Gambas Documentation - /comp/gb.opengl/gl/bindtexture

/comp/gb.opengl/gl/bindtexture

# Gl.BindTexture (gb.opengl)

Static Sub BindTexture ( Target As Integer, Texture As Integer )

Bind a named texture to a texturing target.

### Parameters

target

  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 or Gl.TEXTURE_2D_MULTISAMPLE_ARRAY.

texture

  Specifies the name of a texture.

### Description

Gl.BindTexture lets you create or use a named texture. Calling Gl.BindTexture 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 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, 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 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, Gl.TexImage2D, Gl.TexImage3D or another similar function.

### Notes

The Gl.TEXTURE_2D_MULTISAMPLE and Gl.TEXTURE_2D_MULTISAMPLE_ARRAY targets are available only if the GL version is 3.2 or higher.

### Errors

Gl.INVALID_ENUM is generated if target is not one of the allowable values.

Gl.INVALID_VALUE is generated if target is not a name returned from a previous call to Gl.GenTextures.

Gl.INVALID_OPERATION is generated if texture was previously created with a target that doesn't match that of target.

### Associated Gets

Gl.Get 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.

### See Also

Gl.DeleteTextures, Gl.GenTextures, Gl.Get, Gl.GetTexParameter, Gl.IsTexture, Gl.TexImage1D, Gl.TexImage2D, Gl.TexImage2DMultisample, Gl.TexImage3D, Gl.TexImage3DMultisample, Gl.TexParameter

Copyright © 1991-2006 Silicon Graphics, Inc. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB.

➡ See original documentation