glGenTextures — generate texture names
Specifies the number of texture names to be generated.
Specifies an array in which the generated texture names are stored.
n texture names in
There is no guarantee that the names form a contiguous set of integers;
however, it is guaranteed that none of the returned names was in use
immediately before the call to
The generated textures have no dimensionality; they assume the dimensionality of the texture target to which they are first bound (see glBindTexture).
Texture names returned by a call to
glGenTextures are not returned by
subsequent calls, unless they are first deleted with
GL_INVALID_VALUE is generated if
n is negative.
GLuint texture_id; glGenTextures(1, &texture_id); glBindTexture(GL_TEXTURE_2D, texture_id); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // texture_data is the source data of your texture, in this case // its size is sizeof(unsigned char) * texture_width * texture_height * 4 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture_width, texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data); glGenerateMipmap(GL_TEXTURE_2D); // Unavailable in OpenGL 2.1, use gluBuild2DMipmaps() insteads. glBindTexture(GL_TEXTURE_2D, 0);
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