The first function call switches on the ability to use two-dimensional images. GlEnable (GL_TEXTURE_2D) glEnable (GL_BLEND) glBlendFunc (GL_ONE, GL_SRC_COLOR) Turning Things On In order to use textures, we need to flip some switches in OpenGL to enable the features we need: Simple geometries with texture maps render much faster than complex geometries using materials. Or you could create a single square out of two triangles (four vertices) and map a picture of a brick wall onto the square. You could, of course, create a complex object with thousands of vertices to define the shape of the individual bricks and the recessed lines of mortar between the bricks. Say you wanted to create a brick wall in a game. This is a handy options that can give you good looking objects while saving a lot of processor cycles. An alternative to creating materials in OpenGL ES to define the color of a polygon is to map a texture onto that polygon.