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><head><title>glBindTexture</title><link rel="stylesheet" href="style.css" type="text/css"/><meta name="generator" content="DocBook XSL Stylesheets V1.59.1"/><link rel="home" href="index.xml" title="PyOpenGL 2.0.1.07 Man Pages"/><link rel="up" href="reference-GL.xml" title="GL"/><link rel="previous" href="glBegin.3G.xml" title="glBegin"/><link rel="next" href="glBitmap.3G.xml" title="glBitmap"/></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">glBindTexture</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="glBegin.3G.xml">Prev</a> </td><th width="60%" align="center">GL</th><td width="20%" align="right"> <a accesskey="n" href="glBitmap.3G.xml">Next</a></td></tr></table><hr/></div><div class="refentry" lang="en"><a name="glBindTexture.3G"/><div class="titlepage"/><div class="refnamediv"><a name="glBindTexture.3G-name"/><h2>Name</h2><p>glBindTexture &#8212; bind a named texture to a texturing target</p></div><div class="refsect1" lang="en"><a name="glBindTexture.3G-c_spec"/><h2>C Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code>void <tt>glBindTexture</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code>GLenum <i><tt>target</tt></i>, GLuint <i><tt>texture</tt></i>);</code></td></tr></table></div><div class="refsynopsisdiv"><a name="glBindTexture.3G-python_spec"/><h2>Python Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code><tt>glBindTexture</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>target</tt></i>, <i><tt>texture</tt></i>) &#8594; <tt>None</tt></code></td></tr></table></div><div class="refsect1" lang="en"><a name="glBindTexture.3G-parameters"/><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><i><tt>target</tt></i></span></dt><dd>
						Specifies the target to which the texture is bound. Must be either <tt>GL_TEXTURE_1D</tt>,
						<tt>GL_TEXTURE_2D</tt>, or <tt>GL_TEXTURE_3D</tt>.
					</dd><dt><span class="term"><i><tt>texture</tt></i></span></dt><dd>
						Specifies the name of a texture.
					</dd></dl></div></div><div class="refsect1" lang="en"><a name="glBindTexture.3G-description"/><h2>Description</h2><p>
			<tt>glBindTexture</tt> lets you create or use a named texture. Calling <tt>glBindTexture</tt>
			with
		</p><p>
			<i><tt>target</tt></i> set to <tt>GL_TEXTURE_1D</tt>, <tt>GL_TEXTURE_2D</tt>,
			<tt>GL_TEXTURE_3D</tt> and <i><tt>texture</tt></i> set to the name of the newtexture binds the
			texture name to the target. When a texture is bound to a target, the previous binding for that target is automatically
			broken.
		</p><p>
			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 (see
			<a href="glXCreateContext.3G.xml">glXCreateContext</a>) of the current GL rendering context; two rendering contexts share texture names only if they also
			share display lists.
		</p><p>
			You may use <a href="glGenTextures.3G.xml"><tt>glGenTextures</tt></a> to generate a set of new texture names.
		</p><p>
			When a texture is first bound, it assumes the dimensionality of its target: A texture first bound to
			<tt>GL_TEXTURE_1D</tt> becomes one-dimensional, and a texture first bound to
			<tt>GL_TEXTURE_2D</tt> becomes two-dimensional, and a texture first bound to
			<tt>GL_TEXTURE_3D</tt> becomes a three-dimensional texture. The state of a one-dimensional texture
			immediately after it is first bound is equivalent to the state of the default <tt>GL_TEXTURE_1D</tt> at GL
			initialization, and similarly for two-, and three-dimensional textures.
		</p><p>
			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 of the dimensionality of the target
			to which a texture is bound is active, 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.
		</p><p>
			A texture binding created with <tt>glBindTexture</tt> remains active until a different texture is bound to
			the same target, or until the bound texture is deleted with <a href="glDeleteTextures.3G.xml"><tt>glDeleteTextures</tt></a>.
		</p><p>
			Once created, a named texture may be re-bound to the target of the matching dimensionality as often as needed. It is
			usually much faster to use <tt>glBindTexture</tt> to bind an existing named texture to one of the texture
			targets than it is to reload the texture image using <a href="glTexImage1D.3G.xml"><tt>glTexImage1D</tt></a>, <a href="glTexImage2D.3G.xml"><tt>glTexImage2D</tt></a>, or <a href="glTexImage3D.3G.xml"><tt>glTexImage3D</tt></a>. For additional
			control over performance, use <a href="glPrioritizeTextures.3G.xml"><tt>glPrioritizeTextures</tt></a>.
		</p><p>
			<tt>glBindTexture</tt> is included in display lists.
		</p></div><div class="refsect1" lang="en"><a name="glBindTexture.3G-notes"/><h2>Notes</h2><p>
			<tt>glBindTexture</tt> is available only if the GL version is 1.1 or greater.
		</p></div><div class="refsect1" lang="en"><a name="glBindTexture.3G-errors"/><h2>Errors</h2><p>
			<tt>GL_INVALID_ENUM</tt> is generated if <i><tt>target</tt></i> is not one of the allowable values.
		</p><p>
			<tt>GL_INVALID_OPERATION</tt> is generated if <i><tt>texture</tt></i> has a dimensionality that
			doesn't match that of <i><tt>target</tt></i>.
		</p><p>
			<tt>GL_INVALID_OPERATION</tt> is generated if <tt>glBindTexture</tt> is executed between the
			execution of <a href="glBegin.3G.xml"><tt>glBegin</tt></a> and the corresponding execution of <a href="glBegin.3G.xml"><tt>glEnd</tt></a>.
		</p></div><div class="refsect1" lang="en"><a name="glBindTexture.3G-associated_gets"/><h2>Associated Gets</h2><p>
			<tt>glGet</tt> with argument <tt>GL_TEXTURE_BINDING_1D</tt>
		</p><p>
			<tt>glGet</tt> with argument <tt>GL_TEXTURE_BINDING_2D</tt>
		</p><p>
			<tt>glGet</tt> with argument <tt>GL_TEXTURE_BINDING_3D</tt>
		</p></div><div class="refsect1" lang="en"><a name="glBindTexture.3G-see_also"/><h2>See Also</h2><p>
			<span class="simplelist"><a href="glAreTexturesResident.3G.xml">glAreTexturesResident</a>, <a href="glDeleteTextures.3G.xml">glDeleteTextures</a>, <a href="glGenTextures.3G.xml">glGenTextures</a>, <a href="glGet.3G.xml">glGet</a>, <a href="glGetTexParameter.3G.xml">glGetTexParameter</a>, <a href="glIsTexture.3G.xml">glIsTexture</a>, <a href="glPrioritizeTextures.3G.xml">glPrioritizeTextures</a>, <a href="glTexImage1D.3G.xml">glTexImage1D</a>, <a href="glTexImage2D.3G.xml">glTexImage2D</a>, <a href="glTexParameter.3G.xml">glTexParameter</a></span>
		</p></div></div><div class="navfooter"><hr/><table width="100%" summary="Navigation footer"><tr><td width="40%" align="left"><a accesskey="p" href="glBegin.3G.xml">Prev</a> </td><td width="20%" align="center"><a accesskey="u" href="reference-GL.xml">Up</a></td><td width="40%" align="right"> <a accesskey="n" href="glBitmap.3G.xml">Next</a></td></tr><tr><td width="40%" align="left" valign="top">glBegin </td><td width="20%" align="center"><a accesskey="h" href="index.xml">Home</a></td><td width="40%" align="right" valign="top"> glBitmap</td></tr></table></div></body></html>