glBindTextures - bind one or more named textures to a sequence of consecutive texture units

void glBindTextures(GLuint first, GLsizei count, const GLuint *textures);

Specifies the first texture unit to which a texture is to be bound.


Specifies the number of textures to bind.


Specifies the address of an array of names of existing texture objects.

glBindTextures binds an array of existing texture objects to a specified number of consecutive texture units. count specifies the number of texture objects whose names are stored in the array textures. That number of texture names are read from the array and bound to the count consecutive texture units starting from first. The target, or type of texture is deduced from the texture object and each texture is bound to the corresponding target of the texture unit. If the name zero appears in the textures array, any existing binding to any target of the texture unit is reset and the default texture for that target is bound in its place. Any non-zero entry in textures must be the name of an existing texture object. If textures is NULL then it is as if an appropriately sized array containing only zeros had been specified.

With the exception that the active texture selector maintains its current value, glBindTextures is equivalent to the following pseudo code:

for (i = 0; i < count; i++) {
    GLuint texture;
    if (textures == NULL) {
        texture = 0;
    } else {
        texture = textures[i];
    glActiveTexture(GL_TEXTURE0 + first + i);
    if (texture != 0) {
        GLenum target = /* target of textures[i] */;
        glBindTexture(target, textures[i]);
    } else {
        for (target in all supported targets) {
            glBindTexture(target, 0);

Each entry in textures will be checked individually and if found to be invalid, the state for that texture unit will not be changed and an error will be generated. However, the state for other texture units referenced by the command will still be updated.

glBindTextures is available only if the GL version is 4.4 or higher.

Note that because glBindTextures cannot create new textures (even if a name passed has been previously generated by call to glGenTextures()), names passed to glBindTextures must have been bound at least once previously via a call to glBindTexture().

GL_INVALID_OPERATION is generated if first + count is greater than the number of texture image units supported by the implementation.

GL_INVALID_OPERATION is generated if any value in textures is not zero or the name of an existing texture object.


OpenGL Version
Function / Feature Name 2.0 2.1 3.0 3.1 3.2 3.3 4.0 4.1 4.2 4.3 4.4 4.5
glBindTextures - - - - - - - - - -

glBindTexture(), glDeleteTextures(), glGenTextures(), glGet(), glGetTexParameter(), glIsTexture(), glTexImage1D(), glTexImage2D(), glTexImage2DMultisample(), glTexImage3D(), glTexImage3DMultisample(), glTexBuffer(), glTexParameter()

Copyright © 2013-2014 Khronos Group. This material may be distributed subject to the terms and conditions set forth in the Open Publication License, v 1.0, 8 June 1999.

Copyright © 2013-2014 Khronos Group
05/17/2020 [FIXME: source]