Original Post
glBindTexture(GL_TEXTURE_2D, textures[3]);
textureData = LoadBitmapFile("rockstileable.bmp", &textureInfoHeader);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, textureInfoHeader.biWidth, textureInfoHeader.biHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, textureData);