If you want just only draw the texture (even lighthing), it is not necesary a white color before draw the texture if you only want draw the texture. You only just specify the coordenates before the vertex in draw function, like this example:
void dibujarTexturaIluminacionPlana(GLuint texName){
glShadeModel(GL_FLAT); //Flat model ilumination
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texName);
glBegin(GL_TRIANGLES);
for(int i=0; i<caras.size(); i++){
glNormal3f(normales[i].x, normales[i].y, normales[i].z);
glTexCoord2f(cTs[caras[i]._0].x, cTs[caras[i]._0].y);
glVertex3f(vertices[caras[i]._0].x, vertices[caras[i]._0].y ,vertices[caras[i]._0].z);
glTexCoord2f(cTs[caras[i]._1].x, cTs[caras[i]._1].y);
glVertex3f(vertices[caras[i]._1].x, vertices[caras[i]._1].y ,vertices[caras[i]._1].z);
glTexCoord2f(cTs[caras[i]._2].x, cTs[caras[i]._2].y);
glVertex3f(vertices[caras[i]._2].x, vertices[caras[i]._2].y ,vertices[caras[i]._2].z);
}
glEnd();
glFlush();
glDisable(GL_TEXTURE_2D);
}
Wherein caras is "faces", normales is "normal" and vertices is "vertex".
So, if you want draw the texture, only you call the function.
glEnable(GL_LIGHTING);
figuraPerfilCompleto.dibujarTexturaIluminacionPlana2(texturas[0]);
glDisable(GL_LIGHTING);
Is not necesary call to glTexEnv...