A texture binding created with glBindTexture remains active until a different texture is bound to the same target, or until the bound texture is deleted with glDeleteTextures . Once created, a named texture may be rebound to the target of the matching dimensionality as often as needed. It is usually much faster to use glBindTexture to bind an existing named texture to one of the texture targets than it is to reload the texture image using glTexImage1D or glTexImage2D . For additional control over performance, use glPrioritizeTextures . The glBindTexture subroutine is included in display lists.
Parameters target Specifies the target to which the texture is bound.