gl.glBindTexture(GL.GL_TEXTURE_2D, staticTextureIDs[CA_TEXTURE_INITIAL_MAP]); gl.glEnable(GL.GL_TEXTURE_2D);
initialMapTex.bind(); initialMapTex.enable();
  private void drawInteriorBoundaryObjects(GL gl) {    gl.glDisable(GL.GL_REGISTER_COMBINERS_NV);        gl.glActiveTexture(GL.GL_TEXTURE0);    gl.glBindTexture(GL.GL_TEXTURE_2D, staticTextureIDs[CA_TEXTURE_INITIAL_MAP]);    gl.glEnable(GL.GL_TEXTURE_2D);    gl.glEnable(GL.GL_ALPHA_TEST);    // disable other texture units.    for (int i = 1; i < 4; i++) {      gl.glActiveTexture(GL.GL_TEXTURE0 + i);      gl.glDisable(GL.GL_TEXTURE_2D);    }        gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);    gl.glEnable(GL.GL_BLEND);    gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]);    if (spinLogo) {      gl.glActiveTexture(GL.GL_TEXTURE0);      gl.glBindTexture(GL.GL_TEXTURE_2D, staticTextureIDs[CA_TEXTURE_SPIN]);      gl.glMatrixMode(GL.GL_MODELVIEW);      gl.glPushMatrix();      gl.glRotatef(angle, 0, 0, 1);      angle += 1;      gl.glCallList(displayListIDs[CA_DRAW_SCREEN_QUAD]);      gl.glPopMatrix();    }    gl.glDisable(GL.GL_ALPHA_TEST);    gl.glDisable(GL.GL_BLEND);  }