gl.PrioritizeTextures(texturesArray, prioritiesArray)
gl.PrioritizeTextures()
assigns the texture priorities given in prioritiesArray
to the textures named in texturesArray
.
The GL establishes a "working set" of textures that are resident in texture memory. These textures may be bound
to a texture target much more efficiently than textures that are not resident. By specifying a priority for each
texture, gl.PrioritizeTextures()
allows applications to guide the GL implementation in determining which textures
should be resident.
The priorities given in prioritiesArray
are clamped to the range (0,1) before they are assigned. 0 indicates the
lowest priority; textures with priority 0 are least likely to be resident. 1 indicates the highest priority; textures
with priority 1 are most likely to be resident. However, textures are not guaranteed to be resident until they are used.
gl.PrioritizeTextures()
silently ignores attempts to prioritize texture 0 or any texture name that does not correspond
to an existing texture.
gl.PrioritizeTextures()
does not require that any of the textures named by textures be bound to a texture target.
gl.TexParameter() may also be used to set a texture's priority, but only if the texture is
currently bound. This is the only way to set the priority of a default texture.
Please consult an OpenGL reference manual for more information.
#GL_INVALID_OPERATION
is generated if gl.PrioritizeTextures()
is executed between the execution of gl.Begin() and the corresponding execution of gl.End().
#GL_TEXTURE_PRIORITY
retrieves the priority of a currently bound texture