Problem textures

hello good, I add to my project of OpenGL textures © but
I have an error when you initialize the texture, rather than glaux.h i’m using bmp.h, when

BMP.H

class AUX_RGBImageRec {
void convertBGRtoRGB();
public:
byte *data;
DWORD sizeX;
DWORD sizeY;
bool NoErrors;
AUX_RGBImageRec(): NoErrors(false), data(NULL) {};
AUX_RGBImageRec(const char *FileName);
~AUX_RGBImageRec();
bool loadFile(const char *FileName);
friend AUX_RGBImageRec *auxDIBImageLoad(const char *FileName);
};

BMP.CPP

//--------------------------------------------------------------
#include <windows.h> // Header File For Windows - has structures for BMP format
#include <stdio.h> // Header File For Standard Input/Output
#include <stdlib.h>
#include “bmp.h”

/------------------------------------------------------------------
BMP Loader - a quick and dirty substitute for GLaux
if you only use GLaux to load BMP files will load any format of a
windows DIB BMP format graphics file Only works on a windows box
Caution! memory for the data is allocated using ‘new’.
In the NeHe tutorials the memory is reclaimed using ‘free’.
For the small tutorials its not a big deal but not a good practice in
larger projects (heap trashing not good). J.M. Doyle : 12 Jan 2003
------------------------------------------------------------------
/

AUX_RGBImageRec *auxDIBImageLoad(const char *FileName)
{
return new AUX_RGBImageRec(FileName);
}

void AUX_RGBImageRec::convertBGRtoRGB()
{
const DWORD BitmapLength = sizeX * sizeY * 3;
byte Temp; // not quick but it works
for(DWORD i=0; i< BitmapLength; i += 3)
{
Temp = data[i];
data[i] = data[i+2];
data[i+2] = Temp;
}
}

AUX_RGBImageRec::AUX_RGBImageRec(const char *FileName): data(NULL), NoErrors(false)
{
loadFile(FileName);
}

AUX_RGBImageRec::~AUX_RGBImageRec()
{
if (data != NULL) delete data;
data = NULL;
}

bool AUX_RGBImageRec::loadFile(const char* Filename)
{
BITMAPINFO BMInfo; // need the current OpenGL device contexts in order to make use of windows DIB utilities
const HDC gldc = wglGetCurrentDC(); // a handle for the current OpenGL Device Contexts
// assume there are errors until file is loaded successfully into memory
NoErrors = false; // release old data since this object could be used to load multiple Textures
if(data != NULL) delete data; // windows needs this info to determine what header info we are looking for
BMInfo.bmiHeader.biSize = sizeof(BITMAPINFOHEADER); // Get windows to determine color bit depth in the file for us
BMInfo.bmiHeader.biBitCount = 0; // Get windows to open and load the BMP file and handle the messy decompression if the file is compressed
// assume perfect world and no errors in reading file, Ha Ha
HANDLE DIBHandle = LoadImage(0,Filename, IMAGE_BITMAP, 0, 0,LR_DEFAULTCOLOR | LR_CREATEDIBSECTION | LR_LOADFROMFILE); // use windows to get header info of bitmap - assume no errors in header format

GetDIBits(gldc, (HBITMAP)DIBHandle, 0,0, NULL, &BMInfo, DIB_RGB_COLORS);
sizeX = BMInfo.bmiHeader.biWidth;
sizeY = BMInfo.bmiHeader.biHeight;				// change color depth to 24 bits (3 bytes (BGR) / pixel)  
BMInfo.bmiHeader.biBitCount = 24;				// don't want the data compressed  
BMInfo.bmiHeader.biCompression = BI_RGB;  
const DWORD BitmapLength = sizeX * sizeY * 3;	// 3 bytes (BGR) per pixel (24bp)  
												// allocate enough memory to hold the pixel data in client memory  
data = new byte[BitmapLength];					// Get windows to do the dirty work of converting the BMP into the format needed by OpenGL  
												// if file is already 24 bit color then this is a waste of time but makes for short code  
												// Get the actual Texel data from the BMP object  

if (GetDIBits(gldc, (HBITMAP)DIBHandle, 0, sizeY, data, &BMInfo, DIB_RGB_COLORS)) 
{
	NoErrors = true;
	convertBGRtoRGB();							// NOTE: BMP is in BGR format but OpenGL needs RGB unless you use GL_BGR_EXT
}

DeleteObject(DIBHandle);						// don't need the BMP Object anymore  
return NoErrors;

}

CODE

GLuint texture[3];

AUX_RGBImageRec *LoadBMP(char *Filename)
{
FILE *File=NULL;

if (!Filename)
{
    return NULL;
}

File=fopen(Filename,"r");

if (File)
{
    fclose(File);
    return auxDIBImageLoad(Filename);
}

return NULL;

}

int LoadGLTextures()
{
int Status=FALSE;
AUX_RGBImageRec *TextureImage[3];
memset(TextureImage,0,sizeof(void *)*1);
if (TextureImage[0]=LoadBMP(“mo.bmp”))
{
Status=TRUE;
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
if (TextureImage[0] != NULL) {
if (TextureImage[0]->data != NULL) {
free(TextureImage[0]->data);
}
free(TextureImage[0]);
}
}
return Status;
}

I run the program exits an interruption: Microsoft Exception C: std:: bad_alloc in the memory location 0x003cf6ac … I hope I can
help

Don’t use glaux, it’s old as dinosaurs ! You could find easy image downloaders on internet, just make a search on your search engine.

To further elaborate - glaux dates back to - I think - the original OpenGL 1.0 and I don’t think it has been updated since. Compatibility with modern hardware and drivers is a bonus, not guaranteed.

Look for stb_image.c it’s perfect for your needs, also has a .bmp loader.

Or if you’re using Windows (which you are) use GDI+ to create a Bitmap object (supports BMP, GIF, JPEG, PNG, TIFF, Exif, WMF, and EMF out of the box with no need for external libraries), then Bitmap::LockBits to get a pointer to the data, and send that pointer through your glTexImage call.