im trying to apply 2 textures to my level the code compiles but the levelis completly white,
void textureLoader()
{/glPixelStorei(GL_UNPACK_ALIGNMENT, 1);/
glGenTextures(2, theTexture);
glBindTexture(GL_TEXTURE_2D, theTexture[0]);
for(int k=0; k < textureCount; k++)
{
if(!imageLoader(textureFilenames0[k], &myTextureData[k]))
exit(1);glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST); gluBuild2DMipmaps(GL_TEXTURE_2D, 3, myTextureData[k].size_x, myTextureData[k].size_y, GL_RGB, GL_UNSIGNED_BYTE, myTextureData[k].data);
glBindTexture(GL_TEXTURE_2D, theTexture[1]);
for(int k=0; k < textureCount; k++)
{
if(!imageLoader(textureFilenames1[k], &myTextureData[k]))
exit(1);glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST); gluBuild2DMipmaps(GL_TEXTURE_2D, 3, myTextureData[k].size_x, myTextureData[k].size_y, GL_RGB, GL_UNSIGNED_BYTE, myTextureData[k].data);
}
}
typedef struct Image Image;
const int textureCount = 2;
Image myTextureData[textureCount];
GLuint theTexture[textureCount];
char* textureFilenames0[textureCount] = {“road.bmp”};
char* textureFilenames1[textureCount] = {“building.bmp”};