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 (...);
}
