📄 bindtexture.html
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<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>
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