I thought that a glBindTexture following a glActiveTexture would cause the texture to be binded in the texture order specified by the glActiveTexture, but according to my experiments it's not.
glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texID); // draw something using GL_TEXTURE0... it uses texture texID glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, anotherTexID); // draw something using GL_TEXTURE0 again... it uses anotherTexID!
texID is binded to GL_TEXTURE0 ? and anotherTexID to GL_TEXTURE1? I think not, because second draw will use the second texture even if I tell to use GL_TEXURE0 (the first).
So it's true? glBind is not related to glActive and viceversa?