glPrioritizeTextures
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## Name

glPrioritizeTextures — set texture residence priority

## C Specification

`void `glPrioritizeTextures`` | `(` | `GLsizei `n`, const GLuint *`textures`, const GLclampf *`priorities`);`

## Python Specification

``glPrioritizeTextures`` | `(` | ``textures`[], `priorities`[]) → `None``

## Parameters

`n`
  Specifies the number of textures to be prioritized.
`textures`
  Specifies an array containing the names of the textures to be prioritized.
`priorities`
  Specifies an array containing the texture priorities. A priority given in an element of `priorities` applies to the texture named by the corresponding element of `textures`.

## Description

`glPrioritizeTextures` assigns the `n` texture priorities given in `priorities` to the `n` textures named in `textures`.

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, `glPrioritizeTextures` allows applications to guide the GL implementation in determining which textures should be resident.

The priorities given in `priorities` 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.

`glPrioritizeTextures` silently ignores attempts to prioritize texture 0, or any texture name that does not correspond to an existing texture.

`glPrioritizeTextures` does not require that any of the textures named by `textures` be bound to a texture target. `glTexParameter` 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.

## Notes

`glPrioritizeTextures` is available only if the GL version is 1.1 or greater.

## Errors

`GL_INVALID_VALUE` is generated if `n` is negative.

`GL_INVALID_OPERATION` is generated if `glPrioritizeTextures` is executed between the execution of `glBegin` and the corresponding execution of `glEnd`.

## Associated Gets

`glGetTexParameter` with parameter name `GL_TEXTURE_PRIORITY` retrieves the priority of a currently bound texture.

## See Also

glAreTexturesResident, glBindTexture, glCopyTexImage1D, glCopyTexImage2D, glTexImage1D, glTexImage2D, glTexImage3D, glTexParameter

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