Waving Flag - from nehe`s lesson#11

hello , i m creating my first opengl application and i want to use the waving flag from nehe`s tutorial - lesson 11 .

the problem is that i want to integrate the code in my already existent project , so i started modifing the original code , to make it independent from glaux library and to use my curent texture loader (that i also use in my app) , not the one from nehe`s waving flag lesson#11.

after building the project i don`t get any errors . but after i run the project it gives me an ERROR : Initialization Failed. which i looked through the code and found out that the InitGL funtion is causing the error … maybe it s the tga loader function that i added… i can t seem to figure this out please help !

here`s the original code :


#include <windows.h>		// Header File For Windows
#include <stdio.h>			// Header File For Standard Input/Output
#include <math.h>			// Header File For The Math Library
#include <gl\gl.h>			// Header File For The OpenGL32 Library
#include <gl\glu.h>			// Header File For The GLu32 Library
#include <gl\glaux.h>		// Header File For The Glaux Library

HDC			hDC=NULL;		// Private GDI Device Context
HGLRC		hRC=NULL;		// Permanent Rendering Context
HWND		hWnd=NULL;		// Holds Our Window Handle
HINSTANCE	hInstance;		// Holds The Instance Of The Application

bool	keys[256];			// Array Used For The Keyboard Routine
bool	active=TRUE;		// Window Active Flag Set To TRUE By Default
bool	fullscreen=TRUE;	// Fullscreen Flag Set To Fullscreen Mode By Default

float points[45][45][3];    // The Array For The Points On The Grid Of Our "Wave"
int wiggle_count = 0;		// Counter Used To Control How Fast Flag Waves

GLfloat	xrot;				// X Rotation ( NEW )
GLfloat	yrot;				// Y Rotation ( NEW )
GLfloat	zrot;				// Z Rotation ( NEW )
GLfloat hold;				// Temporarily Holds A Floating Point Value

GLuint	texture[1];			// Storage For One Texture ( NEW )

LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc

AUX_RGBImageRec *LoadBMP(char *Filename)				// Loads A Bitmap Image
{
	FILE *File=NULL;									// File Handle

	if (!Filename)										// Make Sure A Filename Was Given
	{
		return NULL;									// If Not Return NULL
	}

	File=fopen(Filename,"r");							// Check To See If The File Exists

	if (File)											// Does The File Exist?
	{
		fclose(File);									// Close The Handle
		return auxDIBImageLoad(Filename);				// Load The Bitmap And Return A Pointer
	}

	return NULL;										// If Load Failed Return NULL
}

int LoadGLTextures()									// Load Bitmaps And Convert To Textures
{
	int Status=FALSE;									// Status Indicator

	AUX_RGBImageRec *TextureImage[1];					// Create Storage Space For The Texture

	memset(TextureImage,0,sizeof(void *)*1);           	// Set The Pointer To NULL

	// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
	if (TextureImage[0]=LoadBMP("Data/Tim.bmp"))
	{
		Status=TRUE;									// Set The Status To TRUE

		glGenTextures(1, &texture[0]);					// Create The Texture

		// Typical Texture Generation Using Data From The Bitmap
		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])									// If Texture Exists
	{
		if (TextureImage[0]->data)							// If Texture Image Exists
		{
			free(TextureImage[0]->data);					// Free The Texture Image Memory
		}

		free(TextureImage[0]);								// Free The Image Structure
	}

	return Status;										// Return The Status
}

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)		// Resize And Initialize The GL Window
{
	if (height==0)										// Prevent A Divide By Zero By
	{
		height=1;										// Making Height Equal One
	}

	glViewport(0,0,width,height);						// Reset The Current Viewport

	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
	glLoadIdentity();									// Reset The Projection Matrix

	// Calculate The Aspect Ratio Of The Window
	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glLoadIdentity();									// Reset The Modelview Matrix
}

int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
{
	if (!LoadGLTextures())								// Jump To Texture Loading Routine ( NEW )
	{
		return FALSE;									// If Texture Didn't Load Return FALSE
	}

	glEnable(GL_TEXTURE_2D);							// Enable Texture Mapping ( NEW )
	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
	glClearDepth(1.0f);									// Depth Buffer Setup
	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
	glPolygonMode( GL_BACK, GL_FILL );					// Back Face Is Solid
	glPolygonMode( GL_FRONT, GL_LINE );					// Front Face Is Made Of Lines

	for(int x=0; x<45; x++)
	{
		for(int y=0; y<45; y++)
		{
			points[x][y][0]=float((x/5.0f)-4.5f);
			points[x][y][1]=float((y/5.0f)-4.5f);
			points[x][y][2]=float(sin((((x/5.0f)*40.0f)/360.0f)*3.141592654*2.0f));
		}
	}

	return TRUE;										// Initialization Went OK
}

int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing
{
	int x, y;
	float float_x, float_y, float_xb, float_yb;

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear The Screen And The Depth Buffer
	glLoadIdentity();									// Reset The View

	glTranslatef(0.0f,0.0f,-12.0f);
	  
	glRotatef(xrot,1.0f,0.0f,0.0f);
	glRotatef(yrot,0.0f,1.0f,0.0f);  
	glRotatef(zrot,0.0f,0.0f,1.0f);

	glBindTexture(GL_TEXTURE_2D, texture[0]);

	glBegin(GL_QUADS);
	for( x = 0; x < 44; x++ )
	{
		for( y = 0; y < 44; y++ )
		{
			float_x = float(x)/44.0f;
			float_y = float(y)/44.0f;
			float_xb = float(x+1)/44.0f;
			float_yb = float(y+1)/44.0f;

			glTexCoord2f( float_x, float_y);
			glVertex3f( points[x][y][0], points[x][y][1], points[x][y][2] );

			glTexCoord2f( float_x, float_yb );
			glVertex3f( points[x][y+1][0], points[x][y+1][1], points[x][y+1][2] );

			glTexCoord2f( float_xb, float_yb );
			glVertex3f( points[x+1][y+1][0], points[x+1][y+1][1], points[x+1][y+1][2] );

			glTexCoord2f( float_xb, float_y );
			glVertex3f( points[x+1][y][0], points[x+1][y][1], points[x+1][y][2] );
		}
	}
	glEnd();

	if( wiggle_count == 2 )
	{
		for( y = 0; y < 45; y++ )
		{
			hold=points[0][y][2];
			for( x = 0; x < 44; x++)
			{
				points[x][y][2] = points[x+1][y][2];
			}
			points[44][y][2]=hold;
		}
		wiggle_count = 0;
	}

	wiggle_count++;

	xrot+=0.3f;
	yrot+=0.2f;
	zrot+=0.4f;

	return TRUE;										// Keep Going
}

GLvoid KillGLWindow(GLvoid)								// Properly Kill The Window
{
	if (fullscreen)										// Are We In Fullscreen Mode?
	{
		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop
		ShowCursor(TRUE);								// Show Mouse Pointer
	}

	if (hRC)											// Do We Have A Rendering Context?
	{
		if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
		{
			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}

		if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
		{
			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}
		hRC=NULL;										// Set RC To NULL
	}

	if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC
	{
		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hDC=NULL;										// Set DC To NULL
	}

	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
	{
		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hWnd=NULL;										// Set hWnd To NULL
	}

	if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class
	{
		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hInstance=NULL;									// Set hInstance To NULL
	}
}

/*	This Code Creates Our OpenGL Window.  Parameters Are:					*
 *	title			- Title To Appear At The Top Of The Window				*
 *	width			- Width Of The GL Window Or Fullscreen Mode				*
 *	height			- Height Of The GL Window Or Fullscreen Mode			*
 *	bits			- Number Of Bits To Use For Color (8/16/24/32)			*
 *	fullscreenflag	- Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)	*/
 
