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Text File  |  2002-10-03  |  10.3 KB  |  133 lines

  1.  
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  3.  
  4. ffffggggllllBBBBiiiinnnnddddTTTTeeeexxxxttttuuuurrrreeeeEEEEXXXXTTTT((((3333GGGG))))          OOOOppppeeeennnnGGGGLLLL RRRReeeeffffeeeerrrreeeennnncccceeee          ffffggggllllBBBBiiiinnnnddddTTTTeeeexxxxttttuuuurrrreeeeEEEEXXXXTTTT((((3333GGGG))))
  5.  
  6.  
  7.  
  8. NNNNAAAAMMMMEEEE
  9.      ffffggggllllBBBBiiiinnnnddddTTTTeeeexxxxttttuuuurrrreeeeEEEEXXXXTTTT - bind a named texture to a texturing target
  10.  
  11.  
  12. FFFFOOOORRRRTTTTRRRRAAAANNNN SSSSPPPPEEEECCCCIIIIFFFFIIIICCCCAAAATTTTIIIIOOOONNNN
  13.      SUBROUTINE ffffggggllllBBBBiiiinnnnddddTTTTeeeexxxxttttuuuurrrreeeeEEEEXXXXTTTT( INTEGER*4 _t_a_r_g_e_t,
  14.                                    INTEGER*4 _t_e_x_t_u_r_e )
  15.  
  16.  
  17. PPPPAAAARRRRAAAAMMMMEEEETTTTEEEERRRRSSSS
  18.      _t_a_r_g_e_t   The target to which the texture will be bound.  Must be one of
  19.               GGGGLLLL____TTTTEEEEXXXXTTTTUUUURRRREEEE____1111DDDD, GGGGLLLL____TTTTEEEEXXXXTTTTUUUURRRREEEE____2222DDDD, GGGGLLLL____DDDDEEEETTTTAAAAIIIILLLL____TTTTEEEEXXXXTTTTUUUURRRREEEE____2222DDDD____SSSSGGGGIIIISSSS, or
  20.               GGGGLLLL____TTTTEEEEXXXXTTTTUUUURRRREEEE____3333DDDD____EEEEXXXXTTTT.
  21.  
  22.      _t_e_x_t_u_r_e  The name of a texture.
  23.  
  24. DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
  25.      ffffggggllllBBBBiiiinnnnddddTTTTeeeexxxxttttuuuurrrreeeeEEEEXXXXTTTT is part of the EEEEXXXXTTTT____tttteeeexxxxttttuuuurrrreeee____oooobbbbjjjjeeeecccctttt extension.  This
  26.      extension makes it possible to use named 1-, 2-, and 3-dimensional
  27.      textures in addition to the usual OpenGL texture targets designated by
  28.      GGGGLLLL____TTTTEEEEXXXXTTTTUUUURRRREEEE____1111DDDD, GGGGLLLL____TTTTEEEEXXXXTTTTUUUURRRREEEE____2222DDDD, etc.
  29.  
  30.      Texture names are unsigned integers.  The value zero is reserved to
  31.      represent the default texture for each texture target.  Texture names and
  32.      the corresponding texture contents are local to the shared display-list
  33.      space (see ffffggggllllXXXXCCCCrrrreeeeaaaatttteeeeCCCCoooonnnntttteeeexxxxtttt) of the current OpenGL rendering context;
  34.      two rendering contexts will share texture names only if they also share
  35.      display lists.
  36.  
  37.      To create a named texture, simply bind a previously-unused texture name
  38.      to one of the texture targets listed above.  This can be accomplished by
  39.      calling ffffggggllllBBBBiiiinnnnddddTTTTeeeexxxxttttuuuurrrreeeeEEEEXXXXTTTT with _t_a_r_g_e_t set to the appropriate texture
  40.      target, and _t_e_x_t_u_r_e set to the name of the new texture.  When a texture
  41.      is bound to a target, the previous binding for that target is
  42.      automatically broken.
