textures

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”};

If you are manually loading all the mipmaps, you need to use glTexImage2D instead of gluBuild2DMipmaps.

http://www.opengl.org/sdk/docs/man/xhtml/glTexImage2D.xml

glTexImage2D has a level parameter (your k) not gluBuild2DMipmaps.

I’m not sure however how this should behave but in practice “bmp” files doesn’t have mipmaps so k should be 0 in this case.