• glGenTextures(GLsizei n, GLuint* textureIDs);
–Returns n currently unused texture ID in textureIDs
–Each texture ID is an integer greater than 0
• glBindTexture(GLenum target, Gluint textureID);
–target is
GL_TEXTURE_1D, GL_TEXTURE_2D, or GL_TEXTURE_3D
–if textureID is being used for the first time a new texture object
is created and assigned the
ID = textureID
–if textureID has been used before, the texture object with ID = textureID becomes active
–