residencesArray = gl.AreTexturesResident(texturesArray)
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.
#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().
#GL_TEXTURE_RESIDENT
retrieves the residence status of a currently bound texture.