glBindTexture, glGetTexParameter, glPrioritizeTextures, glTexImage1D, glTexImage2D, glTexImage3D, glTexParameter
Copyright 1991-2006 Silicon Graphics, Inc. This document is licensed under the SGI Free Software B License. For details, see http://oss.sgi.com/projects/FreeB/.
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glAreTexturesResident: man2/glAreTexturesResident.xml
GL establishes a `working set'' of textures that are resident in texture memory. These textures can be bound to a texture target much more efficiently than textures that are not resident. glAreTexturesResident queries the texture residence status of the n textures named by the elements of textures. If all the named textures are resident, glAreTexturesResident returns GL_TRUE, and the contents of residences are undisturbed. If not all the named textures are resident, glAreTexturesResident returns GL_FALSE, and detailed status is returned in the n elements of residences. If an element of residences is GL_TRUE, then the texture named by the corresponding element of textures is resident. The residence status of a single bound texture may also be queried by calling glGetTexParameter with the argument set to the target to which the texture is bound, and the argument set to GL_TEXTURE_RESIDENT. This is the only way that the residence status of a default texture can be queried.
glAreTexturesResident is available only if the GL version is 1.1 or greater. glAreTexturesResident returns the residency status of the textures at the time of invocation. It does not guarantee that the textures will remain resident at any other time. If textures reside in virtual memory (there is no texture memory), they are considered always resident. Some implementations may not load a texture until the first use of that texture.