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Home/ Questions/Q 7037811
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Editorial Team
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Editorial Team
Asked: May 28, 20262026-05-28T01:35:24+00:00 2026-05-28T01:35:24+00:00

How can I apply a texture to a glutSolidSphere? this what i have tried

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How can I apply a texture to a glutSolidSphere?

this what i have tried but it doesn’t work:

GLuint textureid;
    glGenTextures(1, &textureid);
    glBindTexture(GL_TEXTURE_2D, textureid);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, "stone.tga");
// Planet
    glDisable(GL_LIGHTING);
    glBindTexture(GL_TEXTURE_2D, textureid);
    glutSolidSphere(35.0f, 30, 17);
    glEnable(GL_LIGHTING);

can some one direct me on how to Load the texture and enable it.

i heard that glutSolidSphere emits texture coordinates already, so i don’t have to do anything special there.

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  1. Editorial Team
    Editorial Team
    2026-05-28T01:35:25+00:00Added an answer on May 28, 2026 at 1:35 am

    Your issue is that you’re not actually creating a texture with glTexImage2D. The last parameter should be a byte[] of pixel channel colors in the order Red, Green, Blue, Alpha (as specified by your other parameters – GL_UNSIGNED_BYTE and GL_RGBA), and not just the name of the file.

    OpenGL has no clue what a file is, how to read a file from a system-specific filesystem, or how to parse the TGA file format. It’s expecting raw color data, so you need to load and parse your image and pass the byte[] to OpenGL (technically the pointer to the first element as a void*). There are several guides that give you the minimum code necessary to parse a TGA file, but you can also use a library like FreeImage to handle loading your textures, and it works with much more than just TGA.

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