First I tried to read in a ppm file and use that for my texture, however I wasn't sure if that is where my problem lies (in reading files). So I hardcoded a small 4x4 image (random colors) and used that. I still cannot get it to work. Does anyone have any insight?
data2, x2, y2 are all the hardcoded image properties.
glPushMatrix();
FILE *inFile;
char dump[3];
int max, k = 0;
inFile = fopen("mountains.ppm", "r");
int x;
int y;
fscanf(inFile, "%s", dump);
//printf("%s", dump);
fscanf(inFile, "%d %d", &x, &y);
fscanf(inFile, "%d", &max);
int arraySize = y*(3*x);
int data[arraySize];
for (int i = 0; i < x; i++) {
for (int j = 0; j < y; j++) {
fscanf(inFile, "%d", &data[k++]);
fscanf(inFile, "%d", &data[k++]);
fscanf(inFile, "%d", &data[k++]);
}
}
int data2[] = { 100 , 50, 50, 40, 30, 70, 70, 30, 40, 155, 50, 215,
50 , 40, 30, 60, 15, 77, 70, 70, 70, 70, 70, 70,
50 , 40, 30, 20, 110, 210, 20, 15, 47, 40, 40, 30,
15 , 40, 15, 40, 30, 40, 30, 20, 80, 80, 40, 20};
int x2 = 4;
int y2 = 4;
fclose(inFile);
glGenTextures(1,&texture);
glBindTexture(GL_TEXTURE_2D,texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D,3,x2,y2,GL_RGB,GL_UNSIGNED_BYTE,data2);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE);
glBindTexture(GL_TEXTURE_2D,texture);
glTexCoord2d(0,0); glVertex3f(0,0.0,0);
glTexCoord2d(0,1); glVertex3f(0,0.0,80);
glTexCoord2d(1,1); glVertex3f(80,0.0,80);
glTexCoord2d(1,0); glVertex3f(80,0.0,0);
glDisable(GL_TEXTURE_2D);
glPopMatrix();