1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> 2<html xml:lang="en-US" lang="en-US" xmlns="http://www.w3.org/1999/xhtml"> 3 <head> 4 <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 5 <meta http-equiv="Content-Style-Type" content="text/css" /> 6 <link rel="stylesheet" href="../css/manpage.css" type="text/css" /> 7<title>glBindTexture</title> 8 </head> 9 <body> 10<h1>glBindTexture Function</h1> 11<h2>Syntax</h2> 12 <div class="section"> 13 <pre class="definition"> 14GL_APICALL void GL_APIENTRY glBindTexture( 15 GLenum target, 16 GLuint texture 17); 18</pre> 19 </div> 20<h2>Arguments</h2> 21 <div class="section"> 22 <table class="arguments"> 23 <thead> 24 <tr> 25 <td width="15" /> 26<th>Name</th> 27<td>Description</td> 28 </tr> 29 </thead> 30 <tr> 31<td>in</td> 32<th>target</th> 33<td>Bind target</td> 34 </tr> 35 <tr> 36<td>in</td> 37<th>texture</th> 38<td>Texture object</td> 39 </tr> </table> 40 </div> 41<h2>Return Values</h2> 42<div class="section">No values are returned. </div> 43<h2>Description</h2> 44 <div class="section"> 45<p>Binds a texture object to the current bind target.</p><P> 46Set <span class="argument">target</span> to <code>GL_TEXTURE_COLLECTION_DMP</code> for a texture collection object, <code>GL_LUT_TEXTUREi_DMP</code> for a lookup table object, or <code>GL_TEXTURE_2D</code> or <code>GL_TEXTURE_CUBE_MAP</code> from the Open GL ES 2.0 standard otherwise. 47 </P><P> 48The value of <B><I>i</I></B> is greater than or equal to 0 and is at least one less than the value obtained from <code>glGetIntegerv</code> with <code>GL_MAX_LUT_TEXTURES_DMP</code> specified. 49 </P><P> 50If a lookup table object has no default texture object and a value of 0 is bound, the lookup table is disabled. 51 </P><P> 52Set <span class="argument">texture</span> to a texture object generated by <code>glGenTextures</code>. If you specify a nonexistent texture object, a new texture object of that name is created simultaneously. 53 </P><P> 54There are four types of texture objects: 2D texture objects (<code>GL_TEXTURE_2D</code>), cube-map texture objects (<code>GL_TEXTURE_CUBE_MAP</code>), lookup table objects (<code>GL_LUT_TEXTUREi_DMP</code>), and texture collection objects (<code>GL_TEXTURE_COLLECTION_DMP</code>). Once this function is called, the object type of <span class="argument">texture</span> is fixed; it can no longer be bound to another type of bind target. A <code>GL_INVALID_OPERATION</code> error occurs when you bind an object to a bind target of a different type. 55 </P><P> 56This function generates the following errors. 57<TABLE><TR><TH>GL_INVALID_ENUM</TH><TD>The <span class="argument">target</span> argument was set to an invalid value.</TD></TR><TR><TH>GL_OUT_OF_MEMORY</TH><TD>Failed to allocate the management region.</TD></TR><TR><TH>GL_INVALID_OPERATION</TH><TD>Already bound to a bind target of a different type.</TD></TR></TABLE><!-- source targetに不正な値を指定した場合エラーGL_INVALID_ENUMを生成します。 管理用領域の確保に失敗した場合エラーGL_OUT_OF_MEMORYを生成します。異なる種類のバインドターゲットにバインドするとエラーGL_INVALID_OPERATIONを生成します。 --></P></div> 58<h2>Revision History</h2> 59 <div class="section"> 60 <dl class="history"> 61 <dt>2010/01/07</dt> 62<dd>Initial version.<br /> 63 </dd> 64 </dl> 65 </div> 66 <hr><p>CONFIDENTIAL</p></body> 67</html>