gl.BindTexture(target, texture)
gl.BindTexture()
lets you create or use a named texture. Calling gl.BindTexture()
with target set to #GL_TEXTURE_1D
or #GL_TEXTURE_2D
and texture 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.
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 of the current GL rendering context; two rendering contexts share texture names only if they also share display lists.
You may use gl.GenTextures() 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_1D
becomes one-dimensional
texture, a texture first bound to #GL_TEXTURE_2D
becomes two-dimensional texture. The state of a one-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 two-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 is active on the target to which a texture is bound, 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 gl.BindTexture()
remains active until a different texture is bound to the same target, or until the bound
texture is deleted with gl.DeleteTextures().
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
gl.BindTexture()
to bind an existing named texture to one of the texture targets than it is to reload the texture image using
gl.TexImage1D() or gl.TexImage2D(). For additional control over performance, use gl.PrioritizeTextures().
gl.BindTexture()
is included in display lists.
Please consult an OpenGL reference manual for more information.
#GL_TEXTURE_1D
or #GL_TEXTURE_2D
#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
.
#GL_INVALID_OPERATION
is generated if gl.BindTexture()
is executed between the execution of gl.Begin() and the corresponding execution of gl.End().
#GL_TEXTURE_BINDING_1D
gl.Get() with argument #GL_TEXTURE_BINDING_2D