help on texture mapping!!!!

I am a newbie to opengl…i have went through some fundamentals and a bit more than that…now i would like to add a scene to the code below…or add different textures to the object displayed…can anyone plz help me in this regard…the code that i insert to bind textures does not give preffered output…plz plz plz HELP!!!

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <GL/glut.h>

/* Some <math.h> files do not define M_PI… */
#ifndef M_PI
#define M_PI 3.14159265
#endif

int win, win2;
int needsLightUpdate = GL_TRUE;
int useLighting = GL_TRUE;
int useSpecularTexture = GL_FALSE;
int useTexture = GL_FALSE;
int useHighRes = GL_FALSE;
int usePattern = GL_FALSE;
int moveLight = GL_FALSE;
int moveObject = GL_FALSE;
int drawObj = 0, maxObj = 2;
GLfloat lightRotX, lightRotY;
GLfloat objectRotX, objectRotY;
int curx, cury, width, height;

void
drawSphere(int numMajor, int numMinor, float radius)
{
double majorStep = (M_PI / numMajor);
double minorStep = (2.0 * M_PI / numMinor);
int i, j;

for (i = 0; i < numMajor; ++i) {
double a = i * majorStep;
double b = a + majorStep;
double r0 = radius * sin(a);
double r1 = radius * sin(b);
GLfloat z0 = radius * cos(a);
GLfloat z1 = radius * cos(b);

glBegin(GL_TRIANGLE_STRIP);
for (j = 0; j &lt;= numMinor; ++j) {
  double c = j * minorStep;
  GLfloat x = cos(c);
  GLfloat y = sin(c);

  glNormal3f((x * r0) / radius, (y * r0) / radius, z0 / radius);
  glTexCoord2f(j / (GLfloat) numMinor, i / (GLfloat) numMajor);
  glVertex3f(x * r0, y * r0, z0);

  glNormal3f((x * r1) / radius, (y * r1) / radius, z1 / radius);
  glTexCoord2f(j / (GLfloat) numMinor, (i + 1) / (GLfloat) numMajor);
  glVertex3f(x * r1, y * r1, z1);
}
glEnd();

}
}

void
drawCylinder(int numMajor, int numMinor, float height, float radius)
{
double majorStep = height / numMajor;
double minorStep = 2.0 * M_PI / numMinor;
int i, j;

for (i = 0; i < numMajor; ++i) {
GLfloat z0 = 0.5 * height - i * majorStep;
GLfloat z1 = z0 - majorStep;

glBegin(GL_TRIANGLE_STRIP);
for (j = 0; j &lt;= numMinor; ++j) {
  double a = j * minorStep;
  GLfloat x = radius * cos(a);
  GLfloat y = radius * sin(a);

  glNormal3f(x / radius, y / radius, 0.0);
  glTexCoord2f(j / (GLfloat) numMinor, i / (GLfloat) numMajor);
  glVertex3f(x, y, z0);

  glNormal3f(x / radius, y / radius, 0.0);
  glTexCoord2f(j / (GLfloat) numMinor, (i + 1) / (GLfloat) numMajor);
  glVertex3f(x, y, z1);
}
glEnd();

}
}

void
drawTorus(int numMajor, int numMinor, float majorRadius, float minorRadius)
{
double majorStep = 2.0 * M_PI / numMajor;
double minorStep = 2.0 * M_PI / numMinor;
int i, j;

for (i = 0; i < numMajor; ++i) {
double a0 = i * majorStep;
double a1 = a0 + majorStep;
GLfloat x0 = cos(a0);
GLfloat y0 = sin(a0);
GLfloat x1 = cos(a1);
GLfloat y1 = sin(a1);

glBegin(GL_TRIANGLE_STRIP);
for (j = 0; j &lt;= numMinor; ++j) {
  double b = j * minorStep;
  GLfloat c = cos(b);
  GLfloat r = minorRadius * c + majorRadius;
  GLfloat z = minorRadius * sin(b);

  glNormal3f(x0 * c, y0 * c, z / minorRadius);
  glTexCoord2f(i / (GLfloat) numMajor, j / (GLfloat) numMinor);
  glVertex3f(x0 * r, y0 * r, z);

  glNormal3f(x1 * c, y1 * c, z / minorRadius);
  glTexCoord2f((i + 1) / (GLfloat) numMajor, j / (GLfloat) numMinor);
  glVertex3f(x1 * r, y1 * r, z);
}
glEnd();

