/* the first bind of 1 will create the texture object */ glBindTextureEXT( GL_TEXTURE_2D, 1 ); /* define the texture image and parameterss */ glTexImage2D( GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_BYTE, img1 ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); /* the first bind of 2 will create the texture object */ glBindTextureEXT( GL_TEXTURE_2D, 2 ); /* define the texture image and parameters */ glTexImage2D( GL_TEXTURE_2D, 0, 4, 64, 64, 0, GL_RGBA, GL_BYTE, img2 ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); /* bind each texture object as scene is rendered */ glBindTextureEXT( GL_TEXTURE_2D, 1 ); <draw some primitive> glBindTextureEXT( GL_TEXTURE_2D, 2 ); <draw some primitive>There is also an example program in the source tree that demonstrates how to use texture objects.