Im doing this simple game and decided to manage the buffer and texture ids myself (unsigned ints). The reason doesn’t matter much since we are capable of doing so, i have my reasons.
But then this weird question came to mind.
Should i use a different counter for texture and vbo IDs?
Is it valid for a Texture ID and VBO ID to use the same “name” or some sort of collision happens?
The only OpenGL objects that share name spaces are shader and program objects. So textures and buffer objects do not share the same name space.