I am using NVIDIA Nsight to debug my OpenGL state. In the screenshots below:
- I generate a single texture with the ID
10
. - I activate
GL_TEXTURE0
and bind texture10
to that texture unit. - I generate a single texture with the ID
11
. - I activate
GL_TEXTURE1
and bind texture11
to that texture unit.
When I view the API inspector, I see that texture 11
is bound to both unit 0
and unit 1
, which I presume is GL_TEXTURE0
and GL_TEXTURE1
.
Am I misunderstanding something about how texture units work in OpenGL? This is not the behavior I would expect.