, . , , .
However, this is even the best idea for separating problems: let low-level openGL cope with low-level materials, and your (thin, thick, as you want) layer of abstraction will make the material of a higher level.
So, create an oglWrapper :: BindTexture function that does if (), but you should not play with LD, even if it is technically possible.
[EDIT] This is actually not in the ogl specification, but still.
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