a computer game will use many textures.
can instruct OpenGL to make a particular texture current by binding the
texture, just like you can make a particular VAO current by binding it.
is done before the texture is passed to VRAM on the graphics card. The texture is also bound during rendering,
so OpenGL knows which texture to use.
bind a texture, the syntax is:
target is typically GL_TEXTURE_2D
bound, the texture becomes the active texture and is used by all texturing
calls until the next glBindTexture()
the template code, you can bind a texture using m_texture.Bind()
, which calls glBindTexture()