The NameAllocator class is not only about Textures, so let's change a comment being related to it.
@@ -16,7 +16,7 @@ void NameAllocator::allocate(GLsizei count, GLuint* names)
m_free_names.pop();
} else {
// We're out of free previously allocated names. Let's allocate a new contiguous amount from the
- // last known texture name
+ // last known id
names[i] = m_last_id++;
}