Name
gl.AreTexturesResident -- determine if textures are loaded in texture memory
Synopsis
residencesArray = gl.AreTexturesResident(texturesArray)
Function
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.

gl.AreTexturesResident() queries the texture residence status of the n textures named by the elements of texturesArray and returns their status in the table residencesArray.

The residence status of a single bound texture may also be queried by calling gl.GetTexParameter() with the target argument set to the target to which the texture is bound, and the pname argument set to #GL_TEXTURE_RESIDENT. This is the only way that the residence status of a default texture can be queried.

gl.AreTexturesResident() 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.

Please consult an OpenGL reference manual for more information.

Inputs
texturesArray
specifies an array containing the names of the textures to be queried
Results
residencesArray
an array in which the texture residence status is returned
Errors
#GL_INVALID_VALUE is generated if any element in texturesArray is 0 or does not name a texture. In that case, the function returns Nil.

#GL_INVALID_OPERATION is generated if gl.AreTexturesResident() is executed between the execution of gl.Begin() and the corresponding execution of gl.End().

Associated gets
gl.GetTexParameter() with parameter name #GL_TEXTURE_RESIDENT retrieves the residence status of a currently bound texture.


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