GLBINDTEXTUREUNIT(3G)

πŸ’… GLBINDTEXTUREUNIT β€” okay so here's the tea (manual 3G, bestie)

Bestie. You know how sometimes you've made a whole entire texture object and now it's just sitting there, unbound, like it's not the main character? Yeah. This is the function that fixes that. glBindTextureUnit binds an existing texture object to a specific texture unit. Periodt. ✨


🌸 C SPECIFICATION 🌸

void glBindTextureUnit(GLuint unit, GLuint texture);

πŸŽ€ PARAMETERS πŸŽ€

  • unit β€” the texture unit number where your texture object is gonna live. Like picking which locker it goes in. πŸ”₯
  • texture β€” the name of a texture. That's it, that's the whole vibe.

πŸ¦‹ DESCRIPTION πŸ¦‹

glBindTextureUnit binds an existing texture object to the texture unit numbered unit. Slay.

So here's the rules, and you do need to follow them:

  • texture must be zero, or the name of an existing texture object. No in-between, no "oops I made that up," no cap.
  • When texture is the name of an existing texture object β†’ that object gets bound to the target, in the corresponding texture unit, that was specified when the object was created. It already knew its target from birth, it's not confused. πŸ’…
  • When texture is zero β†’ each of the targets enumerated at the beginning of this section gets reset to its default texture for the corresponding texture image unit. Everything back to factory settings, basically. 🧹

πŸ‘‘ ASSOCIATED GETS πŸ‘‘

You can peek at what's bound using glGet() with any of these arguments, iykyk:

  • 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_ARRAY
  • GL_TEXTURE_BINDING_2D_MULTISAMPLE
  • GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY

πŸ’€ ERRORS πŸ’€

A GL_INVALID_OPERATION error is generated if texture is not zero or the name of an existing texture object. So like… don't make up texture names. The driver will know. 😭

✨ VERSION SUPPORT ✨

Feature name: glBindTextureUnit. It's giving ✨exclusive✨, because the entire OpenGL version lineup says nope except one:

  • 2.0 β€” -
  • 2.1 β€” -
  • 3.0 β€” -
  • 3.1 β€” -
  • 3.2 β€” -
  • 3.3 β€” -
  • 4.0 β€” -
  • 4.1 β€” -
  • 4.2 β€” -
  • 4.3 β€” -
  • 4.4 β€” -
  • 4.5 β€” βœ”

So yeah. 4.5 and only 4.5. She arrived late and she ate. πŸ“


🌈 SEE ALSO 🌈

Go read these, bestie, they're all in the group chat:

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


Copyright Β© 2014 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/.

Copyright Β© 2014 Khronos Group


🫢 ok that's the whole page, bestie β€” source was [FIXME: source], dated 08/09/2021, and it's filed under GLBINDTEXTUREUNIT(3G). Go bind some textures. You're gonna slay. πŸ’…βœ¨

πŸ“¦ where this page comes from