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texbind(3G)							   texbind(3G)


NAME    [Toc]    [Back]

     texbind -	selects	a texture function

C SPECIFICATION    [Toc]    [Back]

     void texbind(target, index)
     long target, index;

PARAMETERS    [Toc]    [Back]

     target   expects the texture resource to which the	texture	function
	      definition is to be bound.  There	are three appropriate
	      resources, TX_TEXTURE_0 ,	TX_TEXTURE_DETAIL and TX_TEXTURE_IDLE.

     index    expects the name of the texture function that is being bound.
	      Name is the index	passed to texdef2d when	the texture function
	      was defined.

DESCRIPTION    [Toc]    [Back]

     Texture coordinates, s,t,u	may be specified at geometry vertices,
     similarly to color, depth,	and vertex normals.  The texture coordinates
     are interpolated from the values specified	at the vertices	for each
     screen pixel touched by the geometry.  A texture function maps the
     texture coordinates s,t, or s,t,u,	corresponding to a screen pixel	into
     nc	values,	called texture function	outputs, using an image	and a set of
     properties. The texture function outputs may be translated	with a texture
     look-up table.  The texture function outputs are used by the texture
     environment function to modify the	screen pixel color.

     texdef2d and texdef3d define a texture function and texbind selects which
     texture function definition to use.  The texture environment function is
     defined by	tevdef and selected by tevbind.	The texture look-up table is
     defined by	tlutdef	and selected by	tlutbind. The texture coordinates are
     specified with the	t family of commands.

     By	default	texture	function definition 0 is bound to TX_TEXTURE_0.
     Texture mapping is	enabled	when an	texture	function definition other than
     0 is bound	to TX_TEXTURE_0, and a texture environment definition other
     than 0 is bound to	TV_ENV0.  (See tevbind.)  If the texture bound to
     TX_TEXTURE_0, uses	a detail enhancing magnification algorithm, the
     texture bound to TX_TEXTURE_DETAIL, is used in that calculation. If no
     texture is	bound to TX_TEXTURE_DETAIL, and	the magnification algorithm
     reqires a detail texture results are undefined.

     TX_TEXTURE_IDLE can be used in the	following way to control texture
     memory management.	 The N most recently loaded (a texbind that required a
     load) textures that fit in	texture	memory are tracked by the GL.  If
     texture memory is full and	a new texture is bound,	the texture that has
     been in texture memory the	longest	replaced by the	new texture. If	the
     user wishes some other texture to be replaced, he can idle	that texture
     first and the new texture will use	the space vacated by the idled
     texture. A	simple example is the case where two textures can fit in
     texture memory and	user wishes to keep one	texture, texture A, in memory
     always and	cycle through three other textures, B, C, D, of	which only one



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texbind(3G)							   texbind(3G)



     will fit. To avoid	replacing texture A, the user can idle texture B after
     primitives	are drawn with it, and when C is bound (and loaded), it	will
     take the space vacated by B, and leave the	texture	A alone.

SEE ALSO    [Toc]    [Back]

      
      
     t,	tevbind, tevdef, texdef2d

NOTES    [Toc]    [Back]

     IRIS-4D G,	GT, and	GTX models, and	the Personal Iris, do not support
     texture mapping.  texbind is ignored by these machines.  The Iris Indy,
     Indigo Entry, and XL support texture mapping except for lines.  Use
     getgdesc to determine whether texture mapping is supported.

     texbind cannot be used while mmode	is MSINGLE.


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