Im trying texture mapping but it doesnt seem to work, the object stays gray, see code below:
GLuint LoadTextureRAW( const char * filename, int wrap )
{
GLuint texture;
int width, height;
BYTE * data;
FILE * file;
// open texture data
file = fopen( filename, "rb" );
if ( file == NULL ) return 0;
// allocate buffer
width = 256;
height = 256;
data = malloc( width * height * 3 );
// read texture data
fread( data, width * height * 3, 1, file );
fclose( file );
// allocate a texture name
glGenTextures( 1, &texture );
// select our current texture
glBindTexture( GL_TEXTURE_2D, texture );
// select modulate to mix texture with color for shading
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
// when texture area is small, bilinear filter the closest mipmap
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_NEAREST );
// when texture area is large, bilinear filter the first mipmap
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
// if wrap is true, the texture wraps over at the edges (repeat)
// ... false, the texture ends at the edges (clamp)
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
wrap ? GL_REPEAT : GL_CLAMP );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
wrap ? GL_REPEAT : GL_CLAMP );
// build our texture mipmaps
gluBuild2DMipmaps( GL_TEXTURE_2D, 3, width, height,
GL_RGB, GL_UNSIGNED_BYTE, data );
// free buffer
free( data );
return texture;
}
....
GLuint texture;
glGenTextures( 1, &texture ); // allocate a texture name
texture = LoadTextureRAW("sign.gif", 1);
glEnable( GL_TEXTURE_3D );
glBindTexture( GL_TEXTURE_3D, texture );
glBegin(GL_QUADS); // Start Drawing A Quad
glTexCoord3f(-1.0,1.0, 0.0); glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left Of The Quad
glTexCoord3f(1.0,1.0, 0.0); glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right Of The Quad
glTexCoord3f(1.0,-1.0, 0.0); glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right Of The Quad
glTexCoord3f(-1.0,-1.0, 0.0); glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left Of The Quad
glEnd();
the file is 256x256 and is a gif.