Name
gl.PrioritizeTextures -- set texture residence priority
Synopsis
gl.PrioritizeTextures(texturesArray, prioritiesArray)
Function
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.

Inputs
texturesArray
specifies an array containing the names of the textures to be prioritized
prioritiesArray
specifies an array containing the texture priorities; a priority given in an element of priorities applies to the texture named by the corresponding element of textures
Errors
#GL_INVALID_OPERATION is generated if gl.PrioritizeTextures() is executed between the execution of gl.Begin() and the corresponding execution of gl.End().

Associated gets
gl.GetTexParameter() with parameter name #GL_TEXTURE_PRIORITY retrieves the priority of a currently bound texture


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