- 
glBindTexture() creates and uses texture objects
 
 
 
 
 
 
 
 
void init(void)
{ 
   glClearColor (0.0, 0.0, 0.0, 0.0);
   glShadeModel(GL_FLAT);
   glEnable(GL_DEPTH_TEST);
   makeCheckImages();
   glPixelStorei(GL_UNPACK_ALIGNMENT,
1);
   glGenTextures(2,
texName);
   glBindTexture(GL_TEXTURE_2D,
texName[0]);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_CLAMP);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
GL_CLAMP);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
                  
GL_NEAREST);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                  
GL_NEAREST);
   glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
checkImageWidth,
               
checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
               
checkImage);
   glBindTexture(GL_TEXTURE_2D,
texName[1]);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_CLAMP);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
GL_CLAMP);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
                  
GL_NEAREST);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                  
GL_NEAREST);
   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,
GL_DECAL); 
   glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
checkImageWidth,
               
checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
               
otherImage);
   glEnable(GL_TEXTURE_2D);
}