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OpenGL bitmaps

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hi, ive just joined your community, and have started going through the openGl tutorials. i havent spent more than a day or two on them but i would like to know am i able to ask simple questions here? if not please could you inform me of where i can ask such simple questions. thanks, if i can ask them here, could someone please help with the simplest of methods. i am up busy understanding tut 1 to tut 7. i havent gone further and perhaps the solution lies there but what i want to know is... how do i map more than one bitmap on to say a cube. there is the data structure GLuint texture[6]; // Storage For 3 Textures i understand function LoadBMP() and i can see how one bitmap is loaded i.e. binded with nearest Filtered Texture, linear or mipmapped. but for instance if i didnt want to load different filters, but just different bitmaps, how could i go about this? load different bitmaps on each side of a cube. i can see i would need to do summthing like this in DrawGLScene(): glBindTexture(GL_TEXTURE_2D, texture[index]); glBegin(GL_QUADS); // Front Face glNormal3f( 0.0f, 0.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glEnd(); glBindTexture(GL_TEXTURE_2D, texture[index+1]); //backface glBegin(GL_QUADS); etc... glEnd(); the problem is i cant figure out how to initially store the different bitmaps into GLuint texture[6]; any help is greatly appreciated, thanks.

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well i seemed to figure it out myself. really simple,

AUX_RGBImageRec *TextureImage[2]; // adjust this as neccesarry and then repeat process for one bitmap.

so i guess the lesson is. try at least fifty times before you ask for help.


please let me know if i shouldnt ask such simple questions here.


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