code: public static void glBindTexture(int target, int textureID)
      {
          checkContextCompatibility();
          nglBindTexture(target, WebGLObjectMap.get().toTexture(textureID));
      }
docs: <p>{@code glBindTexture} lets you create or use a named texture. Calling {@code glBindTexture} with target set to
  {@link #GL_TEXTURE_2D}, {@link #GL_TEXTURE_CUBE_MAP}, and texture set to the name of the new texture binds the
  texture name to the target. When a texture is bound to a target, the previous binding for that target is
  automatically broken.</p>
  
  <p>{@link #GL_INVALID_ENUM} is generated if target is not one of the allowable values.</p>
  
  <p>{@link #GL_INVALID_VALUE} is generated if target is not a name returned from a previous call to {@link
  #glCreateTexture()}.</p>
  
  <p>{@link #GL_INVALID_OPERATION} is generated if texture was previously created with a {@code target} that
  doesn't match that of {@code target}.</p>
  
  @param target    Specifies the target to which the texture is bound. Must be either {@link #GL_TEXTURE_2D} or
  {@link #GL_TEXTURE_CUBE_MAP}.
  @param textureID Specifies the name of a texture.