}
}

void
setNullTexture(void)
{
GLubyte texPixel[4] =
{0xff, 0xff, 0xff, 0xff};
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, 4, 1, 1, 0,
GL_RGBA, GL_UNSIGNED_BYTE, texPixel);
}

void
setCheckTexture(void)
{
int texWidth = 64;
int texHeight = 64;
GLubyte *texPixels, *p;
int i, j;

texPixels = (GLubyte *) malloc(texWidth * texHeight * 4 * sizeof(GLubyte));
if (texPixels == NULL) {
return;
}
p = texPixels;
for (i = 0; i < texHeight; ++i) {
for (j = 0; j < texWidth; ++j) {
if ((i ^ j) & 8) {
p[0] = 0xff;
p[1] = 0xff;
p[2] = 0xff;
p[3] = 0xff;
} else {
p[0] = 0x08;
p[1] = 0x08;
p[2] = 0x08;
p[3] = 0xff;
}
p += 4;
}
}

glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, texWidth, texHeight,
GL_RGBA, GL_UNSIGNED_BYTE, texPixels);
free(texPixels);
}

void
setLight(void)
{
GLfloat light0Pos[4] =
{0.70, 0.70, 1.25, 0.00};
GLfloat light0Amb[4] =
{0.00, 0.00, 0.00, 1.00};
GLfloat light0Diff[4] =
{1.00, 1.00, 1.00, 1.00};
GLfloat light0Spec[4] =
{1.00, 1.00, 1.00, 1.00};
GLfloat light0SpotDir[3] =
{0.00, 0.00, -1.00};
GLfloat light0SpotExp = 0.00;
GLfloat light0SpotCutoff = 180.00;
GLfloat light0Atten0 = 1.00;
GLfloat light0Atten1 = 0.00;
GLfloat light0Atten2 = 0.00;

glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_POSITION, light0Pos);
glLightfv(GL_LIGHT0, GL_AMBIENT, light0Amb);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0Diff);
glLightfv(GL_LIGHT0, GL_SPECULAR, light0Spec);
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, light0SpotDir);
glLightf(GL_LIGHT0, GL_SPOT_EXPONENT, light0SpotExp);
glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, light0SpotCutoff);
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, light0Atten0);
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, light0Atten1);
glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, light0Atten2);
}

#define MAT_ALL 0
#define MAT_NO_SPECULAR 1
#define MAT_SPECULAR_ONLY 2
#define MAT_SPECULAR_TEXTURE_ONLY 3
#define MAT_GEN_SPECULAR_TEXTURE 4

void
setMaterial(int mode)
{
static GLubyte *texPixels;
int texWidth = 128;
int texHeight = 128;

GLfloat matZero[4] =
{0.00, 0.00, 0.00, 1.00};
GLfloat matOne[4] =
{1.00, 1.00, 1.00, 1.00};
GLfloat matEm[4] =
{0.00, 0.00, 0.00, 1.00};
GLfloat matAmb[4] =
{0.01, 0.01, 0.01, 1.00};
GLfloat matDiff[4] =
{0.02, 0.20, 0.16, 1.00};
GLfloat matSpec[4] =
{0.50, 0.50, 0.50, 1.00};
GLfloat matShine = 20.00;

if ((mode == MAT_ALL) || (mode == MAT_NO_SPECULAR)) {
glMaterialfv(GL_FRONT, GL_EMISSION, matEm);
glMaterialfv(GL_FRONT, GL_AMBIENT, matAmb);
glMaterialfv(GL_FRONT, GL_DIFFUSE, matDiff);
} else {
glMaterialfv(GL_FRONT, GL_EMISSION, matZero);
glMaterialfv(GL_FRONT, GL_AMBIENT, matZero);
glMaterialfv(GL_FRONT, GL_DIFFUSE, matZero);
}

if ((mode == MAT_ALL) || (mode == MAT_SPECULAR_ONLY)) {
glMaterialfv(GL_FRONT, GL_SPECULAR, matSpec);
glMaterialf(GL_FRONT, GL_SHININESS, matShine);
} else {
glMaterialfv(GL_FRONT, GL_SPECULAR, matZero);
glMaterialf(GL_FRONT, GL_SHININESS, 1);
}

if (mode == MAT_SPECULAR_TEXTURE_ONLY) {
if (texPixels == NULL) {
return;
}
glMaterialfv(GL_FRONT, GL_SPECULAR, matOne);
glMaterialf(GL_FRONT, GL_SHININESS, 0);

glTexParameteri(GL_TEXTURE_2D,
  GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D,
  GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, texWidth, texHeight,
  GL_RGBA, GL_UNSIGNED_BYTE, texPixels);