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
	GLuint		PixelFormat;			// Holds The Results After Searching For A Match
	WNDCLASS	wc;						// Windows Class Structure
	DWORD		dwExStyle;				// Window Extended Style
	DWORD		dwStyle;				// Window Style
	RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values
	WindowRect.left=(long)0;			// Set Left Value To 0
	WindowRect.right=(long)width;		// Set Right Value To Requested Width
	WindowRect.top=(long)0;				// Set Top Value To 0
	WindowRect.bottom=(long)height;		// Set Bottom Value To Requested Height

	fullscreen=fullscreenflag;			// Set The Global Fullscreen Flag

	hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
	wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages
	wc.cbClsExtra		= 0;									// No Extra Window Data
	wc.cbWndExtra		= 0;									// No Extra Window Data
	wc.hInstance		= hInstance;							// Set The Instance
	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
	wc.hbrBackground	= NULL;									// No Background Required For GL
	wc.lpszMenuName		= NULL;									// We Don't Want A Menu
	wc.lpszClassName	= "OpenGL";								// Set The Class Name

	if (!RegisterClass(&wc))									// Attempt To Register The Window Class
	{
		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}
	
	if (fullscreen)												// Attempt Fullscreen Mode?
	{
		DEVMODE dmScreenSettings;								// Device Mode
		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
		dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
		dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
		dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel
		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
		{
			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By
Your Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
			{
				fullscreen=FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE
			}
			else
			{
				// Pop Up A Message Box Letting User Know The Program Is Closing.
				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
				return FALSE;									// Return FALSE
			}
		}
	}

	if (fullscreen)												// Are We Still In Fullscreen Mode?
	{
		dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
		dwStyle=WS_POPUP;										// Windows Style
		ShowCursor(FALSE);										// Hide Mouse Pointer
	}
	else
	{
		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
		dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
	}

	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size

	// Create The Window
	if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
								"OpenGL",							// Class Name
								title,								// Window Title
								dwStyle |							// Defined Window Style
								WS_CLIPSIBLINGS |					// Required Window Style
								WS_CLIPCHILDREN,					// Required Window Style
								0, 0,								// Window Position
								WindowRect.right-WindowRect.left,	// Calculate Window Width
								WindowRect.bottom-WindowRect.top,	// Calculate Window Height
								NULL,								// No Parent Window
								NULL,								// No Menu
								hInstance,							// Instance
								NULL)))								// Dont Pass Anything To WM_CREATE
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be
	{
		sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
		1,											// Version Number
		PFD_DRAW_TO_WINDOW |						// Format Must Support Window
		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
		PFD_DOUBLEBUFFER,							// Must Support Double Buffering
		PFD_TYPE_RGBA,								// Request An RGBA Format
		bits,										// Select Our Color Depth
		0, 0, 0, 0, 0, 0,							// Color Bits Ignored
		0,											// No Alpha Buffer
		0,											// Shift Bit Ignored
		0,											// No Accumulation Buffer
		0, 0, 0, 0,									// Accumulation Bits Ignored
		16,											// 16Bit Z-Buffer (Depth Buffer)  
		0,											// No Stencil Buffer
		0,											// No Auxiliary Buffer
		PFD_MAIN_PLANE,								// Main Drawing Layer
		0,											// Reserved
		0, 0, 0										// Layer Masks Ignored
	};
	
	if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	ShowWindow(hWnd,SW_SHOW);						// Show The Window
	SetForegroundWindow(hWnd);						// Slightly Higher Priority
	SetFocus(hWnd);									// Sets Keyboard Focus To The Window
	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen

	if (!InitGL())									// Initialize Our Newly Created GL Window
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	return TRUE;									// Success
}

LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window
							UINT	uMsg,			// Message For This Window
							WPARAM	wParam,			// Additional Message Information
							LPARAM	lParam)			// Additional Message Information
{
	switch (uMsg)									// Check For Windows Messages
	{
		case WM_ACTIVATE:							// Watch For Window Activate Message
		{
			if (!HIWORD(wParam))					// Check Minimization State
			{
				active=TRUE;						// Program Is Active
			}
			else
			{
				active=FALSE;						// Program Is No Longer Active
			}

			return 0;								// Return To The Message Loop
		}

		case WM_SYSCOMMAND:							// Intercept System Commands
		{
			switch (wParam)							// Check System Calls
			{
				case SC_SCREENSAVE:					// Screensaver Trying To Start?
				case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
				return 0;							// Prevent From Happening
			}
			break;									// Exit
		}

		case WM_CLOSE:								// Did We Receive A Close Message?
		{
			PostQuitMessage(0);						// Send A Quit Message
			return 0;								// Jump Back
		}

		case WM_KEYDOWN:							// Is A Key Being Held Down?
		{
			keys[wParam] = TRUE;					// If So, Mark It As TRUE
			return 0;								// Jump Back
		}

		case WM_KEYUP:								// Has A Key Been Released?
		{
			keys[wParam] = FALSE;					// If So, Mark It As FALSE
			return 0;								// Jump Back
		}

		case WM_SIZE:								// Resize The OpenGL Window
		{
			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
			return 0;								// Jump Back
		}
	}

	// Pass All Unhandled Messages To DefWindowProc
	return DefWindowProc(hWnd,uMsg,wParam,lParam);
}

int WINAPI WinMain(	HINSTANCE	hInstance,			// Instance
					HINSTANCE	hPrevInstance,		// Previous Instance
					LPSTR		lpCmdLine,			// Command Line Parameters
					int			nCmdShow)			// Window Show State
{
	MSG		msg;									// Windows Message Structure
	BOOL	done=FALSE;								// Bool Variable To Exit Loop

	// Ask The User Which Screen Mode They Prefer
	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
	{
		fullscreen=FALSE;							// Windowed Mode
	}

	// Create Our OpenGL Window
	if (!CreateGLWindow("bosco & NeHe's Waving Texture Tutorial",640,480,16,fullscreen))
	{
		return 0;									// Quit If Window Was Not Created
	}

	while(!done)									// Loop That Runs While done=FALSE
	{
		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
		{
			if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
			{
				done=TRUE;							// If So done=TRUE
			}
			else									// If Not, Deal With Window Messages
			{
				TranslateMessage(&msg);				// Translate The Message
				DispatchMessage(&msg);				// Dispatch The Message
			}
		}
		else										// If There Are No Messages
		{
			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
			if ((active && !DrawGLScene()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
			{
				done=TRUE;							// ESC or DrawGLScene Signalled A Quit
			}
			else									// Not Time To Quit, Update Screen
			{
				SwapBuffers(hDC);					// Swap Buffers (Double Buffering)
			}

			if (keys[VK_F1])						// Is F1 Being Pressed?
			{
				keys[VK_F1]=FALSE;					// If So Make Key FALSE
				KillGLWindow();						// Kill Our Current Window
				fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode
				// Recreate Our OpenGL Window
				if (!CreateGLWindow("bosco & NeHe's Waving Texture Tutorial",640,480,16,fullscreen))
				{
					return 0;						// Quit If Window Was Not Created
				}
			}
		}
	}

	// Shutdown
	KillGLWindow();									// Kill The Window
	return (msg.wParam);							// Exit The Program
}

here is my texture.cpp file, (tga loader) that i added , trying to replace the BMP loader from nehe`s code:

//i think its from nehe`s lesson 23

#include "stdafx.h"

#include "Texture.h"

