GLuint texture[1];
AUX_RGBImageRec *TextureImage[1];
AUX_RGBImageRec *LoadBMP(char* filename)
{
FILE* file=NULL;
if (!filename)
{
return NULL;
}
file=fopen(filename,"r");
if (file)
{
fclose(file);
return auxDIBImageLoad(filename);
}
return NULL;
}
...
...
...
TextureImage[0] = LoadBMP("Tex.bmp");
glShadeModel( GL_SMOOTH );
glBindTexture(GL_TEXTURE_2D, texture[0]);
glGenTextures(1, &texture[0]);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY,GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri( GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glBegin (GL_POLYGON);
...