This is a hopelessly noob question, but I am not sure of the terms to search for an answer.
When I call glBindTexture() prior to adding a mesh, what do I need to do afterwards to get rid of it? So that subsequent meshes use normal materials.
I am creating various meshes, some using materials, some using textures. Both work individually.
Problem is, when I have both in the same scene, the meshes which should use a material actually use the texture of one of the other meshes.