EDIT
glTexcoord4f allows to specif four dimensions of a texture, but how do you create 4-dimensional textures
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There isn’t any real “meaning” to them. If you were using shaders, you can assign any meaning you want to them.
For example, in our game: we used the xy for the actual texcoords, the z for which texture to sample from, and the w (4th component) to control the brightness.
There is such thing as 3D and 4D textures which do actually require 3 and 4 texcoords respectively, I suppose that could be the “meaning” of them.
The main reason that they exist, is because graphics cards work with 4 component vectors. When you pass a 2D texcoord in, it’s still a 4-vector behind the scenes (the other r and q components aren’t set). OpenGL provides you with the functionality to use them, on the off chance that you might need it.