here is the code im working with
#include <GL/gl.h>#include <GL/glu.h>#include <GL/glfw.h>#include <IL/il.h>#include <IL/ilu.h>#include <IL/ilut.h>#include <irrKlang/irrKlang.h>#include <iostream>#include <fstream>#include <string>#include <deque>#include <boost/timer.hpp>using namespace irrklang;using boost::timer;int main() { glfwInit(); if( !glfwOpenWindow( 512, 512, 8, 8, 8, 8, 8, 8, GLFW_WINDOW ) ) { glfwTerminate(); return 0; } glfwSetWindowTitle("GLFW Application"); ilInit(); iluInit(); ilutInit(); ilutRenderer(ILUT_OPENGL); ISoundEngine* engine = createIrrKlangDevice(); engine->play2D("prondisk.xm", true); glEnable( GL_TEXTURE_2D ); glEnable(GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); int width, height; int frame = 0; bool running = true; ILuint texid; GLuint tex; glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D, tex); ilGenImages(1, &texid); ilBindImage(texid); ilLoadImage("Zombie.png"); ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE); 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, ilGetInteger(IL_IMAGE_BPP), ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData()); ilDeleteImages(1, &texid); while(running) { glfwGetWindowSize( &width, &height ); height = height > 0 ? height : 1; glViewport( 0, 0, width, height ); glClearColor( 1.0f, 0.0f, 0.0f, 0.0f ); glClear( GL_COLOR_BUFFER_BIT ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluOrtho2D(0,width,height,0); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glBegin(GL_QUADS); glTexCoord2i(0, 0); glVertex2i(0, 0); glTexCoord2i(0, 1); glVertex2i(0, 64); glTexCoord2i(1, 1); glVertex2i(64, 64); glTexCoord2i(1, 0); glVertex2i(64, 0); glTexCoord2i(0, 0); glVertex2i(0, 32); glTexCoord2i(0, 1); glVertex2i(0, 96); glTexCoord2i(1, 1); glVertex2i(64, 96); glTexCoord2i(1, 0); glVertex2i(64, 32); glEnd(); glfwSwapBuffers(); if(glfwGetKey(GLFW_KEY_SPACE)) glfwOpenWindow( width, height, 8, 8, 8, 8, 8, 8, GLFW_FULLSCREEN); running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED); } glDeleteTextures(1,&tex); glfwTerminate(); return 0;}