TGAHeader tgaheader;									// TGA header
TGA tga;												// TGA image data

GLubyte uTGAcompare[12] = {0,0,2,0,0,0,0,0,0,0,0,0};	// Uncompressed TGA Header
GLubyte cTGAcompare[12] = {0,0,10,0,0,0,0,0,0,0,0,0};	// Compressed TGA Header	

bool LoadTGA(Texture * texture, char * filename)				// Load a TGA file
{
	FILE * fTGA;												// File pointer to texture file
	fTGA = fopen(filename, "rb");								// Open file for reading

	if(fTGA == NULL)											// If it didn't open....
	{
		//MessageBox(NULL, "Could not open texture file", "ERROR", MB_OK);	// Display an error message
		return false;														// Exit function
	}

	if(fread(&tgaheader, sizeof(TGAHeader), 1, fTGA) == 0)					// Attempt to read 12 byte header from file
	{
		//MessageBox(NULL, "Could not read file header", "ERROR", MB_OK);		// If it fails, display an error message 
		if(fTGA != NULL)													// Check to seeiffile is still open
		{
			fclose(fTGA);													// If it is, close it
		}
		return false;														// Exit function
	}

	if(memcmp(uTGAcompare, &tgaheader, sizeof(tgaheader)) == 0)				// See if header matches the predefined header of 
	{																		// an Uncompressed TGA image
		LoadUncompressedTGA(texture, filename, fTGA);						// If so, jump to Uncompressed TGA loading code
	}
	else if(memcmp(cTGAcompare, &tgaheader, sizeof(tgaheader)) == 0)		// See if header matches the predefined header of
	{																		// an RLE compressed TGA image
		LoadCompressedTGA(texture, filename, fTGA);							// If so, jump to Compressed TGA loading code
	}
	else																	// If header matches neither type
	{
		//MessageBox(NULL, "TGA file be type 2 or type 10 ", "Invalid Image", MB_OK);	// Display an error
		fclose(fTGA);
		return false;																// Exit function
	}
	return true;															// All went well, continue on
}

bool LoadUncompressedTGA(Texture * texture, char * filename, FILE * fTGA)	// Load an uncompressed TGA (note, much of this code is based on NeHe's 
{																			// TGA Loading code nehe.gamedev.net)
	if(fread(tga.header, sizeof(tga.header), 1, fTGA) == 0)					// Read TGA header
	{										
		//MessageBox(NULL, "Could not read info header", "ERROR", MB_OK);		// Display error
		if(fTGA != NULL)													// if file is still open
		{
			fclose(fTGA);													// Close it
		}
		return false;														// Return failular
	}	

	texture->width  = tga.header[1] * 256 + tga.header[0];					// Determine The TGA Width	(highbyte*256+lowbyte)
	texture->height = tga.header[3] * 256 + tga.header[2];					// Determine The TGA Height	(highbyte*256+lowbyte)
	texture->bpp	= tga.header[4];										// Determine the bits per pixel
	tga.Width		= texture->width;										// Copy width into local structure						
	tga.Height		= texture->height;										// Copy height into local structure
	tga.Bpp			= texture->bpp;											// Copy BPP into local structure

	if((texture->width <= 0) || (texture->height <= 0) || ((texture->bpp != 24) && (texture->bpp !=32)))	// Make sure all information is valid
	{
		//MessageBox(NULL, "Invalid texture information", "ERROR", MB_OK);	// Display Error
		if(fTGA != NULL)													// Check if file is still open
		{
			fclose(fTGA);													// If so, close it
		}
		return false;														// Return failed
	}

	if(texture->bpp == 24)													// If the BPP of the image is 24...
		texture->type	= GL_RGB;											// Set Image type to GL_RGB
	else																	// Else if its 32 BPP
		texture->type	= GL_RGBA;											// Set image type to GL_RGBA

	tga.bytesPerPixel	= (tga.Bpp / 8);									// Compute the number of BYTES per pixel
	tga.imageSize		= (tga.bytesPerPixel * tga.Width * tga.Height);		// Compute the total amout ofmemory needed to store data
	texture->imageData	= (GLubyte *)malloc(tga.imageSize);					// Allocate that much memory

	if(texture->imageData == NULL)											// If no space was allocated
	{
		//MessageBox(NULL, "Could not allocate memory for image", "ERROR", MB_OK);	// Display Error
		fclose(fTGA);														// Close the file
		return false;														// Return failed
	}

	if(fread(texture->imageData, 1, tga.imageSize, fTGA) != tga.imageSize)	// Attempt to read image data
	{
		//MessageBox(NULL, "Could not read image data", "ERROR", MB_OK);		// Display Error
		if(texture->imageData != NULL)										// If imagedata has data in it
		{
			free(texture->imageData);										// Delete data from memory
		}
		fclose(fTGA);														// Close file
		return false;														// Return failed
	}

	// Byte Swapping Optimized By Steve Thomas
	for(GLuint cswap = 0; cswap < (int)tga.imageSize; cswap += tga.bytesPerPixel)
	{
		texture->imageData[cswap] ^= texture->imageData[cswap+2] ^=
		texture->imageData[cswap] ^= texture->imageData[cswap+2];
	}

	fclose(fTGA);															// Close file
	return true;															// Return success
}

bool LoadCompressedTGA(Texture * texture, char * filename, FILE * fTGA)		// Load COMPRESSED TGAs
{ 
	if(fread(tga.header, sizeof(tga.header), 1, fTGA) == 0)					// Attempt to read header
	{
		//MessageBox(NULL, "Could not read info header", "ERROR", MB_OK);		// Display Error
		if(fTGA != NULL)													// If file is open
		{
			fclose(fTGA);													// Close it
		}
		return false;														// Return failed
	}

	texture->width  = tga.header[1] * 256 + tga.header[0];					// Determine The TGA Width	(highbyte*256+lowbyte)
	texture->height = tga.header[3] * 256 + tga.header[2];					// Determine The TGA Height	(highbyte*256+lowbyte)
	texture->bpp	= tga.header[4];										// Determine Bits Per Pixel
	tga.Width		= texture->width;										// Copy width to local structure
	tga.Height		= texture->height;										// Copy width to local structure
	tga.Bpp			= texture->bpp;											// Copy width to local structure

	if((texture->width <= 0) || (texture->height <= 0) || ((texture->bpp != 24) && (texture->bpp !=32)))	//Make sure all texture info is ok
	{
		//MessageBox(NULL, "Invalid texture information", "ERROR", MB_OK);	// If it isnt...Display error
		if(fTGA != NULL)													// Check if file is open
		{
			fclose(fTGA);													// Ifit is, close it
		}
		return false;														// Return failed
	}

	if(texture->bpp == 24)													// If the BPP of the image is 24...
		texture->type	= GL_RGB;											// Set Image type to GL_RGB
	else																	// Else if its 32 BPP
		texture->type	= GL_RGBA;											// Set image type to GL_RGBA

	tga.bytesPerPixel	= (tga.Bpp / 8);									// Compute BYTES per pixel
	tga.imageSize		= (tga.bytesPerPixel * tga.Width * tga.Height);		// Compute amout of memory needed to store image
	texture->imageData	= (GLubyte *)malloc(tga.imageSize);					// Allocate that much memory

	if(texture->imageData == NULL)											// If it wasnt allocated correctly..
	{
		//MessageBox(NULL, "Could not allocate memory for image", "ERROR", MB_OK);	// Display Error
		fclose(fTGA);														// Close file
		return false;														// Return failed
	}

