   OpenGL Texturing
  Hi again,I have an issue with my code. The way I understand it is that when I have samplers in my shader code, I need to pass the texture through a texture unit:glActiveTexture(GL_TEXTURE8);glBindTexture(GL_TEXTURE_2D, glTextureHandle_);glUniform1i(location, 8);So what I'm doing here is binding my texture to the texture unit number 8, and then passing that to the shader, right?Problem is this: When that code executes, all other textures are rendered with the same texture as the first texture that was bound like this:glGenTextures( 1, &glTextureHandle_);glBindTexture( GL_TEXTURE_2D, glTextureHandle_);And before rendering set to use like this:glBindTexture( GL_TEXTURE_2D, glTextureHandle);What am I doing wrong? I assume that after setting the texture to the shader, I should somehow reset that texture state to be able to continue rendering normally?Thanks a lot.   
  For every single frame you need to callglActiveTexture(GL_TEXTURE0);glBindTexture(GL_TEXTURE_2D, glTextureHandle_0);glUniform1i(location, 0);glActiveTexture(GL_TEXTURE1);glBindTexture(GL_TEXTURE_2D, glTextureHandle_1);glUniform1i(location, 1);Obviously changint the 0 and 1 to the appropriate Texture Units you are using. Also, you only need to call the glUniform1i() function once for each time the shader is bound, I do this every frame because I'm constantly binding/unbinding shaders, and don't notice a performance decrease, however it has been said that you only require once.Can you show us your exact rendering and shader code, might help to narrow down the code?Many thanks