   Prolly very stupid question with source.
  Why isn''t the quad textured? I must be very blind...This is the entire source. All u need to do is make a tex.bmp and try it out. Ow and don''t forget to add opengl32.lib glu32.lib glut32.lib and glaux.lid to the project.Please help,Marty   #include <windows.h> #include <stdio.h> #include <gl\gl.h> #include <gl\glu.h> #include <gl\glut.h>#include <gl\glaux.h>int WindWidth, WindHeight;AUX_RGBImageRec *LoadBMP(char *Filename){FILE *File=NULL;// is there a filename?if (!Filename){return NULL;}// if not, return NULLFile=fopen(Filename,"r");// does the file exist?if (File) {fclose(File);// then close it return auxDIBImageLoad(Filename);// and return a pointer} return NULL;// else return null}int LoadTexture(char *filename, GLuint *holder){AUX_RGBImageRec *TextureImage[1];// storagespace for 1 texturememset(TextureImage,0,sizeof(void *)*1);// clear the memif (TextureImage[0] = LoadBMP(filename))// load the file{glGenTextures(1, holder);// create space for textureglPixelStorei (GL_UNPACK_ALIGNMENT, 1);glBindTexture(GL_TEXTURE_2D, *holder);// bind the loaded textureglTexImage2D(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_MIPMAP_NEAREST); // set paramsglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // set paramsgluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);if (TextureImage[0]){if (TextureImage[0]->data) {free(TextureImage[0]->data);// free the loaded bmp}free(TextureImage[0]);// and the memory}return 1;}return 0;}void InitGL(){glClearColor(0.0, 0.0, 0.0, 0.0);glEnable(GL_DEPTH_TEST);glShadeModel(GL_SMOOTH);glEnable(GL_TEXTURE_2D);glEnable(GL_CULL_FACE);glCullFace(GL_BACK);glMatrixMode(GL_PROJECTION);glLoadIdentity();gluPerspective(45.0, (double(WindWidth)/double(WindHeight)), 10.0, 10000.0);glMatrixMode(GL_MODELVIEW);}GLuint texnum;void LoadData(){LoadTexture("tex.bmp", &texnum);}void Display(){glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);glLoadIdentity();glBindTexture(GL_TEXTURE_2D, texnum);glBegin(GL_QUADS);glTexCoord2f(0,0);glVertex3f(0,0,-100);glTexCoord2f(1,0);glVertex3f(10,0,-100);glTexCoord2f(1,1);glVertex3f(10,10,-100);glTexCoord2f(0,1);glVertex3f(0,10,-100);glEnd();glutSwapBuffers();}void KeyPressed(unsigned char key, int x, int y){if (key == 27){exit(0);}}void Idle(){glutPostRedisplay();}int main(int argc, char** argv){glutInit(&argc, argv);glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);glutGameModeString("1024x768:32@60");WindWidth = 1024; WindHeight = 768;LoadData();glutEnterGameMode();InitGL();glutDisplayFunc(Display);glutKeyboardFunc(KeyPressed);glutIdleFunc(Idle);glutMainLoop();glutLeaveGameMode();return 0;}
  Move your LoadData() call to after glutEnterGameMode().  You don''t have a valid OpenGL context until after the glutEnterGameMode call returns, so you can''t load textures.Enigma ;  Ok, thanx.Another question:gamemode changes resolution. It is very irritating when it changes resolution while i''m cout''ing to the (dos) screen. It takes a wile to load all my stuff, and i''d like to read the feedback. Textures are loaded aswell. Can i set opengl for loading textures without having the gamemode resoltion (i''m not posting any redisplays while loading anyways)?Marty ;  I''m afraid I don''t know the ins and outs of glutGameMode.  You could try creating a window, then loading your stuff then destroying the window and then entering game mode.Enigma 