If I understand correctly, glGenTextures() creates texture object(s), while glDeleteTextures() removes them. When I call glBindTexture() I specify the texture object to be used, and when I call glTexImage2D() texture data is provided for the currently specified texture object. I’d like to find out what happens if I call glTexImage2D() twice on the same texture object. Is OpenGL implementation going to release the current texture data and replace it with the new data ? I’m assuming this is the case, I just wanted to make sure - I haven’t seen any function that would release the texture data only (not the texture object itself).
I’d appreciate if someone could verify this.