	GLuint pixelcount	= tga.Height * tga.Width;							// Nuber of pixels in the image
	GLuint currentpixel	= 0;												// Current pixel being read
	GLuint currentbyte	= 0;												// Current byte 
	GLubyte * colorbuffer = (GLubyte *)malloc(tga.bytesPerPixel);			// Storage for 1 pixel

	do
	{
		GLubyte chunkheader = 0;											// Storage for "chunk" header

		if(fread(&chunkheader, sizeof(GLubyte), 1, fTGA) == 0)				// Read in the 1 byte header
		{
			//MessageBox(NULL, "Could not read RLE header", "ERROR", MB_OK);	// Display Error
			if(fTGA != NULL)												// If file is open
			{
				fclose(fTGA);												// Close file
			}
			if(texture->imageData != NULL)									// If there is stored image data
			{
				free(texture->imageData);									// Delete image data
			}
			return false;													// Return failed
		}

		if(chunkheader < 128)												// If the ehader is < 128, it means the that is the number of RAW color packets minus 1
		{																	// that follow the header
			chunkheader++;													// add 1 to get number of following color values
			for(short counter = 0; counter < chunkheader; counter++)		// Read RAW color values
			{
				if(fread(colorbuffer, 1, tga.bytesPerPixel, fTGA) != tga.bytesPerPixel) // Try to read 1 pixel
				{
					//MessageBox(NULL, "Could not read image data", "ERROR", MB_OK);		// IF we cant, display an error

					if(fTGA != NULL)													// See if file is open
					{
						fclose(fTGA);													// If so, close file
					}

					if(colorbuffer != NULL)												// See if colorbuffer has data in it
					{
						free(colorbuffer);												// If so, delete it
					}

					if(texture->imageData != NULL)										// See if there is stored Image data
					{
						free(texture->imageData);										// If so, delete it too
					}

					return false;														// Return failed
				}
																						// write to memory
				texture->imageData[currentbyte		] = colorbuffer[2];				    // Flip R and B vcolor values around in the process 
				texture->imageData[currentbyte + 1	] = colorbuffer[1];
				texture->imageData[currentbyte + 2	] = colorbuffer[0];

				if(tga.bytesPerPixel == 4)												// if its a 32 bpp image
				{
					texture->imageData[currentbyte + 3] = colorbuffer[3];				// copy the 4th byte
				}

				currentbyte += tga.bytesPerPixel;										// Increase thecurrent byte by the number of bytes per pixel
				currentpixel++;															// Increase current pixel by 1

				if(currentpixel > pixelcount)											// Make sure we havent read too many pixels
				{
					//MessageBox(NULL, "Too many pixels read", "ERROR", NULL);			// if there is too many... Display an error!

					if(fTGA != NULL)													// If there is a file open
					{
						fclose(fTGA);													// Close file
					}	

					if(colorbuffer != NULL)												// If there is data in colorbuffer
					{
						free(colorbuffer);												// Delete it
					}

					if(texture->imageData != NULL)										// If there is Image data
					{
						free(texture->imageData);										// delete it
					}

					return false;														// Return failed
				}
			}
		}
		else																			// chunkheader > 128 RLE data, next color reapeated chunkheader - 127 times
		{
			chunkheader -= 127;															// Subteact 127 to get rid of the ID bit
			if(fread(colorbuffer, 1, tga.bytesPerPixel, fTGA) != tga.bytesPerPixel)		// Attempt to read following color values
			{	
				//MessageBox(NULL, "Could not read from file", "ERROR", MB_OK);			// If attempt fails.. Display error (again)

				if(fTGA != NULL)														// If thereis a file open
				{
					fclose(fTGA);														// Close it
				}

				if(colorbuffer != NULL)													// If there is data in the colorbuffer
				{
					free(colorbuffer);													// delete it
				}

				if(texture->imageData != NULL)											// If thereis image data
				{
					free(texture->imageData);											// delete it
				}

				return false;															// return failed
			}

			for(short counter = 0; counter < chunkheader; counter++)					// copy the color into the image data as many times as dictated 
			{																			// by the header
				texture->imageData[currentbyte		] = colorbuffer[2];					// switch R and B bytes areound while copying
				texture->imageData[currentbyte + 1	] = colorbuffer[1];
				texture->imageData[currentbyte + 2	] = colorbuffer[0];

				if(tga.bytesPerPixel == 4)												// If TGA images is 32 bpp
				{
					texture->imageData[currentbyte + 3] = colorbuffer[3];				// Copy 4th byte
				}

				currentbyte += tga.bytesPerPixel;										// Increase current byte by the number of bytes per pixel
				currentpixel++;															// Increase pixel count by 1

				if(currentpixel > pixelcount)											// Make sure we havent written too many pixels
				{
					//MessageBox(NULL, "Too many pixels read", "ERROR", NULL);			// if there is too many... Display an error!

					if(fTGA != NULL)													// If there is a file open
					{
						fclose(fTGA);													// Close file
					}	

					if(colorbuffer != NULL)												// If there is data in colorbuffer
					{
						free(colorbuffer);												// Delete it
					}

					if(texture->imageData != NULL)										// If there is Image data
					{
						free(texture->imageData);										// delete it
					}

					return false;														// Return failed
				}
			}
		}
	}

	while(currentpixel < pixelcount);													// Loop while there are still pixels left
	fclose(fTGA);																		// Close the file
	return true;																		// return success
}

and this is how i modified nehe`s lesson 11 :

/*
 *		This Code Was Created By bosco / Jeff Molofee 2000
 *		A HUGE Thanks To Fredric Echols For Cleaning Up
 *		And Optimizing The Base Code, Making It More Flexible!
 *		If You've Found This Code Useful, Please Let Me Know.
 *		Visit My Site At nehe.gamedev.net
 */

#include <windows.h>		// Header File For Windows
#include <stdio.h>			// Header File For Standard Input/Output
#include <math.h>			// Header File For The Math Library
#include <gl\gl.h>			// Header File For The OpenGL32 Library
#include <GL/glut.h>
#include "glm.h"
#include "Texture.h"

HDC			hDC=NULL;		// Private GDI Device Context
HGLRC		hRC=NULL;		// Permanent Rendering Context
HWND		hWnd=NULL;		// Holds Our Window Handle
HINSTANCE	hInstance;		// Holds The Instance Of The Application

bool	keys[256];			// Array Used For The Keyboard Routine
bool	active=TRUE;		// Window Active Flag Set To TRUE By Default
bool	fullscreen=TRUE;	// Fullscreen Flag Set To Fullscreen Mode By Default

float points[45][45][3];    // The Array For The Points On The Grid Of Our "Wave"
int wiggle_count = 0;		// Counter Used To Control How Fast Flag Waves

GLfloat	xrot;				// X Rotation ( NEW )
GLfloat	yrot;				// Y Rotation ( NEW )
GLfloat	zrot;				// Z Rotation ( NEW )
GLfloat hold;				// Temporarily Holds A Floating Point Value


GLuint	texture;
Texture	treeTexture;

LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc


bool LoadTreeTextures()
{
	int Status=FALSE;									// Status Indicator

	// first of all we call the tga file loader. It doesn't do anything special: it fills the Texture struct with information about
	// the image (height, width, bits per pixel). You can easily replace it with a function to load bmps or jpegs.
	// The important thing is do load the image corectly in the structure you give it
	if (LoadTGA(&treeTexture, "Data/Tim.tga"))	
	{		
		// This tells opengl to create 1 texture and put it's ID in the given integer variable
		// OpenGL keeps a track of loaded textures by numbering them: the first one you load is 1, second is 2, ...and so on.
		