}
if (mode == MAT_GEN_SPECULAR_TEXTURE) {
if (texPixels == NULL) {
texPixels = (GLubyte *)
malloc(texWidth * texHeight * 4 * sizeof(GLubyte));
if (texPixels == NULL) {
return;
}
}
glPushAttrib(GL_ALL_ATTRIB_BITS);

glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

setMaterial(MAT_SPECULAR_ONLY);

glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(-1, 1, -1, 1, 1, 3);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslatef(0, 0, -2);

glPushMatrix();
glRotatef(lightRotY, 0, 1, 0);
glRotatef(lightRotX, 1, 0, 0);
setLight();
glPopMatrix();

glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);

glViewport(0, 0, 128, 128);
glClearColor(.25, .25, .25, .25);
glClear(GL_COLOR_BUFFER_BIT);
drawSphere(128, 128, 1.0);

glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();

glReadPixels(0, 0, texWidth, texHeight,
  GL_RGBA, GL_UNSIGNED_BYTE, texPixels);

glPopAttrib();

}
}

void
initialize(void)
{
glMatrixMode(GL_PROJECTION);
glFrustum(-0.50, 0.50, -0.50, 0.50, 1.0, 3.0);
glMatrixMode(GL_MODELVIEW);
glTranslatef(0.0, 0.0, -2.0);

glDepthFunc(GL_LEQUAL);

glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
}

void
redraw(void)
{
glClearColor(0.1, 0.1, 0.1, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glBegin(GL_QUADS);
glColor3f(0.9, 0.0, 1.0);
glVertex3f(-2.0, -2.0, -1.0);
glColor3f(0.9, 0.0, 1.0);
glVertex3f(2.0, -2.0, -1.0);
glColor3f(0.0, 0.1, 0.1);
glVertex3f(2.0, 2.0, -1.0);
glColor3f(0.0, 0.1, 0.1);
glVertex3f(-2.0, 2.0, -1.0);
glEnd();

glEnable(GL_DEPTH_TEST);

if (useLighting) {
glEnable(GL_LIGHTING);
glPushMatrix();
glRotatef(lightRotY, 0, 1, 0);
glRotatef(lightRotX, 1, 0, 0);
setLight();
glPopMatrix();
} else {
glColor3f(0.2, 0.2, 0.2);
}
if (useTexture || useSpecularTexture) {
glEnable(GL_TEXTURE_2D);
}
if (useTexture) {
setCheckTexture();
} else {
setNullTexture();
}
if (useSpecularTexture) {
/* pass one */
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ZERO);
setMaterial(MAT_NO_SPECULAR);
} else {
setMaterial(MAT_ALL);
}
glPushMatrix();
glRotatef(objectRotY, 0, 1, 0);
glRotatef(objectRotX, 1, 0, 0);
if (useHighRes) {
switch (drawObj) {
case 0:
drawSphere(64, 64, 0.8);
break;
case 1:
drawCylinder(32, 64, 1.0, 0.4);
break;
case 2:
drawTorus(64, 64, 0.6, 0.2);
break;
default:
break;
}
} else {
switch (drawObj) {
case 0:
drawSphere(16, 32, 0.8);
break;
case 1:
drawCylinder(6, 16, 1.0, 0.4);
break;
case 2:
drawTorus(32, 16, 0.6, 0.2);
break;
default:
break;
}
}
glPopMatrix();

if (useSpecularTexture) {
/* pass two */
if (!useLighting) {
glColor3f(1.0, 1.0, 1.0);
}
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);

setMaterial(MAT_SPECULAR_TEXTURE_ONLY);
glPushMatrix();
glRotatef(objectRotY, 0, 1, 0);
glRotatef(objectRotX, 1, 0, 0);
if (useHighRes) {
  switch (drawObj) {
  case 0:
    drawSphere(64, 64, 0.8);
    break;
  case 1:
    drawCylinder(32, 64, 1.0, 0.4);
    break;
  case 2:
    drawTorus(64, 64, 0.6, 0.2);
    break;
  default:
    break;
  }
} else {
  switch (drawObj) {
  case 0:
    drawSphere(16, 32, 0.8);
    break;
  case 1:
    drawCylinder(6, 16, 1.0, 0.4);
    break;
  case 2:
    drawTorus(32, 16, 0.6, 0.2);
    break;
  default:
    break;
  }
}
glPopMatrix();

