Since the program uses only one image map and, in turn, only one texture object, we define the properties of the object without naming the object. We establish the texture properties through calls to glTexParameteri; these properties include the filter, the wrapping method to be applied and the mode (see the Texture Coordinates tutorial). We have set the environment mode of the texture to GL_REPLACE and, in turn, the colors of the image map are used without illumination calculations being performed. Last, we blind the image map that is applied with the call to the ImageMap function setTexture.