GLBINDTEXTURES(3G)
β¨ GLBINDTEXTURES β¨
Okay bestie, so this is the manual for glBindTextures from the OpenGL family β it's giving "level up your texture game" energy and honestly? Iconic. π
It binds one or more named textures to a sequence of consecutive texture units. Let's get into it. π«Ά
π C SPECIFICATION π
void glBindTextures(GLuint first, GLsizei count,
const GLuint *textures);
π PARAMETERS π
firstβ the first texture unit you're binding a texture to. Like, where the party starts. πcountβ how many textures you're binding. The guest list size, basically.texturesβ the address of an array of names of existing texture objects. Not new names, existing ones β remember that, it matters later. π
π DESCRIPTION π
So glBindTextures binds an array of existing texture objects to a specified number of consecutive texture units. count tells it how many texture objects have their names chillin' in the array textures. That many texture names get read from the array and bound to the count consecutive texture units starting from first. The target (aka the type of texture) is deduced from the texture object itself, and each texture gets bound to the corresponding target of the texture unit. It's doing the detective work for you, slay. πβ¨
If the name zero appears in the textures array, any existing binding to any target of that texture unit is reset and the default texture for that target is bound in its place. Zero means "clear the vibes," basically. Any non-zero entry in textures must be the name of an existing texture object β no cap, that's the rule. If textures is NULL then it's as if an appropriately sized array containing only zeros had been specified. Ghosting all of them at once. π
With the exception that the active texture selector maintains its current value, glBindTextures is equivalent to this 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 gets checked individually, and if it's found to be invalid, the state for that texture unit will not be changed and an error will be generated. But here's the tea: the state for the other texture units referenced by the command will still be updated. So one bad apple doesn't ruin the whole batch. πβ¨
π NOTES π
glBindTextures is available only if the GL version is 4.4 or higher. Older GL? Sorry bestie, not invited to this party. π
Also important: becauseglBindTexturescannot create new textures (even if a name passed has been previously generated by a call toglGenTextures()), names passed toglBindTexturesmust have been bound at least once previously via a call toglBindTexture(). Generating a name is not the same as actually binding it β don't let that trip you up, fr fr. π€
π ERRORS π
GL_INVALID_OPERATIONis generated iffirst + countis greater than the number of texture image units supported by the implementation. You overshot the texture units, babe. πGL_INVALID_OPERATIONis generated if any value intexturesis not zero or the name of an existing texture object. Random number? Not a vibe. Blocked. π«
π ASSOCIATED GETS π
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. That's the full roster, bestie β collect them all. π
(Yes, GL_TEXTURE_BINDING_CUBE_MAP is listed twice in the original. We don't question the ancients. We just vibe. π§)
π VERSION SUPPORT π
glBindTextures said "not today" to everything before 4.4. Here's the vibe check:
ββββββββββββββββββ¬ββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββββ
β β OpenGL Version β
ββββββββββββββββββΌββββββ¬ββββββ¬ββββββ¬ββββββ¬ββββββ¬ββββββ¬ββββββ¬ββββββ¬ββββββ¬ββββββ¬ββββββ¬ββββββ€
β Function β 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
β / β β β β β β β β β β β β β
β Feature β β β β β β β β β β β β β
β Name β β β β β β β β β β β β β
ββββββββββββββββββΌββββββΌββββββΌββββββΌββββββΌββββββΌββββββΌββββββΌββββββΌββββββΌββββββΌββββββΌββββββ€
β glBindTextures β - β - β - β - β - β - β - β - β - β - β β β β β
ββββββββββββββββββ΄ββββββ΄ββββββ΄ββββββ΄ββββββ΄ββββββ΄ββββββ΄ββββββ΄ββββββ΄ββββββ΄ββββββ΄ββββββ΄ββββββ
Two glorious checkmarks and a whole lot of dashes. 4.4 and 4.5 only, periodt. π
π¦ SEE ALSO π¦
glBindTexture(), glDeleteTextures(), glGenTextures(), glGet(), glGetTexParameter(), glIsTexture(), glTexImage1D(), glTexImage2D(), glTexImage2DMultisample(), glTexImage3D(), glTexImage3DMultisample(), glTexBuffer(), glTexParameter() β go read up on these too, iykyk. πβ¨
πΈ COPYRIGHT πΈ
Copyright Β© 2013-2014 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/.
Also, again, just to make it crystal clear: Copyright Β© 2013-2014 Khronos Group. π
Okay that's the whole thing! Manual source was a big ol'[FIXME: source](lol) and this version was dated08/09/2021. Love that journey for us. Go bind those textures, bestie β you're the main character now. ππβ¨π
π¦ where this page comes from
- centos-stream 9: gl-manpages 1.1-24.20190306.el9 Β· MIT and Open Publication
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash-1017 on : a language model's rewrite of the original, under its terms