void setupOpenGL (void) { glEnable (GL_TEXTURE_2D); } void loadAllTextures (void) { glBindTexture (..., 1); glPixelStorei (...); glTexParameteri (...); glTexEnvf (...); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, imageWidth, imageHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData); glBindTexture (..., 2); glPixelStorei (...); glTexParameteri (...); glTexEnvf (...); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, imageWidth2, imageHeight2, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData2); glBindTexture (..., 3); glPixelStorei (...); glTexParameteri (...); glTexEnvf (...); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, imageWidth3, imageHeight3, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData3); glBindTexture (..., 3); glPixelStorei (...); glTexParameteri (...); glTexEnvf (...); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, imageWidth3, imageHeight3, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData3); } void drawTextureObjects (void) { glBindTexture (..., 1); glBegin (...); glVertex (...); glTexCoord (...); glEnd (...); glBindTexture (..., 2); glBegin (...); glVertex (...); glTexCoord (...); glEnd (...); glBindTexture (..., 3); glBegin (...); glVertex (...); glTexCoord (...); glEnd (...); glBindTexture (..., 4); glBegin (...); glVertex (...); glTexCoord (...); glEnd (...); }