Image binding

Hello folks,
Sorry if you are already bored with questions on ex_image_load_store :slight_smile: What are the necessary instructions to bind an image for read/write?
I supposed that it’s enough to make a glBindImageTextureEXT call and then pass the first parameter (index) to the shader as the appropriate image uniform variable value, and it’s independent from regular texture numbering.
But in Crassin’s example, he is also calling glActiveTexture with an appropriate texture unit, and in my program nothing is written in the texture, if I bind it with the certain index (which is lower than 8).
So, how the images should be properly bound?