texturing a sphere

Can anyone please help me with this ?? I’m trying to draw a 3D image of earth, or in other words bind the pictre of our planet to a sphere, I’ve tried several codes and finally got to this one down here, but the problem is that it just won’t bind the texture to the sphere! it displays a white sphere with no texture :S I don’t know where I went wrong… I converted the BMP image to .RAW and linked it… but nothing seems to change…
could anyone please reiew this code and tell me what my mistake is ??
the code is the following :

#include <stdlib.h>//declares malloc
#include <GL/glut.h>
#include <GL/gl.h>
//#include <windows.h>
#include <stdio.h>

#include <math.h>
//#include <iostream.h>

GLuint texture[1];

double angle = 0;

typedef struct
{
int X;
int Y;
int Z;

 double U;
 double V;

}VERTICES;

const double PI = 3.1415926535897;

const int space = 10;

const int VertexCount = (90 / space) * (360 / space) * 4;

VERTICES VERTEX[VertexCount];

GLuint LoadTextureRAW( const char * filename );

void DisplaySphere (double R, int texture){
int b;

 glScalef (0.0125 * R, 0.0125 * R, 0.0125 * R);
     
 glRotatef (90, 1, 0, 0);
 
 glBindTexture (GL_TEXTURE_2D, texture);
 
 glBegin (GL_TRIANGLE_STRIP);
 for ( b = 0; b &lt;= VertexCount; b++){
     glTexCoord2f (VERTEX[b].U, VERTEX[b].V);
     glVertex3f (VERTEX[b].X, VERTEX[b].Y, -VERTEX[b].Z);
 }
 
 for ( b = 0; b &lt;= VertexCount; b++){
     glTexCoord2f (VERTEX[b].U, -VERTEX[b].V);
     glVertex3f (VERTEX[b].X, VERTEX[b].Y, VERTEX[b].Z);
 }
 glEnd();

}

void CreateSphere (double R, double H, double K, double Z) {
int n;
double a;
double b;

 n = 0;
 
 for( b = 0; b &lt;= 90 - space; b+=space){
         for( a = 0; a &lt;= 360 - space; a+=space){
         
         VERTEX[n].X = R * sin((a) / 180 * PI) * sin((b) / 180 * PI) - H;
         VERTEX[n].Y = R * cos((a) / 180 * PI) * sin((b) / 180 * PI) + K;
         VERTEX[n].Z = R * cos((b) / 180 * PI) - Z;
         VERTEX[n].V = (2 * b) / 360;
         VERTEX[n].U = (a) / 360;
         n++;
         
         VERTEX[n].X = R * sin((a) / 180 * PI) * sin((b + space) / 180 * PI
         ) - H;
         VERTEX[n].Y = R * cos((a) / 180 * PI) * sin((b + space) / 180 * PI
         ) + K;
         VERTEX[n].Z = R * cos((b + space) / 180 * PI) - Z;
         VERTEX[n].V = (2 * (b + space)) / 360;
         VERTEX[n].U = (a) / 360;
         n++;
         
         VERTEX[n].X = R * sin((a + space) / 180 * PI) * sin((b) / 180 * PI
         ) - H;
         VERTEX[n].Y = R * cos((a + space) / 180 * PI) * sin((b) / 180 * PI
         ) + K;
         VERTEX[n].Z = R * cos((b) / 180 * PI) - Z;
         VERTEX[n].V = (2 * b) / 360;
         VERTEX[n].U = (a + space) / 360;
         n++;
         
         VERTEX[n].X = R * sin((a + space) / 180 * PI) * sin((b + space) / 
         180 * PI) - H;
         VERTEX[n].Y = R * cos((a + space) / 180 * PI) * sin((b + space) / 
         180 * PI) + K;
         VERTEX[n].Z = R * cos((b + space) / 180 * PI) - Z;
         VERTEX[n].V = (2 * (b + space)) / 360;
         VERTEX[n].U = (a + space) / 360;
         n++;
         
             }
 }

}

void display (void) {
glClearDepth(1);
glClearColor (0.0,0.0,0.0,1.0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();

     glTranslatef(0,0,-10);
 
     glRotatef(angle,0,1,0);
     DisplaySphere(3, texture[0]);
 
     glutSwapBuffers();
     //angle++;

}

void init (void) {
glEnable(GL_DEPTH_TEST);
glEnable( GL_TEXTURE_2D );
glDepthFunc(GL_LEQUAL);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
glEnable(GL_CULL_FACE);
texture[0] = LoadTextureRAW( “wmap.raw” );
CreateSphere(70,0,0,0);
}
void reshape (int w, int h) {
glViewport (0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluPerspective (60, (GLfloat)w / (GLfloat)h, 0.1, 100.0);
glMatrixMode (GL_MODELVIEW);
}

int main (int argc, char **argv) {
glutInit (&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize (500, 500);
glutInitWindowPosition (100, 100);
glutCreateWindow (“Planet Earth”);
init();
glutDisplayFunc (display);
glutIdleFunc (display);
glutReshapeFunc (reshape);
glutMainLoop ();
return 0;
}

GLuint LoadTextureRAW( const char * filename )
{
GLuint texture;
int width, height;
unsigned char* data;
FILE * file;

   file = fopen( filename, "rb");
   if ( file == NULL ) return 0;
 //allocate memory
   width = 512;//width of wmap
   height = 256;//height of wmap
	data = (unsigned char *)malloc( width * height * 3 );
 
   fread( data, width * height * 3, 1, file );
   fclose( file );
 
   glGenTextures( 1, &texture ); 
 
   glBindTexture( GL_TEXTURE_2D, texture );
 
   glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, 
 GL_MODULATE ); 
 
   glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
  GL_LINEAR_MIPMAP_NEAREST );
 
   glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
  GL_LINEAR );
 
   glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, 
 GL_REPEAT );
   glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, 
 GL_REPEAT );
 
   gluBuild2DMipmaps( GL_TEXTURE_2D, 3, width, height, 
 GL_RGB, GL_UNSIGNED_BYTE, data );

free( data );

   return texture;

}

Thanks in advance people I really need this !!

Why don’t you use Blender + modelloader ?

Would be much easier ^^

PS: Happy Christmas ^^

Another suggestion is to look at and/or use the demo I posted which does exactly what you are trying to do. See -

Spherical Earth Demo - MaxH