  43.  
  44.      Note that ffffggggllllGGGGeeeennnnTTTTeeeexxxxttttuuuurrrreeeessssEEEEXXXXTTTT may be used to generate a set of fresh
  45.      texture names.
  46.  
  47.      When a texture is first bound it assumes the dimensionality of its
  48.      target:  A texture first bound to GGGGLLLL____TTTTEEEEXXXXTTTTUUUURRRREEEE____1111DDDD becomes 1-dimensional, a
  49.      texture first bound to GGGGLLLL____TTTTEEEEXXXXTTTTUUUURRRREEEE____2222DDDD becomes 2-dimensional, and so on.
  50.      The state of a 1-dimensional texture immediately after it is first bound
  51.      is equivalent to the state of the default GGGGLLLL____TTTTEEEEXXXXTTTTUUUURRRREEEE____1111DDDD at GL
  52.      initialization, and similarly for 2- and 3-dimensional textures.  That
  53.      is, if the application sets texture parameter values for one texture,
  54.      those parameter values are not automatically propagated to the next
  55.      texture that the application binds; each newly-created texture receives a
  56.      fresh copy of the default texture state.  See ffffggggllllTTTTeeeexxxxPPPPaaaarrrraaaammmmeeeetttteeeerrrr for more
  57.      information about texture parameters and their default values.
  58.  
  59.  
  60.  
  61.  
  62.  
  63.                                                                         PPPPaaaaggggeeee 1111
  64.  
  65.  
  66.  
  67.  
  68.  
  69.  
  70. ffffggggllllBBBBiiiinnnnddddTTTTeeeexxxxttttuuuurrrreeeeEEEEXXXXTTTT((((3333GGGG))))          OOOOppppeeeennnnGGGGLLLL RRRReeeeffffeeeerrrreeeennnncccceeee          ffffggggllllBBBBiiiinnnnddddTTTTeeeexxxxttttuuuurrrreeeeEEEEXXXXTTTT((((3333GGGG))))
  71.  
  72.  
  73.  
  74.      While a texture is bound, GL operations on the target to which it is
  75.      bound affect the bound texture, and queries of the target to which it is
  76.      bound return state from the bound texture.  If texture mapping of the
  77.      dimensionality of the target to which a texture is bound is active, the
  78.      bound texture is used.  In effect, the texture targets become aliases for
  79.      the textures currently bound to them, and the texture name zero refers to
  80.      the default textures that were bound to them at initialization.
  81.  
  82.      A texture binding created with ffffggggllllBBBBiiiinnnnddddTTTTeeeexxxxttttuuuurrrreeeeEEEEXXXXTTTT remains active until a
  83.      different texture is bound to the same target, or until the bound texture
  84.      is deleted with ffffggggllllDDDDeeeelllleeeetttteeeeTTTTeeeexxxxttttuuuurrrreeeessssEEEEXXXXTTTT.
  85.  
  86.      Once created, a named texture may be re-bound to the appropriate target
  87.      as often as needed.  It is usually much faster to bind an existing named
  88.      texture to one of the texture targets using ffffggggllllBBBBiiiinnnnddddTTTTeeeexxxxttttuuuurrrreeeeEEEEXXXXTTTT than it is
  89.      to reload the texture image using ffffggggllllTTTTeeeexxxxIIIImmmmaaaaggggeeee****.  For additional control
  90.      over performance, consider using ffffggggllllPPPPrrrriiiioooorrrriiiittttiiiizzzzeeeeTTTTeeeexxxxttttuuuurrrreeeessssEEEEXXXXTTTT.
  91.  
  92.      ffffggggllllBBBBiiiinnnnddddTTTTeeeexxxxttttuuuurrrreeeeEEEEXXXXTTTT is included in display lists.
  93.  
  94. NNNNOOOOTTTTEEEESSSS
  95.      See ffffggggllllIIIInnnnttttrrrroooo for more information about using extensions.
  96.  
