// .. snip ..
void init(void)
{
// Set up your OpenGL settings
glEnable(GL_TEXTURE_2D);
glGenTextures(1,texName); // texName is an usigned int
glBindTexture(GL_TEXTURE_2D,texName);
// Bilinear filtering
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
// Now, load your texture
// I'm assuming the variable name is texPtr
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,256,256,0,GL_RGBA,GL_UNSIGNED_BYTE,texImage);
}
// .. snip ..
void display()
{
// Prerender stuff
glBegin(GL_QUADS);
glTexCoord2f(0.0,0.0); glVertex3f(-1.0,-1.0,0.0);
glTexCoord2f(1.0,0.0); glVertex3f( 1.0,-1.0,0.0);
glTexCoord2f(1.0,1.0); glVertex3f( 1.0, 1.0,0.0);
glTexCoord2f(0.0,1.0); glVertex3f(-1.0, 1.0,0.0);
glEnd();
glFlush();
// Finished.
}