# Method GL.glBindTexture()

Method glBindTexture

  `void glBindTexture(int target, int texture)`

Description

  glBindTexture lets you create or use a named texture. Calling glBindTexture with

  target set to GL_TEXTURE_1D or GL_TEXTURE_2D and texture set to the name of the newtexture 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 dimensionality of its target: A texture first bound to GL_TEXTURE_1D becomes 1-dimensional and a texture first bound to GL_TEXTURE_2D becomes 2-dimensional. The state of a 1-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 2-dimensional 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 of the dimensionality of the target to which a texture is bound is active, 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 the target of the matching dimensionality 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 or glTexImage2D. For additional control over performance, use glPrioritizeTextures.

  glBindTexture is included in display lists.

Parameter `target`

  Specifies the target to which the texture is bound. Must be either GL_TEXTURE_1D or GL_TEXTURE_2D.

Parameter `texture`

  Specifies the name of a texture.

Throws

  GL_INVALID_ENUM is generated if target is not one of the allowable values.

  GL_INVALID_OPERATION is generated if texture has a dimensionality which 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.