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OpenGL strange texturing error

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When I try to texture-map, the textures are oriented correctly and everything, but are tinted slighly orange. I don't think it's my computer or monitor so what's teh deal? Here is my code:
#include <SDL.h>
#include <sdl_opengl.h>

#include <stdio.h>
#include <stdlib.h>

// screen width, height, and bit depth
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int SCREEN_BPP = 16;

// game constants
const int COMPUTERS_TURN = 0;
const int PLAYERS_TURN = 1;

const int EMPTY_SPACE = 0;
const int COMPUTER_SPACE = 1;
const int PLAYER_SPACE = 2;

// Flags to pass to SDL_SetVideoMode
int videoFlags;

// This is our SDL surface
SDL_Surface * surface;

GLuint texture[1]; // Storage for one texture

void Quit(int returnCode);
int resizeWindow(int width, int height);
void handleKeyPress(SDL_keysym * keysym);
int LoadGLTextures();
int initGL(GLvoid);

void drawQuad(GLfloat x, GLfloat y);
int drawGLScene(GLvoid);

int main(int argc, char ** argv)
{
	// game variables
	int turn;
	int board[9] = {0,0,0,0,0,0,0,0,0}; // The square numbers are:
										// 0 1 2
										// 3 4 5
										// 6 7 8
	bool gameover = false;

	
	// main loop variable
    int done = FALSE;
    
	// used to collect events
    SDL_Event event;
    
	// this holds some info about our display
    const SDL_VideoInfo * videoInfo;
    
	// whether or not the window is active
    int isActive = TRUE;

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

    // Fetch the video info
    videoInfo = SDL_GetVideoInfo();

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

    // the flags to pass to SDL_SetVideoMode
    videoFlags  = SDL_OPENGL;						// Enable OpenGL in SDL
    videoFlags |= SDL_GL_DOUBLEBUFFER;				// Enable double buffering
    videoFlags |= SDL_HWPALETTE;					// Store the palette in hardware
    videoFlags |= SDL_RESIZABLE;					// Enable window resizing

    // This checks to see if surfaces can be stored in memory
    if (videoInfo->hw_available)
		videoFlags |= SDL_HWSURFACE;
    else
		videoFlags |= SDL_SWSURFACE;

    // This checks if hardware blits can be done
    if (videoInfo->blit_hw)
		videoFlags |= SDL_HWACCEL;

    // Sets up OpenGL double buffering
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

    // get a SDL surface
    surface = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,
				videoFlags);

    // Verify there is a surface
    if (!surface)
	{
	    fprintf(stderr, "Video mode set failed: %s\n", SDL_GetError());
	    Quit(1);
	}

	// Set window caption
	SDL_WM_SetCaption("Tic Tac Toe - Press F1 to switch to fullscreen", NULL);

    // initialize OpenGL
    if (initGL() == FALSE)
	{
	    fprintf(stderr, "Could not initialize OpenGL.\n");
	    Quit(1);
	}

    // Resize the initial window
    resizeWindow(SCREEN_WIDTH, SCREEN_HEIGHT);

    // wait for events
    while (!done)
	{
	    // handle the events in the queue

	    while (SDL_PollEvent(&event))
		{
		    switch(event.type)
			{
				case SDL_ACTIVEEVENT:
				{
					// Something's happened with our focus
				    // If we lost focus or we are iconified, we
				    // shouldn't draw the screen
			    
				    if (event.active.gain == 0)
						isActive = FALSE;
				    else
						isActive = TRUE;
				    break;
				}
				case SDL_VIDEORESIZE:
				{
				    // handle resize event
				    surface = SDL_SetVideoMode(event.resize.w,
								event.resize.h,
								16, videoFlags);
					if (!surface)
					{
					    fprintf(stderr, "Could not get a surface after resize: %s\n", SDL_GetError());
					    Quit(1);
					}
					resizeWindow(event.resize.w, event.resize.h);

					initGL();
					break;
				}
				case SDL_KEYDOWN:
				{
				    // handle key presses
				    handleKeyPress(&event.key.keysym);
				    break;
				}
				case SDL_QUIT:
				{
					// handle quit requests
					done = TRUE;
					break;
				}
			
				default:
					break;
			}
		}

	    // draw the scene
	    if (isActive)
		drawGLScene();
	}

    // clean ourselves up and exit
    Quit(0);

    // Should never get here
    return(0);
}

// function to release/destroy our resources and restoring the old desktop
void Quit(int returnCode)
{
    // clean up the window
    SDL_Quit();

    // and exit appropriately
    exit(returnCode);
}

// function to reset our viewport after a window resize
int resizeWindow(int width, int height)
{
    // Height / width ration
    GLfloat ratio;

    // Protect against a divide by zero
    if (height == 0)
	height = 1;

    ratio = (GLfloat)width / (GLfloat)height;

    // Setup our viewport.
    glViewport(0,0, (GLint)width,(GLint)height);

    // change to the projection matrix and set our viewing volume.
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    // Set our perspective
    gluPerspective(45.0f, ratio, 0.1f, 100.0f);

    // Make sure we're changing the model view and not the projection
    glMatrixMode(GL_MODELVIEW);

