Defining a texture is a significant amount of work - it involves transferring all of the image data to the graphics hardware.
Named textures let you assign an ID to a texture, so that it can be sent to the hardware once, and then used again later by just "binding" the texture's name.
GLuint textureID1; glGenTextures(1, &textureID1); glBindTexture(GL_TEXTURE_2D, textureID1);