glPrioritizeTextures: set texture residence priority.
C Specification |
Associated Gets |
const GLuint *textures,
const GLclampf *priorities)
glPrioritizeTextures assigns the n texture priorities given
in priorities to the n textures named in
- Specifies the number of textures to be prioritized.
- Specifies an array containing the names of the textures to be prioritized.
- Specifies an array containing the texture priorities. A priority given in
an element of priorities applies to the texture named by
the corresponding element of textures.
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, glPrioritizeTextures allows applications to guide the GL
implementation in determining which textures should be resident.
The priorities given in priorities 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
glPrioritizeTextures silently ignores attempts to prioritize texture
0, or any texture name that does not correspond to an existing texture.
glPrioritizeTextures does not require that any of the textures named
by textures be bound to a texture target. glTexParameter 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.
glPrioritizeTextures is available only if the GL version is 1.1 or
glGetTexParameter with parameter
name GL_TEXTURE_PRIORITY retrieves the priority of a currently
- GL_INVALID_VALUE is generated if n is
- GL_INVALID_OPERATION is generated if glPrioritizeTextures is
executed between the execution of glBegin and the corresponding execution