EM>.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glBindTexture</STRONG> is	  executed between the execution of <STRONG>glBegin</STRONG> and	the	  corresponding	execution of <STRONG>glEnd</STRONG>.     <STRONG>ASSOCIATED</STRONG>	<STRONG>GETS</STRONG>	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_TEXTURE_1D_BINDING</STRONG>	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_TEXTURE_2D_BINDING</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>glAreTexturesResident</STRONG>, <STRONG>glDeleteTextures</STRONG>, <STRONG>glGenTextures</STRONG>,	  <STRONG>glGet</STRONG>,	  <STRONG>glGetTexParameter</STRONG>, <STRONG>glIsTexture</STRONG>, <STRONG>glPrioritizeTextures</STRONG>,	  <STRONG>glTexImage1D</STRONG>,	<STRONG>glTexImage2D</STRONG>, <STRONG>glTexParameter</STRONG></PRE></BODY></HTML>

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