_glBindTexture: bind a named texture to a texturing target
- SUB _glBindTexture (BYVAL target AS _UNSIGNED LONG, BYVAL texture AS _UNSIGNED LONG)
- void _glBindTexture(GLenum target, GLuint texture);
- Specifies the target to which the texture is bound. Must be either _GL_TEXTURE_1D, _GL_TEXTURE_2D, _GL_TEXTURE_3D, or _GL_TEXTURE_1D_ARRAY, _GL_TEXTURE_2D_ARRAY, _GL_TEXTURE_RECTANGLE, _GL_TEXTURE_CUBE_MAP, _GL_TEXTURE_2D_MULTISAMPLE, _GL_TEXTURE_2D_MULTISAMPLE_ARRAY, _GL_TEXTURE_BUFFER, or _GL_TEXTURE_CUBE_MAP_ARRAY.
- Specifies the name of a texture.
_glBindTexture lets you create or use a named texture. Calling _glBindTexture with target set to _GL_TEXTURE_1D, _GL_TEXTURE_2D, _GL_TEXTURE_3D, or _GL_TEXTURE_1D_ARRAY, _GL_TEXTURE_2D_ARRAY, _GL_TEXTURE_RECTANGLE, _GL_TEXTURE_CUBE_MAP, _GL_TEXTURE_2D_MULTISAMPLE or _GL_TEXTURE_2D_MULTISAMPLE_ARRAY 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 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_1D becomes one-dimensional texture, a texture first bound to _GL_TEXTURE_2D becomes two-dimensional texture, a texture first bound to _GL_TEXTURE_3D becomes three-dimensional texture, a texture first bound to _GL_TEXTURE_1D_ARRAY becomes one-dimensional array texture, a texture first bound to _GL_TEXTURE_2D_ARRAY becomes two-dimensional arary texture, a texture first bound to _GL_TEXTURE_RECTANGLE becomes rectangle texture, a, texture first bound to _GL_TEXTURE_CUBE_MAP becomes a cube-mapped texture, a texture first bound to _GL_TEXTURE_2D_MULTISAMPLE becomes a two-dimensional multisampled texture, and a texture first bound to _GL_TEXTURE_2D_MULTISAMPLE_ARRAY becomes a two-dimensional multisampled array 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 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 _glTexImage1D, _glTexImage2D, _glTexImage3D or another similar function.
_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_1D, _GL_TEXTURE_BINDING_2D, _GL_TEXTURE_BINDING_3D, _GL_TEXTURE_BINDING_1D_ARRAY, _GL_TEXTURE_BINDING_2D_ARRAY, _GL_TEXTURE_BINDING_RECTANGLE, _GL_TEXTURE_BINDING_2D_MULTISAMPLE, or _GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY.