Cube mapping

Hi, I am reading the red book and now I am in cube mapping, but there is something weird going on.
When I run the example code, the front “face” of the sphere is all random with grays and browns, and every time different. Unless I am missing something the code was supposed to draw a different colored check board in each “face” and that’s it. There is another thing, I can’t in any way make cube mapping work using SDL, not even the code of the book “translated” from glut to SDL works(the only thing I had to change basically was the object drawn as there is no gluSolidSphere with SDL).
Could my graphics card not support cube mapping and give only partial results?

ps. Sphere mapping works fine, both with glut and SDL.

the code example is:



#include <GL/glut.h>

#include <stdlib.h>

#include <stdio.h>



#define	imageSize 4

static GLubyte image1[imageSize][imageSize][4];

static GLubyte image2[imageSize][imageSize][4];

static GLubyte image3[imageSize][imageSize][4];

static GLubyte image4[imageSize][imageSize][4];

static GLubyte image5[imageSize][imageSize][4];

static GLubyte image6[imageSize][imageSize][4];



static GLdouble ztrans = 0.0;



void makeImages(void)

{

   int i, j, c;

    

   for (i = 0; i < imageSize; i++) {

      for (j = 0; j < imageSize; j++) {

         c = ((((i&0x1)==0)^((j&0x1))==0))*255;

         image1[i][j][0] = (GLubyte) c;

         image1[i][j][1] = (GLubyte) c;

         image1[i][j][2] = (GLubyte) c;

         image1[i][j][3] = (GLubyte) 255;



         image2[i][j][0] = (GLubyte) c;

         image2[i][j][1] = (GLubyte) c;

         image2[i][j][2] = (GLubyte) 0;

         image2[i][j][3] = (GLubyte) 255;



         image3[i][j][0] = (GLubyte) c;

         image3[i][j][1] = (GLubyte) 0;

         image3[i][j][2] = (GLubyte) c;

         image3[i][j][3] = (GLubyte) 255;



         image4[i][j][0] = (GLubyte) 0;

         image4[i][j][1] = (GLubyte) c;

         image4[i][j][2] = (GLubyte) c;

         image4[i][j][3] = (GLubyte) 255;



         image5[i][j][0] = (GLubyte) 255;

         image5[i][j][1] = (GLubyte) c;

         image5[i][j][2] = (GLubyte) c;

         image5[i][j][3] = (GLubyte) 255;



         image6[i][j][0] = (GLubyte) c;

         image6[i][j][1] = (GLubyte) c;

         image6[i][j][2] = (GLubyte) 255;

         image6[i][j][3] = (GLubyte) 255;

      }

   }

}



void init(void)

{

   GLfloat diffuse[4] = {1.0, 1.0, 1.0, 1.0};



   glClearColor (0.0, 0.0, 0.0, 0.0);

   glEnable(GL_DEPTH_TEST);

   glShadeModel(GL_SMOOTH);



   makeImages();

   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

   glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_WRAP_S, GL_REPEAT);

   glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_WRAP_T, GL_REPEAT);

   glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_WRAP_R, GL_REPEAT);

   glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

   glTexParameteri(GL_TEXTURE_CUBE_MAP_EXT, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

   glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT, 0, GL_RGBA, imageSize, 

                imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image1);

   glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT, 0, GL_RGBA, imageSize, 

                imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image4);

   glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT, 0, GL_RGBA, imageSize,

                imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image2);

   glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT, 0, GL_RGBA, imageSize,

                imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image5);

   glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT, 0, GL_RGBA, imageSize,

                imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image3);

   glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT, 0, GL_RGBA, imageSize,

                imageSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, image6);

   glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);

   glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);

   glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT); 

   glEnable(GL_TEXTURE_GEN_S);

   glEnable(GL_TEXTURE_GEN_T);

   glEnable(GL_TEXTURE_GEN_R);



   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);



   glEnable(GL_TEXTURE_CUBE_MAP_EXT);   

   glEnable(GL_LIGHTING);

   glEnable(GL_LIGHT0);

   glEnable(GL_AUTO_NORMAL);

   glEnable(GL_NORMALIZE);

   glMaterialfv (GL_FRONT, GL_DIFFUSE, diffuse);

}



void display(void)

{

   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);



   glPushMatrix ();

   glTranslatef (0.0, 0.0, ztrans);

   glutSolidSphere (5.0, 20, 10);

   glPopMatrix ();

   glutSwapBuffers();

}



void reshape(int w, int h)

{

   glViewport(0, 0, (GLsizei) w, (GLsizei) h);

   glMatrixMode(GL_PROJECTION);

   glLoadIdentity();

   gluPerspective(40.0, (GLfloat) w/(GLfloat) h, 1.0, 300.0);

   glMatrixMode(GL_MODELVIEW);

   glLoadIdentity();

   glTranslatef(0.0, 0.0, -20.0);

}



void keyboard (unsigned char key, int x, int y)

{

   switch (key) {

      case 'f':

         ztrans = ztrans - 0.2;

         glutPostRedisplay();

         break;

      case 'b':

         ztrans = ztrans + 0.2;

         glutPostRedisplay();

         break;

      case 27:

         exit(0);

         break;

      default:

         break;

   }

}



int main(int argc, char** argv)

{

   glutInit(&argc, argv);

   glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);

   glutInitWindowSize(400, 400);

   glutInitWindowPosition(100, 100);

   glutCreateWindow (argv[0]);

   init ();

   glutDisplayFunc(display);

   glutReshapeFunc(reshape);

   glutKeyboardFunc(keyboard);

   glutMainLoop();

   return 0;

}