We create named texture objects by first setting the name of the current object. This is accomplished with a call to glBindTexture. Next, we establish the texture properties of the object through calls to glTexParameteri; these properties include the filter, the wrapping method to be applied and the mode (see the Texture Coordinates tutorial). We also must identify the image map that will be part of the object. The latter is done with a call to the ImageMap function setTexture.