		Status=TRUE;									// Set The Status To TRUE
		
		glGenTextures(1, &treeTexture.texID);
		// Binding the texture to GL_TEXTURE_2D is like telling OpenGL that the texture with this ID is now the current 2D texture in use
		// If you draw anything the used texture will be the last binded texture
		glBindTexture(GL_TEXTURE_2D, treeTexture.texID);
		// This call will actualy load the image data into OpenGL and your video card's memory. The texture is allways loaded into the current texture
		// you have selected with the last glBindTexture call
		// It asks for the width, height, type of image (determins the format of the data you are giveing to it) and the pointer to the actual data
		glTexImage2D(GL_TEXTURE_2D, 0, treeTexture.bpp / 8, treeTexture.width, treeTexture.height, 0, treeTexture.type, GL_UNSIGNED_BYTE, treeTexture.imageData);

		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
		glEnable(GL_TEXTURE_2D);
		if (treeTexture.imageData)		
		{
			// You can now free the image data that was allocated by LoadTGA
			// You don't want to keep a few Mb of worthless data on heap. It's worthless because OpenGL stores the image someware else after
			// you call glTexImage2D (usualy in you video card)
			free(treeTexture.imageData);					// Free The Texture Image Memory ( CHANGE )
		}
		return Status;	
	}													// Return The Status


GLvoid ReSizeGLScene(GLsizei width, GLsizei height)		// Resize And Initialize The GL Window
{
	if (height==0)										// Prevent A Divide By Zero By
	{
		height=1;										// Making Height Equal One
	}

	glViewport(0,0,width,height);						// Reset The Current Viewport

	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
	glLoadIdentity();									// Reset The Projection Matrix

	// Calculate The Aspect Ratio Of The Window
	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glLoadIdentity();									// Reset The Modelview Matrix
}

int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
{
	if (!LoadTreeTextures())								// Jump To Texture Loading Routine ( NEW )
	{
		return FALSE;									// If Texture Didn't Load Return FALSE
	}

	glEnable(GL_TEXTURE_2D);							// Enable Texture Mapping ( NEW )
	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
	glClearDepth(1.0f);									// Depth Buffer Setup
	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
	glPolygonMode( GL_BACK, GL_FILL );					// Back Face Is Solid
	glPolygonMode( GL_FRONT, GL_LINE );					// Front Face Is Made Of Lines

	for(int x=0; x<45; x++)
	{
		for(int y=0; y<45; y++)
		{
			points[x][y][0]=float((x/5.0f)-4.5f);
			points[x][y][1]=float((y/5.0f)-4.5f);
			points[x][y][2]=float(sin((((x/5.0f)*40.0f)/360.0f)*3.141592654*2.0f));
		}
	}

	return TRUE;										// Initialization Went OK
}

int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing
{
	int x, y;
	float float_x, float_y, float_xb, float_yb;

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear The Screen And The Depth Buffer
	glLoadIdentity();									// Reset The View

	glTranslatef(0.0f,0.0f,-12.0f);
	  
	glRotatef(xrot,1.0f,0.0f,0.0f);
	glRotatef(yrot,0.0f,1.0f,0.0f);  
	glRotatef(zrot,0.0f,0.0f,1.0f);

	glBindTexture(GL_TEXTURE_2D, texture);

	glBegin(GL_QUADS);
	for( x = 0; x < 44; x++ )
	{
		for( y = 0; y < 44; y++ )
		{
			float_x = float(x)/44.0f;
			float_y = float(y)/44.0f;
			float_xb = float(x+1)/44.0f;
			float_yb = float(y+1)/44.0f;

			glTexCoord2f( float_x, float_y);
			glVertex3f( points[x][y][0], points[x][y][1], points[x][y][2] );

			glTexCoord2f( float_x, float_yb );
			glVertex3f( points[x][y+1][0], points[x][y+1][1], points[x][y+1][2] );

			glTexCoord2f( float_xb, float_yb );
			glVertex3f( points[x+1][y+1][0], points[x+1][y+1][1], points[x+1][y+1][2] );

			glTexCoord2f( float_xb, float_y );
			glVertex3f( points[x+1][y][0], points[x+1][y][1], points[x+1][y][2] );
		}
	}
	glEnd();

	if( wiggle_count == 2 )
	{
		for( y = 0; y < 45; y++ )
		{
			hold=points[0][y][2];
			for( x = 0; x < 44; x++)
			{
				points[x][y][2] = points[x+1][y][2];
			}
			points[44][y][2]=hold;
		}
		wiggle_count = 0;
	}

	wiggle_count++;

	xrot+=0.3f;
	yrot+=0.2f;
	zrot+=0.4f;

	return TRUE;										// Keep Going
}

GLvoid KillGLWindow(GLvoid)								// Properly Kill The Window
{
	if (fullscreen)										// Are We In Fullscreen Mode?
	{
		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop
		ShowCursor(TRUE);								// Show Mouse Pointer
	}

	if (hRC)											// Do We Have A Rendering Context?
	{
		if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
		{
			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}

		if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
		{
			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}
		hRC=NULL;										// Set RC To NULL
	}

	if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC
	{
		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hDC=NULL;										// Set DC To NULL
	}

	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
	{
		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hWnd=NULL;										// Set hWnd To NULL
	}

	if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class
	{
		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hInstance=NULL;									// Set hInstance To NULL
	}
}

/*	This Code Creates Our OpenGL Window.  Parameters Are:					*
 *	title			- Title To Appear At The Top Of The Window				*
 *	width			- Width Of The GL Window Or Fullscreen Mode				*
 *	height			- Height Of The GL Window Or Fullscreen Mode			*
 *	bits			- Number Of Bits To Use For Color (8/16/24/32)			*
 *	fullscreenflag	- Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)	*/
 
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
	GLuint		PixelFormat;			// Holds The Results After Searching For A Match
	WNDCLASS	wc;						// Windows Class Structure
	DWORD		dwExStyle;				// Window Extended Style
	DWORD		dwStyle;				// Window Style
	RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values
	WindowRect.left=(long)0;			// Set Left Value To 0
	WindowRect.right=(long)width;		// Set Right Value To Requested Width
	WindowRect.top=(long)0;				// Set Top Value To 0
	WindowRect.bottom=(long)height;		// Set Bottom Value To Requested Height

	fullscreen=fullscreenflag;			// Set The Global Fullscreen Flag

	hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
	wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages
	wc.cbClsExtra		= 0;									// No Extra Window Data
	wc.cbWndExtra		= 0;									// No Extra Window Data
	wc.hInstance		= hInstance;							// Set The Instance
	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
	wc.hbrBackground	= NULL;									// No Background Required For GL
	wc.lpszMenuName		= NULL;									// We Don't Want A Menu
	wc.lpszClassName	= "OpenGL";								// Set The Class Name

	if (!RegisterClass(&wc))									// Attempt To Register The Window Class
	{
		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}
	
	if (fullscreen)												// Attempt Fullscreen Mode?
	{
		DEVMODE dmScreenSettings;								// Device Mode
		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
		dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
		dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
		dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel
		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
		{
			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By
Your Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
			{
				fullscreen=FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE
			}
			else
			{
				// Pop Up A Message Box Letting User Know The Program Is Closing.
				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
				return FALSE;									// Return FALSE
			}
		}
	}

	if (fullscreen)												// Are We Still In Fullscreen Mode?
	{
		dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
		dwStyle=WS_POPUP;										// Windows Style
		ShowCursor(FALSE);										// Hide Mouse Pointer
	}
	else
	{
		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
		dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
	}

