glAreTexturesResident, glBindTexture, glCopyTexImage1D, glCopyTexImage2D, 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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glPrioritizeTextures: man2/glPrioritizeTextures.xml
glPrioritizeTextures assigns the n texture priorities given in priorities to the n textures named in 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 used. 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 greater.