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lets continue our presentation and this is the summary of our discussion regarding opengl functions managing the textures the texture object is configured by these two calls generate textures and bind texture and generate textures returns back rather populates this texture buffer id the unique integer identifier of the memory allocated for internal texture image then gl bind texture activates this texture object and makes it current texture unit is a piece of hardware that has access to the texture image okay and jl active texture function activates the texture unit in context of the current texture memory buffer which is already bound and makes the requested texture unit current so notice this format of the input parameter there is a constant named gl texture 0 which provides access the numeric value of the first available texture unit in opengl hardware and then we can refer to other texture units because there could be multiple texture units available in hardware and we can activa