Opengl + SDL + DevIL Problem

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0 comments, last by Zen721 17 years, 12 months ago
I don't know where is a problem, My image won't load on Quad but quad is loaded : #include <windows.h> #include <SDL.h> #include <SDL_opengl.h> #include <SDL_main.h> #include <il/il.h> #include <stdlib.h> #include <GL/gl.h> #include <GL/glut.h> int main(int argc, char** argv) { SDL_Event event; ILuint texid; //nazwa zdjecia ILboolean success; //wartosc dla zwrotu z zapytania czy zostalo zaladowne zdjecie GLuint image; int finished; SDL_Init(SDL_INIT_VIDEO); SDL_SetVideoMode(640, 480, 32, SDL_OPENGL | SDL_HWSURFACE); glViewport(0, 0, 640, 480); glEnable(GL_TEXTURE_2D); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0.0, 640.0, 480.0, 0.0, 0.0, 100.0); glMatrixMode(GL_MODELVIEW); glClearColor(0.0, 0.0, 0.0, 0.0); glClearDepth(0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if(ilGetInteger(IL_VERSION_NUM) < IL_VERSION) { return -1; } ilInit(); ilGenImages(1, &texid); ilBindImage(texid); success = ilLoadImage("Logo.jpg"); // Loading image if (success) { success = ilConvertImage (IL_RGBA , IL_UNSIGNED_BYTE); //Convert colors into unsigned byte if (!success) { return -1; } glGenTextures(1, ℑ); //Texture name generator glBindTexture(GL_TEXTURE_2D, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, ilGetInteger(IL_IMAGE_BPP), ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData()); //Texture specification } else { SDL_Quit(); return -1; } //ilDeleteImages(1, &texid); //because we copied image to the texture data //Main Loop finished = 0; while(!finished) { while (SDL_PollEvent(&event)) { switch ((event.type)) { case SDL_KEYDOWN: if (event.key.keysym.sym == SDLK_ESCAPE) finished = 1; break; case SDL_QUIT: finished = 1; break; } } //draw a Quad glBegin(GL_QUADS); glTexCoord2i(0,0); glVertex2i(0, 0); glTexCoord2i(0,1); glVertex2i(0, 480); glTexCoord2i(1,1); glVertex2i(640,480 ); glTexCoord2i(1,0); glVertex2i(640, 0); glEnd(); SDL_GL_SwapBuffers(); glFlush(); } glDeleteTextures(1, ℑ); SDL_Quit(); return 0; } Please help Me
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Please for averyone plaease remember this:
1)File on declarated place
2)256x256
:)

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