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><head><title>glPrioritizeTextures</title><link rel="stylesheet" href="style.css" type="text/css"/><meta name="generator" content="DocBook XSL Stylesheets V1.59.1"/><link rel="home" href="index.xml" title="PyOpenGL 2.0.1.07 Man Pages"/><link rel="up" href="reference-GL.xml" title="GL"/><link rel="previous" href="glPolygonStipple.3G.xml" title="glPolygonStipple"/><link rel="next" href="glPushAttrib.3G.xml" title="glPushAttrib"/></head><body bgcolor="white" text="black" link="#0000FF" vlink="#840084" alink="#0000FF"><div class="navheader"><table width="100%" summary="Navigation header"><tr><th colspan="3" align="center">glPrioritizeTextures</th></tr><tr><td width="20%" align="left"><a accesskey="p" href="glPolygonStipple.3G.xml">Prev</a></td><th width="60%" align="center">GL</th><td width="20%" align="right"><a accesskey="n" href="glPushAttrib.3G.xml">Next</a></td></tr></table><hr/></div><div class="refentry" lang="en"><a name="glPrioritizeTextures.3G"/><div class="titlepage"/><div class="refnamediv"><a name="glPrioritizeTextures.3G-name"/><h2>Name</h2><p>glPrioritizeTextures — set texture residence priority</p></div><div class="refsynopsisdiv"><a name="glPrioritizeTextures.3G-c_spec"/><h2>C Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code>void<tt>glPrioritizeTextures</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code>GLsizei<i><tt>n</tt></i>, constGLuint*<i><tt>textures</tt></i>, constGLclampf*<i><tt>priorities</tt></i>);</code></td></tr></table></div><div class="refsynopsisdiv"><a name="glPrioritizeTextures.3G-python_spec"/><h2>Python Specification</h2><table class="funcprototype" border="0" cellpadding="0" cellspacing="0"><tr><td valign="top"><code><tt>glPrioritizeTextures</tt></code></td><td valign="top"><code>(</code></td><td valign="top"><code><i><tt>textures</tt></i>[], <i><tt>priorities</tt></i>[]) →<tt>None</tt></code></td></tr></table></div><div class="refsect1" lang="en"><a name="glPrioritizeTextures.3G-parameters"/><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><i><tt>n</tt></i></span></dt><dd>
Specifies the number of textures to be prioritized.
</dd><dt><span class="term"><i><tt>textures</tt></i></span></dt><dd>
Specifies an array containing the names of the textures to be prioritized.
</dd><dt><span class="term"><i><tt>priorities</tt></i></span></dt><dd>
Specifies an array containing the texture priorities. A priority given in an element of
<i><tt>priorities</tt></i> applies to the texture named by the corresponding element of
<i><tt>textures</tt></i>.
</dd></dl></div></div><div class="refsect1" lang="en"><a name="glPrioritizeTextures.3G-description"/><h2>Description</h2><p>
<tt>glPrioritizeTextures</tt> assigns the <i><tt>n</tt></i> texture priorities given in
<i><tt>priorities</tt></i> to the <i><tt>n</tt></i> textures named in <i><tt>textures</tt></i>.
</p><p>
The GL establishes a ``working set'' of textures that are resident in texture memory. These textures may be bound to a
texture target much more efficiently than textures that are not resident. By specifying a priority for each texture,
<tt>glPrioritizeTextures</tt> allows applications to guide the GL implementation in determining which
textures should be resident.
</p><p>
The priorities given in <i><tt>priorities</tt></i> are clamped to the range [0,1] before they are assigned. 0
indicates the lowest priority; textures with priority 0 are least likely to be resident. 1 indicates the highest
priority; textures with priority 1 are most likely to be resident. However, textures are not guaranteed to be resident
until they are used.
</p><p>
<tt>glPrioritizeTextures</tt> silently ignores attempts to prioritize texture 0, or any texture name that
does not correspond to an existing texture.
</p><p>
<tt>glPrioritizeTextures</tt> does not require that any of the textures named by
<i><tt>textures</tt></i> be bound to a texture target. <tt>glTexParameter</tt>
may also be used to set a texture's priority, but only if the texture is currently bound. This is the only way to set
the priority of a default texture.
</p></div><div class="refsect1" lang="en"><a name="glPrioritizeTextures.3G-notes"/><h2>Notes</h2><p>
<tt>glPrioritizeTextures</tt> is available only if the GL version is 1.1 or greater.
</p></div><div class="refsect1" lang="en"><a name="glPrioritizeTextures.3G-errors"/><h2>Errors</h2><p>
<tt>GL_INVALID_VALUE</tt> is generated if <i><tt>n</tt></i> is negative.
</p><p>
<tt>GL_INVALID_OPERATION</tt> is generated if <tt>glPrioritizeTextures</tt> is executed between
the execution of <a href="glBegin.3G.xml"><tt>glBegin</tt></a> and the corresponding execution of <a href="glBegin.3G.xml"><tt>glEnd</tt></a>.
</p></div><div class="refsect1" lang="en"><a name="glPrioritizeTextures.3G-associated_gets"/><h2>Associated Gets</h2><p>
<tt>glGetTexParameter</tt> with parameter name <tt>GL_TEXTURE_PRIORITY</tt>
retrieves the priority of a currently bound texture.
</p></div><div class="refsect1" lang="en"><a name="glPrioritizeTextures.3G-see_also"/><h2>See Also</h2><p>
<span class="simplelist"><a href="glAreTexturesResident.3G.xml">glAreTexturesResident</a>, <a href="glBindTexture.3G.xml">glBindTexture</a>, <a href="glCopyTexImage1D.3G.xml">glCopyTexImage1D</a>, <a href="glCopyTexImage2D.3G.xml">glCopyTexImage2D</a>, <a href="glTexImage1D.3G.xml">glTexImage1D</a>, <a href="glTexImage2D.3G.xml">glTexImage2D</a>, <a href="glTexImage3D.3G.xml">glTexImage3D</a>, <a href="glTexParameter.3G.xml">glTexParameter</a></span>
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