static int texNum = 1; int loadTexture(char *filename) { int Status = FALSE; memset(TextureImage, 0, sizeof(void *)*1); if(TextureImage[0]=LoadBMP(filename)) { Status = TRUE; glGenTextures(texNum, &texture[texNum-1]); glBindTexture(GL_TEXTURE_2D, texture[texNum-1]); //glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[texNum-1]->sizeX, TextureImage[texNum-1]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[texNum-1]->data); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); } texNum++; }