GLAPI/glBindTextures

From OpenGL.org
Jump to: navigation, search
glBindTextures
Core in version 4.4
Core since version 4.4
Core ARB extension ARB_multi_bind

glBindTextures: bind one or more named textures to a sequence of consecutive texture units

Function Definition

 void glBindTextures(GLuint first​, GLsizei count​, const GLuint *textures​);
first
Specifies the first texture unit to which a texture is to be bound.
count
Specifies the number of textures to bind.
textures
Specifies the address of an array of names of existing texture objects.

Description

glBindTextures binds an array of existing texture objects to a specified number of consecutive texture units. count​ specifies the number of texture objects whose names are stored in the array textures​. That number of texture names are read from the array and bound to the count​ consecutive texture units starting from first​. The target, or type of texture is deduced from the texture object and each texture is bound to the corresponding target of the texture unit. If the name zero appears in the textures​ array, any existing binding to any target of the texture unit is reset and the default texture for that target is bound in its place. Any non-zero entry in textures​ must be the name of an existing texture object. If textures​ is NULL​ then it is as if an appropriately sized array containing only zeros had been specified.

With the exception that the active texture selector maintains its current value, glBindTextures is equivalent to the following pseudo code:


    for (i = 0; i < count; i++) {
        GLuint texture;
        if (textures == NULL) {
            texture = 0;
        } else {
            texture = textures[i];
        }
        glActiveTexture(GL_TEXTURE0 + first + i);
        if (texture != 0) {
            GLenum target = /* target of textures[i] */;
            glBindTexture(target, textures[i]);
        } else {
            for (target in all supported targets) {
                glBindTexture(target, 0);
            }
        }
    }

Each entry in textures​ will be checked individually and if found to be invalid, the state for that texture unit will not be changed and an error will be generated. However, the state for other texture units referenced by the command will still be updated.

Notes

glBindTextures is available only if the GL version is 4.4 or higher.

Note that because glBindTextures cannot create new textures (even if a name passed has been previously generated by call to glGenTextures), names pased to glBindTextures must have been bound at least once previously via a call to glBindTexture.

Errors

GL_INVALID_OPERATION​ is generated if first​ + count​ is greater than the number of texture image units supported by the implementation.

GL_INVALID_OPERATION​ is generated if any value in textures is not zero or the name of an existing texture object.

Associated Gets

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_BUFFER​, GL_TEXTURE_BINDING_CUBE_MAP​, GL_TEXTURE_BINDING_CUBE_MAP​, GL_TEXTURE_BINDING_CUBE_MAP_ARRAY​, GL_TEXTURE_BINDING_2D_MULTISAMPLE​, or GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY​.

See Also

glBindTexture, glDeleteTextures, glGenTextures, glGet, glGetTexParameter, glIsTexture, glTexImage1D, glTexImage2D, glTexImage2DMultisample, glTexImage3D, glTexImage3DMultisample, glTexBuffer, glTexParameter

Copyright

Copyright © 2013 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999. http://opencontent.org/openpub/.