Am I right in assuming that making the following texturing calls:
#1
GLuint t_NewTexHandle;
glGenTextures( 1, &t_NewTexHandle );
glBindTexture( GL_TEXTURE_2D, t_NewTexHandle );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
..etc...
#2
glActiveTextureARB(GL_TEXTURE0_ARB);
GLuint t_NewTexHandle;
glGenTextures( 1, &t_NewTexHandle );
glBindTexture( GL_TEXTURE_2D, t_NewTexHandle );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
..etc...
alter the same internal settings? That is, is Texture Unit 0 changed when you make texturing calls without specifying a Texture Unit via glActiveTextureARB? ie Is it the default Texture Unit?