}
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
}

void
checkErrors(void)
{
GLenum error;
while ((error = glGetError()) != GL_NO_ERROR) {
fprintf(stderr, "Error: %s
", (char *) gluErrorString(error));
}
}

void
usage(char *name)
{
fprintf(stderr, "
");
fprintf(stderr, "usage: %s [ options ]
", name);
fprintf(stderr, "
");
fprintf(stderr, " Options:
");
fprintf(stderr, " none
");
fprintf(stderr, "
");
}

void
help(void)
{
printf("‘h’ - help
“);
printf(”‘l’ - toggle lighting
“);
printf(”‘o’ - switch objects
“);
printf(”‘r’ - toggle resolution
“);
printf(”‘s’ - toggle two pass lighting
“);
printf(”‘t’ - toggle texturing
");
printf("left mouse - move object
");
printf("middle mouse - move light
");
}

void
motion(int x, int y)
{
if (moveLight || moveObject) {
GLfloat dx = (y - cury) * 360.0 / height;
GLfloat dy = (x - curx) * 360.0 / width;
if (moveLight) {
lightRotX += dx;
if (lightRotX > 360)
lightRotX -= 360;
if (lightRotX < 0)
lightRotX += 360;
lightRotY += dy;
if (lightRotY > 360)
lightRotY -= 360;
if (lightRotY < 0)
lightRotY += 360;
needsLightUpdate = GL_TRUE;
} else if (moveObject) {
objectRotX += dx;
if (objectRotX > 360)
objectRotX -= 360;
if (objectRotX < 0)
objectRotX += 360;
objectRotY += dy;
if (objectRotY > 360)
objectRotY -= 360;
if (objectRotY < 0)
objectRotY += 360;
}
curx = x;
cury = y;
}
glutPostRedisplay();
}

void
mouse(int button, int state, int x, int y)
{
if (state == GLUT_DOWN) {
switch (button) {
case GLUT_LEFT_BUTTON:
moveObject = GL_TRUE;
motion(curx = x, cury = y);
break;
case GLUT_MIDDLE_BUTTON:
moveLight = GL_TRUE;
motion(curx = x, cury = y);
break;
}
} else if (state == GLUT_UP) {
switch (button) {
case GLUT_LEFT_BUTTON:
moveObject = GL_FALSE;
break;
case GLUT_MIDDLE_BUTTON:
moveLight = GL_FALSE;
break;
}
}
}

void
display(void)
{
if (useSpecularTexture && needsLightUpdate) {
setMaterial(MAT_GEN_SPECULAR_TEXTURE);
needsLightUpdate = GL_FALSE;
}
redraw();
glFlush();
glutSwapBuffers();
checkErrors();
}

void
reshape(int w, int h)
{
glViewport(0, 0, width = w, height = h);
}

/* ARGSUSED1 */
void
key(unsigned char key, int x, int y)
{
switch (key) {
case ‘h’:
help();
break;
case ’ ':
break;
case ‘l’:
useLighting = !useLighting;
break;
case ‘s’:
useSpecularTexture = !useSpecularTexture;
needsLightUpdate = GL_TRUE;
break;
case ‘t’:
useTexture = !useTexture;
break;
case ‘r’:
useHighRes = !useHighRes;
break;
case ‘o’:
++drawObj;
if (drawObj > maxObj)
drawObj = 0;
break;
case ‘\033’:
exit(0);
}
glutPostRedisplay();
}

/* ARGSUSED1 */
void
domenu(int value)
{
key(value, 0, 0);
}

int
main(int argc, char **argv)
{
int i;

glutInit(&argc, argv);
glutInitWindowSize(width = 300, height = 300);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);

for (i = 1; i < argc; ++i) {
usage(argv[0]);
exit(1);
}
win = glutCreateWindow(“envphong”);
glutDisplayFunc(display);
glutKeyboardFunc(key);
glutReshapeFunc(reshape);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutCreateMenu(domenu);
glutAddMenuEntry(“Toggle lighting”, ‘l’);
glutAddMenuEntry(“Toggle checker texture”, ‘t’);
glutAddMenuEntry(“Toggle two-pass textured specular”, ‘s’);
glutAddMenuEntry(“Toggle object resolution”, ‘r’);
glutAddMenuEntry(“Switch object”, ‘o’);
glutAddMenuEntry(“Print help”, ‘h’);
glutAttachMenu(GLUT_RIGHT_BUTTON);
initialize();
glutMainLoop();
return 0;
}
thanx in advance…

i am also a beginner (don’t take it on heart which i going to write)
i can’t found
glBindTextures(GL_TEXTURE_2D,bla-bla-tex-id);
in your code
perhaps it work cause i not tried in your code but yes used this function on my few code without it objects are not wrapped

sorry about
glBindTextures
it is
glBindTexture
and
i think
you know it very well but
perhaps

http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/bindtexture.html

and

http://www.gamedev.net/reference/articles/article947.asp

much help full
(apologies if wrong information i had passed about your code)

Did you fix your problem?