Is this valid
Code :
glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE2D, TextureID_01); render glBindTexture(GL_TEXTURE2D, TextureID_02); render glBindTexture(GL_TEXTURE2D, TextureID_03); render glBindTexture(GL_TEXTURE2D, 0);
Or do I have to unbind before I can bind a new texture?