	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size

	// Create The Window
	if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
								"OpenGL",							// Class Name
								title,								// Window Title
								dwStyle |							// Defined Window Style
								WS_CLIPSIBLINGS |					// Required Window Style
								WS_CLIPCHILDREN,					// Required Window Style
								0, 0,								// Window Position
								WindowRect.right-WindowRect.left,	// Calculate Window Width
								WindowRect.bottom-WindowRect.top,	// Calculate Window Height
								NULL,								// No Parent Window
								NULL,								// No Menu
								hInstance,							// Instance
								NULL)))								// Dont Pass Anything To WM_CREATE
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be
	{
		sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
		1,											// Version Number
		PFD_DRAW_TO_WINDOW |						// Format Must Support Window
		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
		PFD_DOUBLEBUFFER,							// Must Support Double Buffering
		PFD_TYPE_RGBA,								// Request An RGBA Format
		bits,										// Select Our Color Depth
		0, 0, 0, 0, 0, 0,							// Color Bits Ignored
		0,											// No Alpha Buffer
		0,											// Shift Bit Ignored
		0,											// No Accumulation Buffer
		0, 0, 0, 0,									// Accumulation Bits Ignored
		16,											// 16Bit Z-Buffer (Depth Buffer)  
		0,											// No Stencil Buffer
		0,											// No Auxiliary Buffer
		PFD_MAIN_PLANE,								// Main Drawing Layer
		0,											// Reserved
		0, 0, 0										// Layer Masks Ignored
	};
	
	if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	ShowWindow(hWnd,SW_SHOW);						// Show The Window
	SetForegroundWindow(hWnd);						// Slightly Higher Priority
	SetFocus(hWnd);									// Sets Keyboard Focus To The Window
	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen

	if (!InitGL())									// Initialize Our Newly Created GL Window
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	return TRUE;									// Success
}

LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window
							UINT	uMsg,			// Message For This Window
							WPARAM	wParam,			// Additional Message Information
							LPARAM	lParam)			// Additional Message Information
{
	switch (uMsg)									// Check For Windows Messages
	{
		case WM_ACTIVATE:							// Watch For Window Activate Message
		{
			if (!HIWORD(wParam))					// Check Minimization State
			{
				active=TRUE;						// Program Is Active
			}
			else
			{
				active=FALSE;						// Program Is No Longer Active
			}

			return 0;								// Return To The Message Loop
		}

		case WM_SYSCOMMAND:							// Intercept System Commands
		{
			switch (wParam)							// Check System Calls
			{
				case SC_SCREENSAVE:					// Screensaver Trying To Start?
				case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
				return 0;							// Prevent From Happening
			}
			break;									// Exit
		}

		case WM_CLOSE:								// Did We Receive A Close Message?
		{
			PostQuitMessage(0);						// Send A Quit Message
			return 0;								// Jump Back
		}

		case WM_KEYDOWN:							// Is A Key Being Held Down?
		{
			keys[wParam] = TRUE;					// If So, Mark It As TRUE
			return 0;								// Jump Back
		}

		case WM_KEYUP:								// Has A Key Been Released?
		{
			keys[wParam] = FALSE;					// If So, Mark It As FALSE
			return 0;								// Jump Back
		}

		case WM_SIZE:								// Resize The OpenGL Window
		{
			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
			return 0;								// Jump Back
		}
	}

	// Pass All Unhandled Messages To DefWindowProc
	return DefWindowProc(hWnd,uMsg,wParam,lParam);
}

int WINAPI WinMain(	HINSTANCE	hInstance,			// Instance
					HINSTANCE	hPrevInstance,		// Previous Instance
					LPSTR		lpCmdLine,			// Command Line Parameters
					int			nCmdShow)			// Window Show State
{
	MSG		msg;									// Windows Message Structure
	BOOL	done=FALSE;								// Bool Variable To Exit Loop

	// Ask The User Which Screen Mode They Prefer
	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
	{
		fullscreen=FALSE;							// Windowed Mode
	}

	// Create Our OpenGL Window
	if (!CreateGLWindow("bosco & NeHe's Waving Texture Tutorial",640,480,16,fullscreen))
	{
		return 0;									// Quit If Window Was Not Created
	}

	while(!done)									// Loop That Runs While done=FALSE
	{
		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
		{
			if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
			{
				done=TRUE;							// If So done=TRUE
			}
			else									// If Not, Deal With Window Messages
			{
				TranslateMessage(&msg);				// Translate The Message
				DispatchMessage(&msg);				// Dispatch The Message
			}
		}
		else										// If There Are No Messages
		{
			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
			if ((active && !DrawGLScene()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
			{
				done=TRUE;							// ESC or DrawGLScene Signalled A Quit
			}
			else									// Not Time To Quit, Update Screen
			{
				SwapBuffers(hDC);					// Swap Buffers (Double Buffering)
			}

			if (keys[VK_F1])						// Is F1 Being Pressed?
			{
				keys[VK_F1]=FALSE;					// If So Make Key FALSE
				KillGLWindow();						// Kill Our Current Window
				fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode
				// Recreate Our OpenGL Window
				if (!CreateGLWindow("bosco & NeHe's Waving Texture Tutorial",640,480,16,fullscreen))
				{
					return 0;						// Quit If Window Was Not Created
				}
			}
		}
	}

	// Shutdown
	KillGLWindow();									// Kill The Window
	return (msg.wParam);							// Exit The Program
}

i need to finish the project and i really want the waving flag to be in it .

thanks in advance.

i think i posted too much code . so i will try to rephrase the whole thread…

i want to have a waving flag in my first opengl app . i found nehes lesson 11 , which is exactly what i m looking for. but i need to modify the code , so i can integrate it in my application. so i need to get rid of the dependency ,of nehes code , to the glaux library and to the bmp loader that it uses for loading the texture.

i use a tga texture loader insted of the bmp loader .
here is the code for it :

#include "stdafx.h"

#include "Texture.h"

TGAHeader tgaheader;									// TGA header
TGA tga;												// TGA image data

GLubyte uTGAcompare[12] = {0,0,2,0,0,0,0,0,0,0,0,0};	// Uncompressed TGA Header
GLubyte cTGAcompare[12] = {0,0,10,0,0,0,0,0,0,0,0,0};	// Compressed TGA Header	

bool LoadTGA(Texture * texture, char * filename)				// Load a TGA file
{
	FILE * fTGA;												// File pointer to texture file
	fTGA = fopen(filename, "rb");								// Open file for reading

	if(fTGA == NULL)											// If it didn't open....
	{
		//MessageBox(NULL, "Could not open texture file", "ERROR", MB_OK);	// Display an error message
		return false;														// Exit function
	}

	if(fread(&tgaheader, sizeof(TGAHeader), 1, fTGA) == 0)					// Attempt to read 12 byte header from file
	{
		//MessageBox(NULL, "Could not read file header", "ERROR", MB_OK);		// If it fails, display an error message 
		if(fTGA != NULL)													// Check to seeiffile is still open
		{
			fclose(fTGA);													// If it is, close it
		}
		return false;														// Exit function
	}

	if(memcmp(uTGAcompare, &tgaheader, sizeof(tgaheader)) == 0)				// See if header matches the predefined header of 
	{																		// an Uncompressed TGA image
		LoadUncompressedTGA(texture, filename, fTGA);						// If so, jump to Uncompressed TGA loading code
	}
	else if(memcmp(cTGAcompare, &tgaheader, sizeof(tgaheader)) == 0)		// See if header matches the predefined header of
	{																		// an RLE compressed TGA image
		LoadCompressedTGA(texture, filename, fTGA);							// If so, jump to Compressed TGA loading code
	}
	else																	// If header matches neither type
	{
		//MessageBox(NULL, "TGA file be type 2 or type 10 ", "Invalid Image", MB_OK);	// Display an error
		fclose(fTGA);
		return false;																// Exit function
	}
	return true;															// All went well, continue on
}

bool LoadUncompressedTGA(Texture * texture, char * filename, FILE * fTGA)	// Load an uncompressed TGA (note, much of this code is based on NeHe's 
{																			// TGA Loading code nehe.gamedev.net)
	if(fread(tga.header, sizeof(tga.header), 1, fTGA) == 0)					// Read TGA header
	{										
		//MessageBox(NULL, "Could not read info header", "ERROR", MB_OK);		// Display error
		if(fTGA != NULL)													// if file is still open
		{
			fclose(fTGA);													// Close it
		}
		return false;														// Return failular
	}	

