<HTML> <BODY> <PRE> <STRONG>NAME</STRONG> <STRONG>glPrioritizeTextures</STRONG> - set texture residence priority <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG> void <STRONG>glPrioritizeTextures</STRONG>( GLsizei <EM>n</EM>, const GLuint *<EM>textures</EM>, const GLclampf *<EM>priorities</EM> ) <STRONG>PARAMETERS</STRONG> <EM>n</EM> Specifies the number of textures to be prioritized. <EM>textures</EM> Specifies an array containing the names of the textures to be prioritized. <EM>priorities</EM> Specifies an array containing the texture priorities. A priority given in an element of <EM>priorities</EM> applies to the texture named by the corresponding element of <EM>textures</EM>. <STRONG>DESCRIPTION</STRONG> <STRONG>glPrioritizeTextures</STRONG> assigns the <EM>n</EM> texture priorities given in <EM>priorities</EM> to the <EM>n</EM> textures named in <EM>textures</EM>. 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, <STRONG>glPrioritizeTextures</STRONG> allows applications to guide the GL implementation in determining which textures should be resident. The priorities given in <EM>priorities</EM> 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. <STRONG>glPrioritizeTextures</STRONG> silently ignores attempts to prioritize texture 0, or any texture name that does not correspond to an existing texture. <STRONG>glPrioritizeTextures</STRONG> does not require that any of the textures named by <EM>textures</EM> be bound to a texture target. <STRONG>glTexParameter</STRONG> 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. <STRONG>NOTES</STRONG> <STRONG>glPrioritizeTextures</STRONG> is available only if the GL version is 1.1 or greater. <STRONG>ERRORS</STRONG> <STRONG>GL_INVALID_VALUE</STRONG> is generated if <EM>n</EM> is negative. <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glPrioritizeTextures</STRONG> is executed between the execution of <STRONG>glBegin</STRONG> and the corresponding execution of <STRONG>glEnd</STRONG>. <STRONG>ASSOCIATED</STRONG> <STRONG>GETS</STRONG> <STRONG>glGetTexParameter</STRONG> with parameter name <STRONG>GL_TEXTURE_PRIORITY</STRONG> retrieves the priority of a currently bound texture. <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG> <STRONG>glAreTexturesResident</STRONG>, <STRONG>glBindTexture</STRONG>, <STRONG>glCopyTexImage1D</STRONG>, <STRONG>glCopyTexImage2D</STRONG>, <STRONG>glTexImage1D</STRONG>, <STRONG>glTexImage2D</STRONG>, <STRONG>glTexParameter</STRONG> </PRE> </BODY> </HTML>