Key
OpenGL texture-mapping commands to know
glGenTextures: Get the names (i.e. ID numbers) for texture
objects
void glGenTextures(GLsizei n, GLuint *textureNames);
Returns n
currently unused names for texture objects in the array textureNames.
The names returned in textureNames do not have to be a contiguous set of
integers.
The names in textureNames
are marked as used,
but
they acquire texture state and dimensionality (1D or 2D) only when they are first
bound.
Zero is a reserved texture name
and is never returned as a texture name by glGenTextures().
glBindTexture: Create
and/or Select a particular texture object
void glBindTexture(GLenum target, GLuint textureName);
glBindTexture() does three things. When
using textureName of
an unsigned integer
other than zero for the first time, a new texture object is created and
assigned that name.
When
binding to a previously created texture object, that texture object becomes
active.
When
binding to a textureName value of zero, OpenGL stops
using texture objects and returns to the unnamed default texture.
When
a texture object is initially bound (that is, created), it assumes the
dimensionality of target, which is either GL_TEXTURE_1D or GL_TEXTURE_2D. Immediately
upon its initial binding, the state of texture object is equivalent to the
state of the default GL_TEXTURE_1D or GL_TEXTURE_2D (depending upon its
dimensionality) at the initialization of OpenGL. In this initial state, texture
properties such as minification and magnification
filters, wrapping modes, border color, and texture priority are set to their
default values.
glTexEnv Set the texture
environment
glTexParameter Set parameter of texture mapping
glTexImage2D Load
texture image into a texture object
gluBuild2DMipmaps build mipmaps and load the texture images into a texture object
glTexCoord Align the texture coordinates with the
world coordinates