	texture->width  = tga.header[1] * 256 + tga.header[0];					// Determine The TGA Width	(highbyte*256+lowbyte)
	texture->height = tga.header[3] * 256 + tga.header[2];					// Determine The TGA Height	(highbyte*256+lowbyte)
	texture->bpp	= tga.header[4];										// Determine the bits per pixel
	tga.Width		= texture->width;										// Copy width into local structure						
	tga.Height		= texture->height;										// Copy height into local structure
	tga.Bpp			= texture->bpp;											// Copy BPP into local structure

	if((texture->width <= 0) || (texture->height <= 0) || ((texture->bpp != 24) && (texture->bpp !=32)))	// Make sure all information is valid
	{
		//MessageBox(NULL, "Invalid texture information", "ERROR", MB_OK);	// Display Error
		if(fTGA != NULL)													// Check if file is still open
		{
			fclose(fTGA);													// If so, close it
		}
		return false;														// Return failed
	}

	if(texture->bpp == 24)													// If the BPP of the image is 24...
		texture->type	= GL_RGB;											// Set Image type to GL_RGB
	else																	// Else if its 32 BPP
		texture->type	= GL_RGBA;											// Set image type to GL_RGBA

	tga.bytesPerPixel	= (tga.Bpp / 8);									// Compute the number of BYTES per pixel
	tga.imageSize		= (tga.bytesPerPixel * tga.Width * tga.Height);		// Compute the total amout ofmemory needed to store data
	texture->imageData	= (GLubyte *)malloc(tga.imageSize);					// Allocate that much memory

	if(texture->imageData == NULL)											// If no space was allocated
	{
		//MessageBox(NULL, "Could not allocate memory for image", "ERROR", MB_OK);	// Display Error
		fclose(fTGA);														// Close the file
		return false;														// Return failed
	}

	if(fread(texture->imageData, 1, tga.imageSize, fTGA) != tga.imageSize)	// Attempt to read image data
	{
		//MessageBox(NULL, "Could not read image data", "ERROR", MB_OK);		// Display Error
		if(texture->imageData != NULL)										// If imagedata has data in it
		{
			free(texture->imageData);										// Delete data from memory
		}
		fclose(fTGA);														// Close file
		return false;														// Return failed
	}

	// Byte Swapping Optimized By Steve Thomas
	for(GLuint cswap = 0; cswap < (int)tga.imageSize; cswap += tga.bytesPerPixel)
	{
		texture->imageData[cswap] ^= texture->imageData[cswap+2] ^=
		texture->imageData[cswap] ^= texture->imageData[cswap+2];
	}

	fclose(fTGA);															// Close file
	return true;															// Return success
}

bool LoadCompressedTGA(Texture * texture, char * filename, FILE * fTGA)		// Load COMPRESSED TGAs
{ 
	if(fread(tga.header, sizeof(tga.header), 1, fTGA) == 0)					// Attempt to read header
	{
		//MessageBox(NULL, "Could not read info header", "ERROR", MB_OK);		// Display Error
		if(fTGA != NULL)													// If file is open
		{
			fclose(fTGA);													// Close it
		}
		return false;														// Return failed
	}

	texture->width  = tga.header[1] * 256 + tga.header[0];					// Determine The TGA Width	(highbyte*256+lowbyte)
	texture->height = tga.header[3] * 256 + tga.header[2];					// Determine The TGA Height	(highbyte*256+lowbyte)
	texture->bpp	= tga.header[4];										// Determine Bits Per Pixel
	tga.Width		= texture->width;										// Copy width to local structure
	tga.Height		= texture->height;										// Copy width to local structure
	tga.Bpp			= texture->bpp;											// Copy width to local structure

	if((texture->width <= 0) || (texture->height <= 0) || ((texture->bpp != 24) && (texture->bpp !=32)))	//Make sure all texture info is ok
	{
		//MessageBox(NULL, "Invalid texture information", "ERROR", MB_OK);	// If it isnt...Display error
		if(fTGA != NULL)													// Check if file is open
		{
			fclose(fTGA);													// Ifit is, close it
		}
		return false;														// Return failed
	}

	if(texture->bpp == 24)													// If the BPP of the image is 24...
		texture->type	= GL_RGB;											// Set Image type to GL_RGB
	else																	// Else if its 32 BPP
		texture->type	= GL_RGBA;											// Set image type to GL_RGBA

	tga.bytesPerPixel	= (tga.Bpp / 8);									// Compute BYTES per pixel
	tga.imageSize		= (tga.bytesPerPixel * tga.Width * tga.Height);		// Compute amout of memory needed to store image
	texture->imageData	= (GLubyte *)malloc(tga.imageSize);					// Allocate that much memory

	if(texture->imageData == NULL)											// If it wasnt allocated correctly..
	{
		//MessageBox(NULL, "Could not allocate memory for image", "ERROR", MB_OK);	// Display Error
		fclose(fTGA);														// Close file
		return false;														// Return failed
	}

	GLuint pixelcount	= tga.Height * tga.Width;							// Nuber of pixels in the image
	GLuint currentpixel	= 0;												// Current pixel being read
	GLuint currentbyte	= 0;												// Current byte 
	GLubyte * colorbuffer = (GLubyte *)malloc(tga.bytesPerPixel);			// Storage for 1 pixel

	do
	{
		GLubyte chunkheader = 0;											// Storage for "chunk" header

		if(fread(&chunkheader, sizeof(GLubyte), 1, fTGA) == 0)				// Read in the 1 byte header
		{
			//MessageBox(NULL, "Could not read RLE header", "ERROR", MB_OK);	// Display Error
			if(fTGA != NULL)												// If file is open
			{
				fclose(fTGA);												// Close file
			}
			if(texture->imageData != NULL)									// If there is stored image data
			{
				free(texture->imageData);									// Delete image data
			}
			return false;													// Return failed
		}

		if(chunkheader < 128)												// If the ehader is < 128, it means the that is the number of RAW color packets minus 1
		{																	// that follow the header
			chunkheader++;													// add 1 to get number of following color values
			for(short counter = 0; counter < chunkheader; counter++)		// Read RAW color values
			{
				if(fread(colorbuffer, 1, tga.bytesPerPixel, fTGA) != tga.bytesPerPixel) // Try to read 1 pixel
				{
					//MessageBox(NULL, "Could not read image data", "ERROR", MB_OK);		// IF we cant, display an error

					if(fTGA != NULL)													// See if file is open
					{
						fclose(fTGA);													// If so, close file
					}

					if(colorbuffer != NULL)												// See if colorbuffer has data in it
					{
						free(colorbuffer);												// If so, delete it
					}

					if(texture->imageData != NULL)										// See if there is stored Image data
					{
						free(texture->imageData);										// If so, delete it too
					}

					return false;														// Return failed
				}
																						// write to memory
				texture->imageData[currentbyte		] = colorbuffer[2];				    // Flip R and B vcolor values around in the process 
				texture->imageData[currentbyte + 1	] = colorbuffer[1];
				texture->imageData[currentbyte + 2	] = colorbuffer[0];

				if(tga.bytesPerPixel == 4)												// if its a 32 bpp image
				{
					texture->imageData[currentbyte + 3] = colorbuffer[3];				// copy the 4th byte
				}

				currentbyte += tga.bytesPerPixel;										// Increase thecurrent byte by the number of bytes per pixel
				currentpixel++;															// Increase current pixel by 1

				if(currentpixel > pixelcount)											// Make sure we havent read too many pixels
				{
					//MessageBox(NULL, "Too many pixels read", "ERROR", NULL);			// if there is too many... Display an error!

