Hardware accerlarated texturing.

Can any one teach how to use hardware accerlerated texturing?

Texturing is hardware accelerated whenever a proper hardware driver has been installed and you are using a hardware accelerated visual/pixel format (e.g. under Windows, the pixel format must not support rendering to a bitmap - that forces software rendering).

You can find many tutorials that deal with texturing (check the NeHe tutorials). There are a few basic operations that you must understand:

  1. Texture objects (glGenTextures, glBindTexture)
  2. Uploading the texture to GL texture memory (glTexImage2D)
  3. Texturing parameters, such as filtering and warping (glTexParameteri)
  4. Enabling/disabling texturing where appropriate (glEnable(GL_TEXTURE_2D))
  5. Texture coordinates (glTexCoord2f)