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Home/ Questions/Q 3316844
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Editorial Team
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Editorial Team
Asked: May 17, 20262026-05-17T22:31:02+00:00 2026-05-17T22:31:02+00:00

In OpenGL I have always understood that glEnable(GL_TEXTURE_1D) , glEnable(GL_TEXTURE_2D) and/or glEnable(GL_TEXTURE_3D) (and corresponding

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In OpenGL I have always understood that glEnable(GL_TEXTURE_1D), glEnable(GL_TEXTURE_2D) and/or glEnable(GL_TEXTURE_3D) (and corresponding glDisable) is a per texture unit parameter.

Recently I tried to confirm this but have not found any clear documentation confirming either way regarding this question.

Put simply and in code, should I be doing this

glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
... bind etc ... 

glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
... bind etc ...

or this

glEnable(GL_TEXTURE_2D);

glActiveTexture(GL_TEXTURE0);
... bind etc ...

glActiveTexture(GL_TEXTURE1);
.... bind etc ...

I was hoping to find some clarity.

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  1. Editorial Team
    Editorial Team
    2026-05-17T22:31:02+00:00Added an answer on May 17, 2026 at 10:31 pm

    It is indeed per texture unit. The most recent documentation I found mentioning this explicitly was the Open GL specification 2.1 (2006 update) here

    In section 3.8.16: Texture Application

    It is probably mentioned somewhere in the new specifications but they were heavy re-organized. You can have a look at all the Open GL version specifications on the opengl org website (I wanted to post a link but I can’t seem to post more than one).

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