					if(fTGA != NULL)													// If there is a file open
					{
						fclose(fTGA);													// Close file
					}	

					if(colorbuffer != NULL)												// If there is data in colorbuffer
					{
						free(colorbuffer);												// Delete it
					}

					if(texture->imageData != NULL)										// If there is Image data
					{
						free(texture->imageData);										// delete it
					}

					return false;														// Return failed
				}
			}
		}
		else																			// chunkheader > 128 RLE data, next color reapeated chunkheader - 127 times
		{
			chunkheader -= 127;															// Subteact 127 to get rid of the ID bit
			if(fread(colorbuffer, 1, tga.bytesPerPixel, fTGA) != tga.bytesPerPixel)		// Attempt to read following color values
			{	
				//MessageBox(NULL, "Could not read from file", "ERROR", MB_OK);			// If attempt fails.. Display error (again)

				if(fTGA != NULL)														// If thereis a file open
				{
					fclose(fTGA);														// Close it
				}

				if(colorbuffer != NULL)													// If there is data in the colorbuffer
				{
					free(colorbuffer);													// delete it
				}

				if(texture->imageData != NULL)											// If thereis image data
				{
					free(texture->imageData);											// delete it
				}

				return false;															// return failed
			}

			for(short counter = 0; counter < chunkheader; counter++)					// copy the color into the image data as many times as dictated 
			{																			// by the header
				texture->imageData[currentbyte		] = colorbuffer[2];					// switch R and B bytes areound while copying
				texture->imageData[currentbyte + 1	] = colorbuffer[1];
				texture->imageData[currentbyte + 2	] = colorbuffer[0];

				if(tga.bytesPerPixel == 4)												// If TGA images is 32 bpp
				{
					texture->imageData[currentbyte + 3] = colorbuffer[3];				// Copy 4th byte
				}

				currentbyte += tga.bytesPerPixel;										// Increase current byte by the number of bytes per pixel
				currentpixel++;															// Increase pixel count by 1

				if(currentpixel > pixelcount)											// Make sure we havent written too many pixels
				{
					//MessageBox(NULL, "Too many pixels read", "ERROR", NULL);			// if there is too many... Display an error!

					if(fTGA != NULL)													// If there is a file open
					{
						fclose(fTGA);													// Close file
					}	

					if(colorbuffer != NULL)												// If there is data in colorbuffer
					{
						free(colorbuffer);												// Delete it
					}

					if(texture->imageData != NULL)										// If there is Image data
					{
						free(texture->imageData);										// delete it
					}

					return false;														// Return failed
				}
			}
		}
	}

	while(currentpixel < pixelcount);													// Loop while there are still pixels left
	fclose(fTGA);																		// Close the file
	return true;																		// return success
}

and the upper code , the tga loader , is ment to replace nehe`s bmp loader , which is :

AUX_RGBImageRec *LoadBMP(char *Filename)				// Loads A Bitmap Image
{
	FILE *File=NULL;									// File Handle

	if (!Filename)										// Make Sure A Filename Was Given
	{
		return NULL;									// If Not Return NULL
	}

	File=fopen(Filename,"r");							// Check To See If The File Exists

	if (File)											// Does The File Exist?
	{
		fclose(File);									// Close The Handle
		return auxDIBImageLoad(Filename);				// Load The Bitmap And Return A Pointer
	}

	return NULL;										// If Load Failed Return NULL
}

and also i replace the texture loader function from nehe , which is :

int LoadGLTextures()									// Load Bitmaps And Convert To Textures
{
	int Status=FALSE;									// Status Indicator

	AUX_RGBImageRec *TextureImage[1];					// Create Storage Space For The Texture

	memset(TextureImage,0,sizeof(void *)*1);           	// Set The Pointer To NULL

	// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
	if (TextureImage[0]=LoadBMP("Data/Tim.bmp"))
	{
		Status=TRUE;									// Set The Status To TRUE

		glGenTextures(1, &texture[0]);					// Create The Texture

		// Typical Texture Generation Using Data From The Bitmap
		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])									// If Texture Exists
	{
		if (TextureImage[0]->data)							// If Texture Image Exists
		{
			free(TextureImage[0]->data);					// Free The Texture Image Memory
		}

		free(TextureImage[0]);								// Free The Image Structure
	}

	return Status;										// Return The Status
}

with this function :

bool LoadTreeTextures()
{
	int Status=FALSE;									// Status Indicator

	// first of all we call the tga file loader. It doesn't do anything special: it fills the Texture struct with information about
	// the image (height, width, bits per pixel). You can easily replace it with a function to load bmps or jpegs.
	// The important thing is do load the image corectly in the structure you give it
	if (LoadTGA(&treeTexture, "Data/Tim.tga"))	
	{		
		// This tells opengl to create 1 texture and put it's ID in the given integer variable
		// OpenGL keeps a track of loaded textures by numbering them: the first one you load is 1, second is 2, ...and so on.
		
		Status=TRUE;									// Set The Status To TRUE
		
		glGenTextures(1, &treeTexture.texID);
		// Binding the texture to GL_TEXTURE_2D is like telling OpenGL that the texture with this ID is now the current 2D texture in use
		// If you draw anything the used texture will be the last binded texture
		glBindTexture(GL_TEXTURE_2D, treeTexture.texID);
		// This call will actualy load the image data into OpenGL and your video card's memory. The texture is allways loaded into the current texture
		// you have selected with the last glBindTexture call
		// It asks for the width, height, type of image (determins the format of the data you are giveing to it) and the pointer to the actual data
		glTexImage2D(GL_TEXTURE_2D, 0, treeTexture.bpp / 8, treeTexture.width, treeTexture.height, 0, treeTexture.type, GL_UNSIGNED_BYTE, treeTexture.imageData);

		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
		glEnable(GL_TEXTURE_2D);
		if (treeTexture.imageData)		
		{
			// You can now free the image data that was allocated by LoadTGA
			// You don't want to keep a few Mb of worthless data on heap. It's worthless because OpenGL stores the image someware else after
			// you call glTexImage2D (usualy in you video card)
			free(treeTexture.imageData);					// Free The Texture Image Memory ( CHANGE )
		}
		return Status;	
	}													// Return The Status

and after replacing these things . i get an initialization error meaning that the initGL function is causing it .

this is the initGL function :

int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
{
	if (!LoadTreeTextures())								// Jump To Texture Loading Routine ( NEW )
	{
		return FALSE;									// If Texture Didn't Load Return FALSE
	}

	glEnable(GL_TEXTURE_2D);							// Enable Texture Mapping ( NEW )
	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
	glClearDepth(1.0f);									// Depth Buffer Setup
	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
	glPolygonMode( GL_BACK, GL_FILL );					// Back Face Is Solid
	glPolygonMode( GL_FRONT, GL_LINE );					// Front Face Is Made Of Lines

	for(int x=0; x<45; x++)
	{
		for(int y=0; y<45; y++)
		{
			points[x][y][0]=float((x/5.0f)-4.5f);
			points[x][y][1]=float((y/5.0f)-4.5f);
			points[x][y][2]=float(sin((((x/5.0f)*40.0f)/360.0f)*3.141592654*2.0f));
		}
	}

	return TRUE;										// Initialization Went OK
}

the flag is an animated, sine-wave picture. composed of a grid that has 45 points by 45 points, which in turn makes 44 quads x 44 quads. the var wiggle_count is used to keep track of how fast the texture waves.

i would apreciate very much if someone could point me what s wrong . thanks

I am working on rewriting the lesson 11 whitout Glaux. I have a working example, but whitout loading the texture. Still trying to figure out why the texture will not load.