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OpenGL OpenGL woes! Blank image

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Iv been trying to get OpenGL up and running with SDL, and be able to basically draw textured quads as images would be for SDL. I get this screen when i blit a little 128*128 image Any idea in what im doing wrong. Would it be the blitting code, or the actual setting up OpenGL code? Setup Code
	//Set up the screen 
	if (Renderer==OpenGL)
	Screen = SDL_SetVideoMode( Width, Height, Depth, SDL_OPENGL | SDL_HWSURFACE | SDL_HWPALETTE | SDL_DOUBLEBUF );
	//Initialize OpenGL 
	//Set clear color
    glClearColor( 0, 0, 0, 0 );
    //Set projection
    glMatrixMode( GL_PROJECTION );
    glOrtho( 0, Width, Height, 0, -1, 1 );
    //Initialize modelview matrix
    glMatrixMode( GL_MODELVIEW );
		//If there was any errors
		if( glGetError() != GL_NO_ERROR )
			WriteLine(Error,"Error in OpenGL setup");    
			WriteLine(Custom,"OpenGL setup");

Loading image code ogl=GLuint class member sdl=SDL_Surface* class member
	sdl = IMG_Load(filename.c_str());
        //Transform the image to the current dislay settings
	sdl = SDL_DisplayFormat( sdl );
        //Store width and height

	// Have OpenGL generate a texture object handle for us
		glGenTextures( 1, &ogl );
		// Bind the texture object
		glBindTexture( GL_TEXTURE_2D, ogl );
		// Set the texture's stretching properties
		// Edit the texture object's image data using the information SDL_Surface gives us
		glTexImage2D( GL_TEXTURE_2D, 0, 3, sdl->w, sdl->h, 0,
	                    GL_RGB, GL_UNSIGNED_BYTE, sdl->pixels );

Drawing Code
		// Bind the texture to which subsequent calls refer to
		glBindTexture( GL_TEXTURE_2D, ogl );
		glBegin( GL_QUADS );
			//Top-left vertex (corner)
			glTexCoord2i( 0, 0 );
			glVertex3f( xx, yy, 0.0f );
			//Bottom-left vertex (corner)
			glTexCoord2i( 1, 0 );
			glVertex3f( xx, yy+h, 0 );
			//Bottom-right vertex (corner)
			glTexCoord2i( 1, 1 );
			glVertex3f( xx+w, yy+h, 0 );
			//Top-right vertex (corner)
			glTexCoord2i( 0, 1 );
			glVertex3f( xx+w, yy, 0 );

[Edited by - ConorH on October 2, 2007 11:00:50 AM]

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hmm, I _think_ the problem is with glTexCoord2i. glTexCoord2i texture coordinates are in pixels, right? glTexCoord2f would range from 0 to 1.

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