Yes. bind
it again and call. glGetTexImage()
If you do not want to bind to the texture that is currently mapped, you can bind it to another texture unit. A texture block is a container that contains an associated texture. you can have one texture attached to each texture unit. OpenGL 2.1 requires that an implementation have at least 2 texture units. The standard texture unit that you regularly use is the unit 0. To switch the current call to the texture unit glActiveTexture():
glActiveTexture(GL_TEXTURE1);
glBindTexture(texid);
glGetTexImage(...);
glActiveTexture(GL_TEXTURE0);
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