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OpenGL opengl texture mapping problem :(

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Here is the source code for a small program I made... The program runs... But the texture will not display on the cube There are also no errors at compile time! Someone please help me I would be very grateful include "stdafx.h" #include <gl/gl.h> // standard OpenGL include #include <gl/glu.h> // OpenGL utilties #include <gl/glaux.h> #include <stdio.h> #include <stdlib.h> #include "Main.h" ////// Global Variables #define BITMAP_ID 0x4D42 BITMAPINFOHEADER bitmapInfoHeader; // bitmap info unsigned char* woodtexture; // the bitmap unsigned int wood; void render() { // do rendering here glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_2D); glLoadIdentity(); // reset modelview matrix InitializeTexture(); static float angle = 0.0f; angle = angle + 0.2f; // increase our rotation angle counter if (angle >= 360.0f) // if we''ve gone in a circle, reset counter angle = 0.0f; glTranslatef(0.0f,0.0f,-8.0f); // move back 5 units glRotatef(angle, 1.0f,1.0f,1.0f); // rotate along z-axis // set color to red DrawCube(); SwapBuffers(g_HDC); // bring backbuffer to foreground } void DrawCube() { glBindTexture(GL_TEXTURE_2D, wood); glBegin(GL_QUADS); //front face glTexCoord2f(1.0f,1.0f); glVertex3f(1.0,1.0,0.0); glTexCoord2f(1.0f,0.0f); glVertex3f(-1.0,1.0,0.0); glTexCoord2f(0.0f,0.0f); glVertex3f(-1.0,-1.0,0.0); glTexCoord2f(0.0f,1.0f); glVertex3f(1.0,-1.0,0.0); //back face glVertex3f(1.0,1.0,-2.0); glVertex3f(-1.0,1.0,-2.0); glVertex3f(-1.0,-1.0,-2.0); glVertex3f(1.0,-1.0,-2.0); //top face glVertex3f(1.0,1.0,0.0); glVertex3f(-1.0,1.0,0.0); glVertex3f(-1.0,1.0,-2.0); glVertex3f(1.0,1.0,-2.0); //bottom face glVertex3f(-1.0,-1.0,0.0); glVertex3f(1.0,-1.0,0.0); glVertex3f(1.0,-1.0,-2.0); glVertex3f(-1.0,-1.0,-2.0); //left face glVertex3f(-1.0,1.0,0.0); glVertex3f(-1.0,-1.0,0.0); glVertex3f(-1.0,-1.0,-2.0); glVertex3f(-1.0,1.0,-2.0); //right face glVertex3f(1.0,1.0,0.0); glVertex3f(1.0,-1.0,0.0); glVertex3f(1.0,-1.0,-2.0); glVertex3f(1.0,1.0,-2.0); glEnd(); } void InitializeTexture() { woodtexture = LoadBitmapFile("wood.bmp", &bitmapInfoHeader); glGenTextures(1, &wood); glBindTexture(GL_TEXTURE_2D, wood); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 90, 90, 0, GL_RGB, GL_UNSIGNED_BYTE, woodtexture); } unsigned char *LoadBitmapFile(char *filename, BITMAPINFOHEADER *bitmapInfoHeader) { FILE *filePtr; // the file pointer BITMAPFILEHEADER bitmapFileHeader; // bitmap file header unsigned char *bitmapImage; // bitmap image data int imageIdx = 0; // image index counter unsigned char tempRGB; // swap variable // open filename in "read binary" mode filePtr = fopen(filename, "rb"); if (filePtr == NULL) return NULL; // read the bitmap file header fread(&bitmapFileHeader, sizeof(BITMAPFILEHEADER), 1, filePtr); // verify that this is a bitmap by checking for the universal bitmap id if (bitmapFileHeader.bfType != BITMAP_ID) { fclose(filePtr); return NULL; } // read the bitmap information header fread(bitmapInfoHeader, sizeof(BITMAPINFOHEADER), 1, filePtr); // move file pointer to beginning of bitmap data fseek(filePtr, bitmapFileHeader.bfOffBits, SEEK_SET); // allocate enough memory for the bitmap image data bitmapImage = (unsigned char*)malloc(bitmapInfoHeader->biSizeImage); // verify memory allocation if (!bitmapImage) { free(bitmapImage); fclose(filePtr); return NULL; } // read in the bitmap image data fread(bitmapImage, 1, bitmapInfoHeader->biSizeImage, filePtr); // make sure bitmap image data was read if (bitmapImage == NULL) { fclose(filePtr); return NULL; } // swap the R and B values to get RGB since the bitmap color format is in BGR for (imageIdx = 0; imageIdx < bitmapInfoHeader->biSizeImage; imageIdx+=3) { tempRGB = bitmapImage[imageIdx]; bitmapImage[imageIdx] = bitmapImage[imageIdx + 2]; bitmapImage[imageIdx + 2] = tempRGB; } // close the file and return the bitmap image data fclose(filePtr); return bitmapImage; }

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Looks to me like you have a badly sized texture (90x90). Textures need to be symmetric (width = height), and the dimensions need to be a power of 2 (1x1, 2x2, 32x32, 64x64, etc).

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I belive in what DC_Tsunami said, still a small correction, the texture size needs to have a width and height of 2^n size, allthough, n can be diferent for each one. Meaning, you have to have sizes that are powers of two, but you can have non symetric texture sizes, these texture sizes, 64x128, 64x512, 128x1024, 1280x64, are all legal sizes. Take some atention though to the maximum texture size allowed by your opengl version.

glGetIntegerv(GL_MAX_TEXTURE_SIZE, &temp);
printf("MAX TEX SIZE=%d\n",temp);

"Follow the white rabbit."

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