I have one simple question that you will surely answer. I wonder why OpenGL textures are stored as GLuint. Is it somekind of a pointer or index to an array which OGL create? Meaby it doesn’t really disturb me in writing programs but i would fell better if i just know the answer.
It is just an ID that OGL assign to the texture just created, then you (and OGL) will call this texture with the same ID.
How could you store/manage it otherwise ??
It is not possible to use (let’s say) a pointer, because you just can’t access the texture directly coz it isn’t in system memory but on gfx card memory.
hope it helps