glGenTexturesEXT( n, myTexList );
/* Get unique identifier */
glBindTextureEXT( myTexList[i]);
/* first Bind = Definition */
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGB8_EXT,
256, 256,
0,
GL_RGB, GL_UNSIGNED_BYTE,
myImage[i]);
glPrioritizeTexturesEXT( n, myTexList, myPriorityList);
(...)
glAreTexturesResidentEXT( n, myTexList, myResidenceList );
if (
glIsTextureEXT(myTexList[i]) )
/* next Binds = Usage */
glBindTextureEXT( myTexList[i] );
(...)
glDeleteTexturesEXT( n, myTexList );