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glBindTexture...SDL_Surface...?

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To help me focus on 3d programming ive always used SDL_Surface to hold my texture objects, like this SDL_Surface *texture; ... texture = SDL_LoadBMP("sometexture.bmp"); Then i just use the glTexImage2d before the rendering, and i realize this is slow but im still learning. I am now trying to get further and optimize my code, so i tryed to use the glBindTexture, well, it doesnt really like me feeding it an sdl_surface, so i tryed turning the texture into a GLuint, but then the SDL_LoadBMP command gets cranky... How can use the sdl_loadbmp and be able to bind the texture it loads?

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This should work

        int LoadBmp(char* filename, GLuint* data)
{
SDL_Surface* bmpFile = SDL_LoadBMP(filename);

h = bmpFile->h;
w = bmpFile->w;

glPixelStorei(GL_UNPACK_ALIGNMENT,4);

glGenTextures(1,&data);
glBindTexture(GL_TEXTURE_2D,data);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);

gluBuild2DMipmaps(GL_TEXTURE_2D,3,bmpFile->w, bmpFile->h,GL_BGR_EXT, GL_UNSIGNED_BYTE,bmpFile->pixels);

SDL_FreeSurface(bmpFile);

return 0;
}

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