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.ds Dt 24 September 1999
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.ds Xs 9130 5 aretexturesresident.gl
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.TH GLARETEXTURESRESIDENT 3G
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.B "glAreTexturesResident
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\- determine if textures are loaded in texture memory
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GLboolean \f3glAreTexturesResident\fP(
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.ta \w'\f3GLboolean \fPglAreTexturesResident( 'u
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const GLuint \fI*textures\fP,
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GLboolean \fI*residences\fP )
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.TP \w'\fIresidences\fP\ \ 'u
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Specifies the number of textures to be queried.
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Specifies an array containing the names of the textures to be queried.
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Specifies an array in which the texture residence status is returned.
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The residence status of a texture named by an element of \f2textures\fP is
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returned in the corresponding element of \f2residences\fP.
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a ``working set'' of textures that are resident in texture memory.
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These textures can be bound to a texture target much more efficiently
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than textures that are not resident.
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\%\f3glAreTexturesResident\fP queries the texture residence status of the \f2n\fP textures named by
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the elements of \f2textures\fP.
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If all the named textures are resident,
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\%\f3glAreTexturesResident\fP returns \%\f3GL_TRUE\fP,
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and the contents of \f2residences\fP are undisturbed.
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If not all the named textures are resident, \%\f3glAreTexturesResident\fP returns \%\f3GL_FALSE\fP,
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and detailed status is returned in the \f2n\fP elements of \f2residences\fP.
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If an element of \f2residences\fP is \%\f3GL_TRUE\fP, then the texture named by
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the corresponding element of \f2textures\fP is resident.
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The residence status of a single bound texture may also be queried
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\%\f3glGetTexParameter\fP with the \f2target\fP argument set to the
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target to which the texture is bound, and the \f2pname\fP argument
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set to \%\f3GL_TEXTURE_RESIDENT\fP.
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This is the only way that the residence status of a default texture can be
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\%\f3glAreTexturesResident\fP is available only if the GL version is 1.1 or greater.
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\%\f3glAreTexturesResident\fP returns the residency status of the textures at the time of
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invocation. It does not guarantee that the textures will remain
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resident at any other time.
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If textures reside in virtual memory (there is no texture memory), they
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are considered always resident.
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Some implementations may not load a texture until the first use of
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\%\f3GL_INVALID_VALUE\fP is generated if \f2n\fP is negative.
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\%\f3GL_INVALID_VALUE\fP is generated if any element in \f2textures\fP
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is 0 or does not name a texture. In that case, the function returns
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\%\f3GL_FALSE\fP and the contents of \f2residences\fP is indeterminate.
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\%\f3GL_INVALID_OPERATION\fP is generated if \%\f3glAreTexturesResident\fP is executed
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between the execution of \%\f3glBegin\fP and the corresponding
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execution of \%\f3glEnd\fP.
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\%\f3glGetTexParameter\fP with parameter name \%\f3GL_TEXTURE_RESIDENT\fP
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retrieves the residence status of a currently bound texture.
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\%\f3glBindTexture(3G)\fP,
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\%\f3glGetTexParameter(3G)\fP,
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\%\f3glPrioritizeTextures(3G)\fP,
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\%\f3glTexImage1D(3G)\fP,
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\%\f3glTexImage2D(3G)\fP,
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\%\f3glTexImage3D(3G)\fP,
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\%\f3glTexParameter(3G)\fP