glAreTexturesResident — determine if textures are loaded in texture memory
|const GLuint *
Specifies the number of textures to be queried.
Specifies an array containing the names of the textures to be queried.
Specifies an array in which the texture residence status is returned.
The residence status of a texture named by an element of
returned in the corresponding element of
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.
glAreTexturesResident queries the texture residence status of the
n textures named by
the elements of
If all the named textures are resident,
and the contents of
residences are undisturbed.
If not all the named textures are resident,
and detailed status is returned in the
n elements of
If an element of
GL_TRUE, then the texture named by
the corresponding element of
textures is resident.
The residence status of a single bound texture may also be queried
glGetTexParameter with the target argument set to the
target to which the texture is bound, and the pname argument
This is the only way that the residence status of a default texture can be
glAreTexturesResident is available only if the GL version is 1.1 or greater.
glAreTexturesResident 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.
GL_INVALID_VALUE is generated if
n is negative.
GL_INVALID_VALUE is generated if any element in
is 0 or does not name a texture. In that case, the function returns
GL_FALSE and the contents of
residences is indeterminate.
glGetTexParameter with parameter name
retrieves the residence status of a currently bound texture.
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