glBindTexture — bind a named texture to a texturing target
C Specification
void glBindTexture(GLenum target, GLuint texture);
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_CUBE_MAP.
texture Specifies the name of a texture.
Description
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_CUBE_MAP 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 display-list space (see glXCreateContext) of the current
GL rendering context;
two rendering contexts share texture names only if they
also share display lists.
You may 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, and a
texture first bound to GL_TEXTURE_CUBE_MAP
becomes a cube-mapped 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 two-
and three-dimensional textures and cube-mapped 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 is active
on the target to which a texture is bound, 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 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, or glTexImage3D.
For additional control over performance, use
glPrioritizeTextures.
glBindTexture is included in display lists.
Notes
glBindTexture is available only if the GL version is 1.1 or greater.
GL_TEXTURE_CUBE_MAP is available only if the GL version is 1.3 or greater.
Errors
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.
GL_INVALID_OPERATION is generated if glBindTexture is executed
between the execution of glBegin and the corresponding
execution of glEnd.
Associated Gets
glGet with argument GL_TEXTURE_BINDING_1D
glGet with argument GL_TEXTURE_BINDING_2D
glGet with argument GL_TEXTURE_BINDING_3D
See Also
glAreTexturesResident,
glDeleteTextures,
glGenTextures,
glGet,
glGetTexParameter,
glIsTexture,
glPrioritizeTextures,
glTexImage1D,
glTexImage2D,
glTexParameter
Copyright
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/.
Examples
public class Text3d {private IntBuffer mVertexBuffer;
private IntBuffer mColorBuffer;
private ByteBuffer mIndexBuffer;
private FloatBuffer mfTexBuffer;
private int mTextureID;
public Text3d(){
int one = 50;
int vertices[] = {
0, one, 0,
one, one, 0,
0, 0, 0,
one, 0, 0,
};
float tex[] = {
0.0f ,0.0f,
1.0f,0.0f,
0.0f ,1.0f,
1.0f,1.0f,
};
one = 100000;
int colors[] = {
one, one, one, one,
one, one, one, one,
one, one, one, one,
one, one, one, one,
};
byte indices[] = {
0, 1, 2,
1, 3, 2,
};
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
vbb.order(ByteOrder.nativeOrder());
mVertexBuffer = vbb.asIntBuffer();
mVertexBuffer.put(vertices);
mVertexBuffer.position(0);
ByteBuffer tbb = ByteBuffer.allocateDirect(tex.length*4);
tbb.order(ByteOrder.nativeOrder());
mfTexBuffer = tbb.asFloatBuffer();
mfTexBuffer.put(tex);
mfTexBuffer.position(0);
ByteBuffer cbb = ByteBuffer.allocateDirect(colors.length*4);
cbb.order(ByteOrder.nativeOrder());
mColorBuffer = cbb.asIntBuffer();
mColorBuffer.put(colors);
mColorBuffer.position(0);
mIndexBuffer = ByteBuffer.allocateDirect(indices.length);
mIndexBuffer.put(indices);
mIndexBuffer.position(0);
}
public void TexCreate(GL10 gl,Context mContext)
{
int[] textures = new int[1];
gl.glGenTextures(1, textures, 0);
mTextureID = textures[0];
gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D,
GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_LINEAR);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
GL10.GL_CLAMP_TO_EDGE);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
GL10.GL_CLAMP_TO_EDGE);
gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
GL10.GL_REPLACE);
Bitmap mBitmap;
Canvas mCanvas;
Bitmap.Config config = Bitmap.Config.ARGB_8888;
mBitmap = Bitmap.createBitmap(128, 128, config);
mCanvas = new Canvas(mBitmap);
mBitmap.eraseColor(0);
mCanvas.drawColor(0x00ffffff);
Paint Pnt = new Paint();
Pnt.setColor(0xff00ff00);
Pnt.setTextSize(128);
Pnt.setAntiAlias(false);
Pnt.setTextScaleX(1);
mCanvas.drawText("B", 0, 128, Pnt);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, mBitmap, 0);
mBitmap.recycle();
}
public void draw(GL10 gl)
{
gl.glFrontFace(GL10.GL_CW);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glColor4f(1f, 1f, 1f, 1f);
gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
GL10.GL_MODULATE);
gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glActiveTexture(GL10.GL_TEXTURE0);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mfTexBuffer);
gl.glVertexPointer(3, GL10.GL_FIXED, 0, mVertexBuffer);
gl.glColorPointer(4, GL10.GL_FIXED, 0, mColorBuffer);
gl.glDrawElements(GL10.GL_TRIANGLES, 6, GL10.GL_UNSIGNED_BYTE, mIndexBuffer);
}
}