Original Post
Ok I have the code below and it does not seem to be working! I don't know why it compiles but the images don't show on screen can any one tell me what I am doing wrong?
GLuint LoadTexture(char *filename) {
GLuint texID;
AUX_RGBImageRec *image = auxDIBImageLoad(filename);
glGenTextures(1, &texID);
glBindTexture(GL_TEXTURE_2D, texID);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, image->sizeX, image->sizeY, GL_RGB, GL_UNSIGNED_BYTE, image->data);
return texID;
}
GLuint waterId=LoadTexture("water.bmp");
GLuint redBuildingId=LoadTexture("orangebuild.bmp");
GLuint blueBuildingId=LoadTexture("water.bmp");
GLuint orangeBuildingId=LoadTexture("water.bmp");
static void background(){
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, waterId);
glBegin(GL_QUADS);
glColor3f(1,1,1);
glTexCoord2f(10.0f, 10.0f); glVertex2d(winL,winT);
glTexCoord2f(10.0f, 0.0f); glVertex2d(winL,winB);
glTexCoord2f(0.0f, 0.0f); glVertex2d(winR,winB);
glTexCoord2f(0.0f, 10.0f); glVertex2d(winR,winT);
glEnd();
}