15:49 < multi_io> does glTexParameter() influence the currently bound texture only? Or the whole texture target? 17:14 < MatthiasM> multi_io: bound texture on that target 17:50 < multi_io> MatthiasM: ...and also only the current texture unit on that target, right? 17:50 < MatthiasM> no 17:50 < MatthiasM> it is applied to the bound texture 17:54 < multi_io> I thought one could have one bound texture per (texture state, texture unit)? 17:54 < multi_io> eerm 17:54 < MatthiasM> yes, but glTexParameter applies a value to the bound texture 17:54 < multi_io> one bound texture per (target, texture unit)? 17:54 < MatthiasM> yes 17:57 < multi_io> ok, so one can say that the "currently bound texture" for a target always belongs to a texture unit of that target 17:58 < multi_io> (which can be set by calling glActiveTexture() before glBindTexture()) 17:58 < multi_io> correct? 17:58 < MatthiasM> yes 17:59 < MatthiasM> but you can bind a texture to several texture units 18:01 < multi_io> ok 18:05 < multi_io> do you know why the OpenGL inventors decided that the target itself is not part of the GL state (but must be supplied in each call), but the texture unit is? 18:08 < multi_io> my current impression is that when they added texture units/multitexturing to OpenGL, they didn't want to change existing calls, so they added the "current texture unit" as an additional state 18:40 < MatthiasM> yes