    // Reset the view
    glLoadIdentity();

    return(TRUE);
}

// function to handle key press events
void handleKeyPress(SDL_keysym * keysym)
{
    switch (keysym->sym)
	{
		case SDLK_ESCAPE:
		{
			// ESC key was pressed
			Quit(0);
			break;
		}
		case SDLK_F1:
		{
			// F1 key was pressed
		    // this toggles fullscreen mode
		    // the flags to pass to SDL_SetVideoMode
			surface = SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,videoFlags^=SDL_FULLSCREEN);
			resizeWindow(SCREEN_WIDTH,SCREEN_HEIGHT);

			// Verify there is a surface
			if (!surface)
			{
				fprintf(stderr, "Video mode set failed: %s\n", SDL_GetError());
				Quit(1);
			}
			
			break;
		}
		default:
		{
		    break;
		}
	}

    return;
}

// function to load in bitmap as a GL texture
int LoadGLTextures()
{
	// Status indicator
	int Status = FALSE;

	// Create storage space for the texture
	SDL_Surface * TextureImage[1]; 

	// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
	if ((TextureImage[0] = SDL_LoadBMP("square.bmp")))
    {

		// Set the status to true
		Status = TRUE;

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

		// Typical Texture Generation Using Data From The Bitmap
		glBindTexture(GL_TEXTURE_2D, texture[0]);

		// Generate The Texture
		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->w,
			  TextureImage[0]->h, 0, GL_RGB,
			  GL_UNSIGNED_BYTE, TextureImage[0]->pixels);

	    // Linear Filtering
	    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	}

    // Free up any memory we may have used
    if (TextureImage[0])
		SDL_FreeSurface(TextureImage[0]);

    return Status;
}

// general OpenGL initialization function
int initGL(GLvoid)
{
	/* Load in the texture */
    if (!LoadGLTextures())
	return FALSE;

    /* Enable Texture Mapping ( NEW ) */
    glEnable(GL_TEXTURE_2D);
    
	// Enable smooth shading
    glShadeModel(GL_SMOOTH);

    // Set the background black
    glClearColor(0.0f,0.0f,0.0f,0.0f);

    // Depth buffer setup
    glClearDepth(1.0f);

    // Enables depth testing
    glEnable(GL_DEPTH_TEST);

    // The type of depth test to do
    glDepthFunc(GL_LEQUAL);

    // Really nice perspective calculations
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

    return 1;
}

void drawQuad(GLfloat x, GLfloat y)
{
	glBegin(GL_QUADS);
		glTexCoord2f( 1.0f, 1.0f );glVertex3f(x,  y, 0.0);  // bottom right
		glTexCoord2f( 1.0f, 0.0f );glVertex3f(x,  y+2,0.0); // top right
		glTexCoord2f( 0.0f, 0.0f );glVertex3f(x-2,y+2,0.0); // top left
		glTexCoord2f( 0.0f, 1.0f );glVertex3f(x-2,y,  0.0); // bottom left
	glEnd();
}

// Here goes our drawing code
int drawGLScene(GLvoid)
{
    // These are to calculate our fps
    static GLint T0     = 0;
    static GLint Frames = 0;

    // Clear the screen and the depth buffer
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();

	// draw code goes here
	
	glTranslatef(0.0,0.0,-13.0);
	/* Select Our Texture */
    glBindTexture( GL_TEXTURE_2D, texture[0] );

	// row 1
	drawQuad(-1.0f,1.0);  // 0
	drawQuad( 1.0f,1.0);  // 1
	drawQuad( 3.0f,1.0);  // 2
	
	// row 2
	drawQuad(-1.0f,-1.0); // 3
	drawQuad(1.0f,-1.0);  // 4
	drawQuad(3.0f,-1.0);  // 5

	// row 2
	drawQuad(-1.0f,-3.0); // 6
	drawQuad(1.0f,-3.0);  // 7
	drawQuad(3.0f,-3.0);  // 8
	
    // Draw it to the screen
    SDL_GL_SwapBuffers();

    // Gather our frames per second
    Frames++;
    {
		GLint t = SDL_GetTicks();
		if (t - T0 >= 5000)
		{
		    GLfloat seconds = (t - T0) / float(1000.0);
		    GLfloat fps = Frames / seconds;
			printf("%d frames in %g seconds = %g FPS\n", Frames, seconds, fps);
		    T0 = t;
			Frames = 0;
		}
    }

    return 1;
}

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Ok, I think I figured out the problem: I changed the code:
glTexImage2D( GL_TEXTURE_2D, 0, 3, TextureImage[0]->w,
TextureImage[0]->h, 0, GL_BGR,
GL_UNSIGNED_BYTE, TextureImage[0]->pixels );



to
glTexImage2D( GL_TEXTURE_2D, 0, 3, TextureImage[0]->w,
TextureImage[0]->h, 0, GL_RGB,
GL_UNSIGNED_BYTE, TextureImage[0]->pixels )


I did this b/c it my compiler didn't recognize GL_BGR, but that caused it to invert the colors. I then changed it GL_RGB to GL_RGB_EXT and it now works fine, I just have one question. Is my app still portable or is GL_RGB_EXT a windows only constant? If so, is there a work around?

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use
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, TextureImage[0]->w,
TextureImage[0]->h, 0, GL_BGR,
GL_UNSIGNED_BYTE, TextureImage[0]->pixels )

and include this file somewhere glext.h (get from www.opengl.org)
use BGR not BGR_EXT, also use RGB not 3

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