My functions load the bitmap well, the problem is when I make it a texture, the Red pixels turn Blue and the Blue red!
Maybe is this sentence:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, BitmapInfo->bmiHeader.biWidth, BitmapInfo->bmiHeader.biHeight,
0, GL_RGB, GL_UNSIGNED_BYTE, BitmapBits);
Is there a constant, in stead of GL_RGB, that is GL_BGR or something like that? Help please!