NAME fglBindTexture - bind a named texture to a texturing target FORTRAN SPECIFICATION SUBROUTINE fglBindTexture( INTEGER*4 target, INTEGER*4 texture ) PARAMETERS target Specifies the target to which the texture is bound. Must be either GL_TEXTURE_1D or GL_TEXTURE_2D. texture Specifies the name of a texture. DESCRIPTION fglBindTexture lets you create or use a named texture. Calling fglBindTexture with target set to GL_TEXTURE_1D or GL_TEXTURE_2D and texture 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. 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 fglXCreateContext) of the current GL rendering context; two rendering contexts share texture names only if they also share display lists. You may use fglGenTextures to generate a set of new texture names. When a texture is first bound, it assumes the dimensionality of its target: A texture first bound to GL_TEXTURE_1D becomes 1-dimensional and a texture first bound to GL_TEXTURE_2D becomes 2-dimensional. The state of a 1- 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 2-dimensional textures. 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. A texture binding created with fglBindTexture remains active until a different texture is bound to the same target, or until the bound texture is deleted with fglDeleteTextures. 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 fglBindTexture to bind an existing named texture to one of the texture targets than it is to reload the texture image using fglTexImage1D or fglTexImage2D. For additional control over performance, use fglPrioritizeTextures. fglBindTexture is included in display lists. NOTES fglBindTexture is available only if the GL version is 1.1 or greater. ERRORS GL_INVALID_ENUM is generated if target is not one of the allowable values. GL_INVALID_OPERATION is generated if texture has a dimensionality which doesn't match that of target. GL_INVALID_OPERATION is generated if fglBindTexture is executed between the execution of fglBegin and the corresponding execution of fglEnd. ASSOCIATED GETS fglGet with argument GL_TEXTURE_1D_BINDING fglGet with argument GL_TEXTURE_2D_BINDING SEE ALSO fglAreTexturesResident, fglDeleteTextures, fglGenTextures, fglGet, fglGetTexParameter, fglIsTexture, fglPrioritizeTextures, fglTexImage1D, fglTexImage2D, fglTexParameter