NAME
	  fglBindTexture - bind	a named	texture	to a texturing target


     FORTRAN SPECIFICATION
	  SUBROUTINE fglBindTexture( INTEGER*4 target,
				     INTEGER*4 texture )


     PARAMETERS
	  target   Specifies the target	to which the texture is	bound.
		   Must	be either GL_TEXTURE_1D	or GL_TEXTURE_2D.

	  texture  Specifies the name of a texture.

     DESCRIPTION
	  fglBindTexture lets you create or use	a named	texture.
	  Calling fglBindTexture with
	  target set to	GL_TEXTURE_1D or GL_TEXTURE_2D and texture set
	  to the name of the newtexture	binds the texture name to the
	  target. When a texture is bound to a target, the previous
	  binding for that target is automatically broken.

	  Texture names	are unsigned integers. The value zero is
	  reserved to represent	the default texture for	each texture
	  target.  Texture names and the corresponding texture
	  contents are local to	the shared display-list	space (see
	  fglXCreateContext) of	the current GL rendering context; two
	  rendering contexts share texture names only if they also
	  share	display	lists.

	  You may use fglGenTextures to	generate a set of new texture
	  names.

	  When a texture is first bound, it assumes the	dimensionality
	  of its target:  A texture first bound	to GL_TEXTURE_1D
	  becomes 1-dimensional	and a texture first bound to
	  GL_TEXTURE_2D	becomes	2-dimensional. The state of a 1-
	  dimensional texture immediately after	it is first bound is
	  equivalent to	the state of the default GL_TEXTURE_1D at GL
	  initialization, and similarly	for 2-dimensional textures.

	  While	a texture is bound, GL operations on the target	to
	  which	it is bound affect the bound texture, and queries of
	  the target to	which it is bound return state from the	bound
	  texture. If texture mapping of the dimensionality of the
	  target to which a texture is bound is	active,	the bound
	  texture is used.  In effect, the texture targets become
	  aliases for the textures currently bound to them, and	the
	  texture name zero refers to the default textures that	were
	  bound	to them	at initialization.

	  A texture binding created with fglBindTexture	remains	active
	  until	a different texture is bound to	the same target, or
	  until	the bound texture is deleted with fglDeleteTextures.

	  Once created,	a named	texture	may be re-bound	to the target
	  of the matching dimensionality as often as needed.  It is
	  usually much faster to use fglBindTexture to bind an
	  existing named texture to one	of the texture targets than it
	  is to	reload the texture image using fglTexImage1D or
	  fglTexImage2D.  For additional control over performance, use
	  fglPrioritizeTextures.

	  fglBindTexture is included in	display	lists.

     NOTES
	  fglBindTexture is available only if the GL version is	1.1 or
	  greater.

     ERRORS
	  GL_INVALID_ENUM is generated if target is not	one of the
	  allowable values.

	  GL_INVALID_OPERATION is generated if texture has a
	  dimensionality which doesn't match that of target.

	  GL_INVALID_OPERATION is generated if fglBindTexture is
	  executed between the execution of fglBegin and the
	  corresponding	execution of fglEnd.

     ASSOCIATED	GETS
	  fglGet with argument GL_TEXTURE_1D_BINDING
	  fglGet with argument GL_TEXTURE_2D_BINDING

     SEE ALSO
	  fglAreTexturesResident, fglDeleteTextures, fglGenTextures,
	  fglGet,
	  fglGetTexParameter, fglIsTexture, fglPrioritizeTextures,
	  fglTexImage1D, fglTexImage2D,	fglTexParameter