glBindTexture	- bind a named texture to a texturing target

	  void glBindTexture( GLenum target,
			      GLuint texture )

	  target   Specifies the target	to which the texture is	bound.
		   Must	be either GL_TEXTURE_1D	or GL_TEXTURE_2D.

	  texture  Specifies the name of a texture.

	  glBindTexture	lets you create	or use a named texture.
	  Calling glBindTexture	with
	  target set to	GL_TEXTURE_1D or GL_TEXTURE_2D and texture set
	  to the name of the newtexture	binds the texture name to the
	  target. When a texture is bound to a target, the previous
	  binding for that target is automatically broken.

	  Texture names	are unsigned integers. The value zero is
	  reserved to represent	the default texture for	each texture
	  target.  Texture names and the corresponding texture
	  contents are local to	the shared display-list	space (see
	  glXCreateContext) of the current GL rendering	context; two
	  rendering contexts share texture names only if they also
	  share	display	lists.

	  You may use glGenTextures to generate	a set of new texture

	  When a texture is first bound, it assumes the	dimensionality
	  of its target:  A texture first bound	to GL_TEXTURE_1D
	  becomes 1-dimensional	and a texture first bound to
	  GL_TEXTURE_2D	becomes	2-dimensional. The state of a 1-
	  dimensional texture immediately after	it is first bound is
	  equivalent to	the state of the default GL_TEXTURE_1D at GL
	  initialization, and similarly	for 2-dimensional textures.

	  While	a texture is bound, GL operations on the target	to
	  which	it is bound affect the bound texture, and queries of
	  the target to	which it is bound return state from the	bound
	  texture. If texture mapping of the dimensionality of the
	  target to which a texture is bound is	active,	the bound
	  texture is used.  In effect, the texture targets become
	  aliases for the textures currently bound to them, and	the
	  texture name zero refers to the default textures that	were
	  bound	to them	at initialization.

	  A texture binding created with glBindTexture remains active
	  until	a different texture is bound to	the same target, or
	  until	the bound texture is deleted with glDeleteTextures.

	  Once created,	a named	texture	may be re-bound	to the target
	  of the matching dimensionality as often as needed.  It is
	  usually much faster to use glBindTexture to bind an existing
	  named	texture	to one of the texture targets than it is to
	  reload the texture image using glTexImage1D or glTexImage2D.
	  For additional control over performance, use

	  glBindTexture	is included in display lists.

	  glBindTexture	is available only if the GL version is 1.1 or

	  GL_INVALID_ENUM is generated if target is not	one of the
	  allowable values.

	  GL_INVALID_OPERATION is generated if texture has a
	  dimensionality which doesn't match that of target.

	  GL_INVALID_OPERATION is generated if glBindTexture is
	  executed between the execution of glBegin and	the
	  corresponding	execution of glEnd.

	  glGet	with argument GL_TEXTURE_1D_BINDING
	  glGet	with argument GL_TEXTURE_2D_BINDING

	  glAreTexturesResident, glDeleteTextures, glGenTextures,
	  glGetTexParameter, glIsTexture, glPrioritizeTextures,
	  glTexImage1D,	glTexImage2D, glTexParameter