void glTexCoord1f( GLfloat s )
void glTexCoord1i( GLint s )
void glTexCoord1s( GLshort s )
void glTexCoord2d( GLdouble s,
GLdouble t )
void glTexCoord2f(
GLfloat s,
GLfloat t )
void glTexCoord2i(
GLint s,
GLint t )
void glTexCoord2s(
GLshort s,
GLshort t )
void glTexCoord3d(
GLdouble s,
GLdouble t,
GLdouble r )
void glTexCoord3f(
GLfloat s,
GLfloat t,
GLfloat r )
void glTexCoord3i(
GLint s,
GLint t,
GLint r )
void glTexCoord3s(
GLshort s,
GLshort t,
GLshort r )
void glTexCoord4d(
GLdouble s,
GLdouble t,
GLdouble r,
GLdouble q )
void glTexCoord4f(
GLfloat s,
GLfloat t,
GLfloat r,
GLfloat q )
void glTexCoord4i(
GLint s,
GLint t,
GLint r,
GLint q )
void glTexCoord4s(
GLshort s,
GLshort t,
GLshort r,
GLshort q )
void glTexCoord1fv( const GLfloat *v )
void glTexCoord1iv( const GLint *v )
void glTexCoord1sv( const GLshort *v )
void glTexCoord2dv( const GLdouble *v )
void glTexCoord2fv( const GLfloat *v )
void glTexCoord2iv( const GLint *v )
void glTexCoord2sv( const GLshort *v )
void glTexCoord3dv( const GLdouble *v )
void glTexCoord3fv( const GLfloat *v )
void glTexCoord3iv( const GLint *v )
void glTexCoord3sv( const GLshort *v )
void glTexCoord4dv( const GLdouble *v )
void glTexCoord4fv( const GLfloat *v )
void glTexCoord4iv( const GLint *v )
void glTexCoord4sv( const GLshort *v )
The current texture coordinates are part of the data that is associated with each vertex and with the current raster position. Initially, the values for s, t, r, and q are (0, 0, 0, 1).
When the GL_ARB_imaging extension is supported, glTexCoord always updates texture unit GL_TEXTURE0_ARB.