2D texture mapping in openGL and vc++(source code)

can anyone please help me in mapping a texture on a 2D object (to be more specific on a simple figure like a square)in openGL and vc++.I need a complete source code for it.Its really urgent…I will be really thankful if somebody does send me one

Hello,

first you have to load a texture. Wether by the auxilery lib or with LoadImage


	CFile File;
	ULONGLONG Length = 0;
	GLuint tempID  = 0;
	

	Length = File.GetLength();
	HBITMAP hBmp = (HBITMAP)::LoadImage(NULL, Filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);	

	if(hBmp == NULL)
	{
		return FALSE;
	}
	
	BITMAP BM;                          // Get bitmap info.	
    GetObject (hBmp,sizeof (BM),&BM); //

	if (BM.bmBitsPixel != 24)           // 24Bit-Bitmap?
	{
		return FALSE;                     
	}

	glGenTextures(1,&tempID);
	glBindTexture(GL_TEXTURE_2D, tempID);
	//glPixelStorei(GL_UNPACK_ALIGNMENT,4);  
	//glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
	//glPixelStorei(GL_UNPACK_SKIP_ROWS,  0);
	//glPixelStorei(GL_UNPACK_SKIP_PIXELS,0);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);	
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);					 
	glTexImage2D(GL_TEXTURE_2D, 0 , GL_RGB,BM.bmWidth,BM.bmHeight,0,GL_RGB,GL_UNSIGNED_BYTE,BM.bmBits);
	glBindTexture(GL_TEXTURE_2D, 0);

// bind texture
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,tempID);
glBegin(GL_QUADS);
    glTexCoord2f(0.0f,0.0f); 
    glVertex3f(0.0f,0.0f,0.0f);

    glTexCoord2f(1.0f,0.0f); 
    glVertex3f(1.0f,0.0f,0.0f);

    glTexCoord2f(1.0f,1.0f); 
    glVertex3f(1.0f,1.0f,0.0f);

    glTexCoord2f(0.0f,1.0f); 
    glVertex3f(0.0f,1.0f,0.0f);
glEnd();
glDisable(GL_TEXTURE_2D);

Useful link