glBindTexture — bind a named texture to a texturing target
void glBindTexture(
|
GLenum target, |
GLuint texture) ; |
target
Specifies the target to which the texture is bound.
Must be either
GL_TEXTURE_2D
,
GL_TEXTURE_2D_MULTISAMPLE
,
GL_TEXTURE_3D
,
GL_TEXTURE_2D_ARRAY
, or
GL_TEXTURE_CUBE_MAP
,
texture
Specifies the name of a texture.
glBindTexture
binds the texture object with name texture
to the texture target specified
by target
. Calling glBindTexture
with
target
set to
GL_TEXTURE_2D
, GL_TEXTURE_2D_MULTISAMPLE
, GL_TEXTURE_3D
,
GL_TEXTURE_2D_ARRAY
, or GL_TEXTURE_CUBE_MAP
and texture
set to the name of the new texture binds the texture name to that 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_2D
becomes a two-dimensional texture, a
texture first bound to GL_TEXTURE_2D_MULTISAMPLE
becomes a two-dimensional multisampled texture, a
texture first bound to GL_TEXTURE_3D
becomes a three-dimensional texture, a
texture first bound to GL_TEXTURE_2D_ARRAY
becomes a two-dimensional array texture, and a
texture first bound to GL_TEXTURE_CUBE_MAP
becomes a cube-mapped texture.
The state of a two-dimensional texture immediately after it is first bound is equivalent to the state of the
default GL_TEXTURE_2D
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 glTexImage2D,
glTexImage3D or another similar function.
Texture binding is affected by the setting of the state GL_ACTIVE_TEXTURE
(see
glActiveTexture).
A texture object may be bound to more than one texture unit simultaneously.
GL_INVALID_ENUM
is generated if target
is not one of the allowable
values.
GL_INVALID_OPERATION
is generated if texture
was previously created with a target
that doesn't match that of target
.
glGet with argument GL_TEXTURE_BINDING_2D
,
GL_TEXTURE_BINDING_2D_MULTISAMPLE
, GL_TEXTURE_BINDING_3D
,
GL_TEXTURE_BINDING_2D_ARRAY
, or GL_TEXTURE_BINDING_CUBE_MAP
.
OpenGL ES API Version | |||
---|---|---|---|
Function Name | 2.0 | 3.0 | 3.1 |
glBindTexture | ✔ | ✔ | ✔ |
glDeleteTextures, glGenTextures, glGet, glGetTexParameter, glIsTexture, glTexImage2D, glTexImage3D, glTexParameter, glTexStorage2D, glTexStorage2DMultisample, glTexStorage3D
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