On Thu, Dec 13, 2012 at 4:17 PM, bob <b...@coolfone.comze.com> wrote:

> Thanks.  I'm still a little confused about why there is a glActiveTexture
> and a glBindTexture.  Seems like there ought to be one function for setting
> the current texture.
>

You need to differentiate between texture and texture unit (or sampler).  A
texture unit is a piece of hardware within the GPU whose job is primarily
to sample textures (I'm simplifying here, hopefully none of those who are
familiar with this will flame me).

As pointed out by a1, a GPU will nowadays have multiple texture units.  You
tell the currently active texture unit which texture bitmap to sample by
calling glBindTexture().  You select which of the texture units will be the
active one by calling glActiveTexture().

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