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OpenGL Binding a texture with SDL + Opengl

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I've tried several methods for getting a textured quad and they all are only producing a rectangle. Can you look at my code and see what you think is the deal?
#include <windows.h>
#include <SDL/SDL.h>
#include "SDL_OpenGL.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include	<gl\glaux.h>
#include "pTexture.h"
#include <stdio.h>
#include <stdlib.h>
		
pTexture	you;
GLuint	texture[1];	
static GLboolean should_rotate = GL_TRUE;
int timez=0;
static void quit( int code )
{
SDL_Quit( );
exit( code );
}
AUX_RGBImageRec *LoadBMP(char *Filename)			// Loads A Bitmap Image
{
	FILE *File=NULL;					// File Handle

	if (!Filename)						// Make Sure A Filename Was Given
	{
		return NULL;					// If Not Return NULL
	}

	File=fopen(Filename,"r");				// Check To See If The File Exists

	if (File)						// Does The File Exist?
	{
		fclose(File);					// Close The Handle
		return auxDIBImageLoad(Filename);		// Load The Bitmap And Return A Pointer
	}
	return NULL;						// If Load Failed Return NULL
}
static void handle_key_down( SDL_keysym* keysym )
{
switch( keysym->sym ) {
case SDLK_ESCAPE:
quit( 0 );
break;
default:
break;
}
}
int LoadGLTextures()                                    // Load Bitmaps And Convert To Textures
{
        int Status=FALSE;                               // Status Indicator

        AUX_RGBImageRec *TextureImage[1];               // Create Storage Space For The Texture

        memset(TextureImage,0,sizeof(void *)*1);        // Set The Pointer To NULL

        // Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
        if (TextureImage[0]=LoadBMP("you.bmp"))
        {
                Status=TRUE;                            // Set The Status To TRUE

                glGenTextures(1, &texture[0]);          // Create One Texture

                // Create Linear Filtered Texture
                glBindTexture(GL_TEXTURE_2D, texture[0]);
                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, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
        }
        if (TextureImage[0])                            // If Texture Exists
        {
                if (TextureImage[0]->data)              // If Texture Image Exists
                {
                        free(TextureImage[0]->data);    // Free The Texture Image Memory
                }

                free(TextureImage[0]);                  // Free The Image Structure
        }

        return Status;                                  // Return The Status
}
static void process_events( void )
{
SDL_Event event;

while( SDL_PollEvent( &event ) ) {
switch( event.type ) {
case SDL_KEYDOWN:
handle_key_down( &event.key.keysym );
break;
case SDL_QUIT:
quit( 0 );
break;
}
}
}

static void draw_screen( void )
{
		
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

	
	glLoadIdentity();								// Reset The View Before We Draw Each Star
		glTranslatef(0.0f,0.0f,-15.0f);					// Zoom Into The Screen (Using The Value In 'zoom')

		glBindTexture(GL_TEXTURE_2D, texture[0]);	
			glBegin(GL_QUADS);
				glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,-1.0f, 0.0f);
				glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,-1.0f, 0.0f);
				glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 0.0f);
				glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f);
			glEnd();	
    SDL_GL_SwapBuffers( );
}

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)		// Resize And Initialize The GL Window
{
	if (height==0)										// Prevent A Divide By Zero By
	{
		height=1;										// Making Height Equal One
	}

	glViewport(0,0,width,height);						// Reset The Current Viewport

	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
	glLoadIdentity();									// Reset The Projection Matrix

	// Calculate The Aspect Ratio Of The Window
	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glLoadIdentity();									// Reset The Modelview Matrix
}

static void setup_opengl( int width, int height )
{

		LoadGLTextures()		;					// Jump To Texture Loading Routine


	glEnable(GL_TEXTURE_2D);							// Enable Texture Mapping
	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
	glClearDepth(1.0f);									// Depth Buffer Setup
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
	glBlendFunc(GL_SRC_ALPHA,GL_ONE);					// Set The Blending Function For Translucency
	glEnable(GL_BLEND);
}

int main( int argc, char* argv[] )
{
const SDL_VideoInfo* info = NULL;

int width = 0;
int height = 0;

int bpp = 0;

int flags = 0;

if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {
fprintf( stderr, "Video initialization failed: %s\n",
SDL_GetError( ) );
quit( 1 );
}

info = SDL_GetVideoInfo( );

if( !info ) {
fprintf( stderr, "Video query failed: %s\n",
SDL_GetError( ) );
quit( 1 );
}

   
width = 640;
height = 480;
bpp = info->vfmt->BitsPerPixel;

SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );

flags = SDL_OPENGL;

if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) {
fprintf( stderr, "Video mode set failed: %s\n",
SDL_GetError( ) );
quit( 1 );
}
ReSizeGLScene(width, height);
setup_opengl( width, height );


while( 1 ) {
        process_events( );

        draw_screen( );
}
    return 0;
}


Thanks in advance cp

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