problem with texture

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.
Thanks for jour help

                     #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->sizeX, texture1->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE,
                     texture1->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);

                     }

I had the same problem i think. I took a program like Paintshop Pro and converted the image to the .dib Format. Maybe there is another aux-function for BMP. But i read it in a tutorial that you can load bmp with the aux function you used.

Bye
Florian Breier www.open-gl.de