Getting the same name from glGenTexture and displaying the same texture is not the same thing.
Texture names are integers at the discretion of the context, usually starting at 1 and increasing with each glGenTexture, but not necessarily so. Implementation is not required to work that way (although most of them). However, theoretically, you can get a more or less "random" number, for example, an integer that increases for any object (i.e. Not only textures, but also buffers and shaders) or even a 32-bit pointer address in the address space of the driver or some other esoteric thing. There is no requirement that the name be anything specific.
In legacy OpenGL, you can even create your own names instead of using glGenTexture, but now this is no longer legal. I'm not sure what they thought when it was allowed, but anyway ... :)
() , , . , , , .
, wglCreateContextAttribsARB, ( null). , , glShareLists. , .