Okay, so I know in OpenGL you create a texture ID with glBindTexture(...)
A few questions..
Does this create an ID you tell it to create? If you bind a texture, you have to give it an ID yourself? Or does it have some kind of stack in the background so you don't ever repeat texture ID's?
I'm having issues in creating a generic bitmap texture object because I need to generate ID's for glBindTexture without repeating them..
I basically want to have a Bitmap class with a pointer to the bitmap data in memory in it as well as an ID..
So when I want to texture something (by way of my resource manager), I can do this easily because I can access any texture via the resource manager based on a texture string.