problem with loading bitmap

When the following program starts, there is an error whiwh says Error load DIBI texture.bmp. But my picture has the good size and it is in the good directory.

#include <gl/glut.h>
#include <gl/glu.h>
#include <gl/gl.h>
#include <gl/glaux.h>

////////////////////////////////////////////////////////

//Fenêtre GLUT
int Win;
double a=0;
//Fonction d’initialisation

//Fonction de redimensionnement
void LoadGLTextures();
//Fonction de dessin
void DrawGLScene(void);
void Reshape(int w,int h);
void InitGL();

BOOL keys[256];

GLfloat xrot;
GLfloat yrot;
GLfloat zrot;

GLuint texture[1];

////////////////////////////////////////////////////////

int main( int argc, char *argv[ ], char *envp[ ] )
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
Win=glutCreateWindow(“Démo Texture”);
glutReshapeFunc(Reshape);
glutDisplayFunc(DrawGLScene);
InitGL();
glutMainLoop();

return 0;

}

void LoadGLTextures()
{
// Load Texture
AUX_RGBImageRec *texture1;
texture1 = auxDIBImageLoad(“texture.bmp”);
if (!texture1) exit(1);

// Create Texture
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
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, 3, texture1-&gt;sizeX, texture1-&gt;sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, texture1-&gt;data);

};

////////////////////////////////////////////////////////
void DrawGLScene(void)

{

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glLoadIdentity();

    glTranslatef(0.0f,0.0f,-5.0f);


    glRotatef(xrot,1.0f,0.0f,0.0f);                         // Rotate On The X Axis

    glRotatef(yrot,0.0f,1.0f,0.0f);                         // Rotate On The Y Axis

    glRotatef(zrot,0.0f,0.0f,1.0f);                         // Rotate On The Z Axis


    glBindTexture(GL_TEXTURE_2D, texture[0]);

glBegin(GL_QUADS);

            // Front Face

            glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);      // Bottom Left Of The Texture and Quad

            glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);      // Bottom Right Of The Texture and Quad

            glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);      // Top Right Of The Texture and Quad

            glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);      // Top Left Of The Texture and Quad

            // Back Face

            glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);      // Bottom Right Of The Texture and Quad

            glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);      // Top Right Of The Texture and Quad

            glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);      // Top Left Of The Texture and Quad

            glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);      // Bottom Left Of The Texture and Quad

            // Top Face

            glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);      // Top Left Of The Texture and Quad

            glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);      // Bottom Left Of The Texture and Quad

            glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);      // Bottom Right Of The Texture and Quad

            glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);      // Top Right Of The Texture and Quad

            // Bottom Face

            glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);      // Top Right Of The Texture and Quad

            glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);      // Top Left Of The Texture and Quad

            glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);      // Bottom Left Of The Texture and Quad

            glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);      // Bottom Right Of The Texture and Quad

            // Right face

            glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);      // Bottom Right Of The Texture and Quad

            glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);      // Top Right Of The Texture and Quad

            glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);      // Top Left Of The Texture and Quad

            glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);      // Bottom Left Of The Texture and Quad

            // Left Face

            glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);      // Bottom Left Of The Texture and Quad

            glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);      // Bottom Right Of The Texture and Quad

            glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);      // Top Right Of The Texture and Quad

            glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);      // Top Left Of The Texture and Quad

    glEnd();


    xrot+=0.3f;                     // X Axis Rotation

    yrot+=0.2f;                     // Y Axis Rotation

    zrot+=0.4f;                     // Z Axis Rotation
glutSwapBuffers();
glutPostRedisplay();

}

void Reshape(int w,int h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,float(w)/float(h),0.1f,100.0f);
}

void InitGL()
{
LoadGLTextures();
glEnable(GL_TEXTURE_2D);
glClearColor(0.0f,0.0f,0.0f,0.0f);
glClearDepth(1.0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);

}