What are the basic steps for performing texture mapping?
At the bare minimum, a texture map must be specified, texture mapping must be enabled, and appropriate texture coordinates must be set at each vertex. While these steps will produce a texture mapped primitive, typically they don’t meet the requirements of most OpenGL 1.2 applications. Use the following steps instead. • Create a texture object for each texture in use. The texture object stores the texture map and associated texture parameter state. See question 21.070 for more information on texture objects. • Store each texture map or mipmap pyramid in its texture object, along with parameters to control its use. • On systems with limited texure memory, set the priority of each texture object with glPrioritizeTextures() to minimize texture memory thrashing. • Whem your application renders the scene, bind each texture object before rendering the geomtry to be texture mapped. Enable and disable texture mapping as needed.