   SDL Textures To OpenGL
  I read that there is a way to convert SDL Textures to ones that I can use in OpenGL but I did not find a way to do this so could somebody tell me how I can do such a conversion?   
  If you have the source to SDL, there is a directory called test and in that a file called tesgl.c, which contains the following function( source is public domain ):GLuint SDL_GL_LoadTexture(SDL_Surface *surface, GLfloat *texcoord){GLuint texture;int w, h;SDL_Surface *image;SDL_Rect area;Uint32 saved_flags;Uint8  saved_alpha;/* Use the surface width and height expanded to powers of 2 */w = power_of_two(surface->w);h = power_of_two(surface->h);texcoord[0] = 0.0f;/* Min X */texcoord[1] = 0.0f;/* Min Y */texcoord[2] = (GLfloat)surface->w / w;/* Max X */texcoord[3] = (GLfloat)surface->h / h;/* Max Y */image = SDL_CreateRGBSurface(SDL_SWSURFACE,w, h,32,#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000#else0xFF000000,0x00FF0000, 0x0000FF00, 0x000000FF#endif  );if ( image == NULL ) {return 0;}/* Save the alpha blending attributes */saved_flags = surface->flags&(SDL_SRCALPHA|SDL_RLEACCELOK);saved_alpha = surface->format->alpha;if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) {SDL_SetAlpha(surface, 0, 0);}/* Copy the surface into the GL texture image */area.x = 0;area.y = 0;area.w = surface->w;area.h = surface->h;SDL_BlitSurface(surface, &area, image, &area);/* Restore the alpha blending attributes */if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) {SDL_SetAlpha(surface, saved_flags, saved_alpha);}/* Create an OpenGL texture for the image */glGenTextures(1, &texture);glBindTexture(GL_TEXTURE_2D, texture);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,w, h,0,GL_RGBA,GL_UNSIGNED_BYTE,image->pixels);SDL_FreeSurface(image); /* No longer needed */return texture;}texcoord needs to be an integer array of at least size 4.You can strip out the relevant pieces from that.   ;  thanls for the quick replay I am going to test it in some minutes ...   