  97. EEEERRRRRRRROOOORRRRSSSS
  98.      GGGGLLLL____IIIINNNNVVVVAAAALLLLIIIIDDDD____EEEENNNNUUUUMMMM is generated if _t_a_r_g_e_t is not one of the allowable
  99.      values.
  100.  
  101.      GGGGLLLL____IIIINNNNVVVVAAAALLLLIIIIDDDD____OOOOPPPPEEEERRRRAAAATTTTIIIIOOOONNNN is generated if _t_e_x_t_u_r_e has a dimensionality and it
  102.      doesn't match that of _t_a_r_g_e_t.
  103.  
  104.      GGGGLLLL____IIIINNNNVVVVAAAALLLLIIIIDDDD____OOOOPPPPEEEERRRRAAAATTTTIIIIOOOONNNN is generated if ffffggggllllBBBBiiiinnnnddddTTTTeeeexxxxttttuuuurrrreeeeEEEEXXXXTTTT is executed
  105.      between the execution of ffffggggllllBBBBeeeeggggiiiinnnn and the corresponding execution of
  106.      ffffggggllllEEEEnnnndddd.
  107.  
  108. AAAASSSSSSSSOOOOCCCCIIIIAAAATTTTEEEEDDDD GGGGEEEETTTTSSSS
  109.      ffffggggllllGGGGeeeetttt with parameter names GGGGLLLL____TTTTEEEEXXXXTTTTUUUURRRREEEE____1111DDDD____BBBBIIIINNNNDDDDIIIINNNNGGGG____EEEEXXXXTTTT,
  110.      GGGGLLLL____TTTTEEEEXXXXTTTTUUUURRRREEEE____2222DDDD____BBBBIIIINNNNDDDDIIIINNNNGGGG____EEEEXXXXTTTT, and GGGGLLLL____TTTTEEEEXXXXTTTTUUUURRRREEEE____3333DDDD____BBBBIIIINNNNDDDDIIIINNNNGGGG____EEEEXXXXTTTT.
  111.  
  112.  
  113. MMMMAAAACCCCHHHHIIIINNNNEEEE DDDDEEEEPPPPEEEENNNNDDDDEEEENNNNCCCCIIIIEEEESSSS
  114.      RealityEngine, RealityEngine2, and VTX systems do not support texture
  115.      name sharing.  Texture names are always local to the rendering context
  116.      which was active at the time the names were created.
  117.  
  118.      The implementation on O2 systems uses a minimum of 64K bytes for every
  119.      texture object defined.
  120.  
  121.  
  122. SSSSEEEEEEEE AAAALLLLSSSSOOOO
  123.      ffffggggllllDDDDeeeelllleeeetttteeeeTTTTeeeexxxxttttuuuurrrreeeessssEEEEXXXXTTTT, ffffggggllllGGGGeeeennnnTTTTeeeexxxxttttuuuurrrreeeessssEEEEXXXXTTTT, ffffggggllllGGGGeeeetttt, ffffggggllllGGGGeeeettttTTTTeeeexxxxPPPPaaaarrrraaaammmmeeeetttteeeerrrr,
  124.      ffffggggllllIIIIssssTTTTeeeexxxxttttuuuurrrreeeeEEEEXXXXTTTT, ffffggggllllTTTTeeeexxxxIIIImmmmaaaaggggeeee1111DDDD, ffffggggllllTTTTeeeexxxxIIIImmmmaaaaggggeeee2222DDDD, ffffggggllllTTTTeeeexxxxIIIImmmmaaaaggggeeee3333DDDDEEEEXXXXTTTT,
  125.      ffffggggllllTTTTeeeexxxxPPPPaaaarrrraaaammmmeeeetttteeeerrrr.
  126.  
  127.  
  128.  
  129.                                                                         PPPPaaaaggggeeee 2222
  130.  
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  133.