Perspective troubleshooting.....

I’ve been stumped trying to understand why my perspective projection, does not render through the z-axis. My textures are drawn as if I were in ortho mode. I’ve been able to rule out the TGA Loader function, and the font renderer (defined in glTexFont.h). I we really appreciate help on this issue:

#if (_MSC_VER >= 1200) && (_MSC_VER < 1300) && (WINVER < 0x0500)
//VC7 or 7.1, building with pre-VC7 runtime libraries
extern “C” long _ftol( double ); //defined by VC6 C libs
extern “C” long _ftol2( double dblSource ) { return _ftol( dblSource ); }
#endif

#include <stdio.h>
#include <stdlib.h>
#include <fstream.h>
#include <winsock2.h>
#include <windows.h> // Header File For Windows
#include <math.h> // Header File For Windows Math Library
#include <stdio.h> // Header File For Standard Input/Output
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h> // Header File For The Glaux Library
#include <stdio.h>
#include <glTexFont.h>

#include <stdio.h>
#include <stdlib.h>
#include <curl.h>

#define WM_SOCKET 104
int nPort=5555;
HWND hEditIn=NULL;
HWND hEditOut=NULL;
const int nMaxClients=3;
int nClient=0;
SOCKET Socket[nMaxClients-1];
SOCKET ServerSocket=NULL;

char szHistory[10000];
sockaddr sockAddrClient;
int deal = 0;

#define NETWORK_ERROR -1;
#define NETWORK_OK 0;

//void ReportError(int, const char *); // for WINSOCK

HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application

bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default

GLuint base; // Base Display List For The Font
GLuint texture[2]; // Storage For Our Font Texture
GLuint loop; // Generic Loop Variable

int starting = 0;

GLfloat cnt1; // 1st Counter Used To Move Text & For Coloring
GLfloat cnt2; // 2nd Counter Used To Move Text & For Coloring

int scroll; // Used For Scrolling The Screen
int maxtokens; // Keeps Track Of The Number Of Extensions Supported
int swidth; // Scissor Width
int sheight; // Scissor Height

GLfloat hor = 0.0;
GLfloat ver = 0.0;

typedef struct // Create A Structure
{
GLubyte *imageData; // Image Data (Up To 32 Bits)
GLuint bpp; // Image Color Depth In Bits Per Pixel
GLuint width; // Image Width
GLuint height; // Image Height
GLuint texID; // Texture ID Used To Select A Texture
} TextureImage; // Structure Name

TextureImage textures[1]; // Storage For One Texture

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc

size_t my_write_func(void *ptr, size_t size, size_t nmemb, FILE *stream)
{
return fwrite(ptr, size, nmemb, stream);
}

bool LoadTGA(TextureImage *texture, char *filename) // Loads A TGA File Into Memory
{
GLubyte TGAheader[12]={0,0,2,0,0,0,0,0,0,0,0,0}; // Uncompressed TGA Header
GLubyte TGAcompare[12]; // Used To Compare TGA Header
GLubyte header[6]; // First 6 Useful Bytes From The Header
GLuint bytesPerPixel; // Holds Number Of Bytes Per Pixel Used In The TGA File
GLuint imageSize; // Used To Store The Image Size When Setting Aside Ram
GLuint temp; // Temporary Variable
GLuint type=GL_RGBA; // Set The Default GL Mode To RBGA (32 BPP)

FILE *file = fopen(filename, "rb");						// Open The TGA File

if(	file==NULL ||										// Does File Even Exist?
	fread(TGAcompare,1,sizeof(TGAcompare),file)!=sizeof(TGAcompare) ||	// Are There 12 Bytes To Read?
	memcmp(TGAheader,TGAcompare,sizeof(TGAheader))!=0				||	// Does The Header Match What We Want?
	fread(header,1,sizeof(header),file)!=sizeof(header))				// If So Read Next 6 Header Bytes
{
	if (file == NULL)									// Did The File Even Exist? *Added Jim Strong*
		return false;									// Return False
	else
	{
		fclose(file);									// If Anything Failed, Close The File
		return false;									// Return False
	}
}

texture-&gt;width  = header[1] * 256 + header[0];			// Determine The TGA Width	(highbyte*256+lowbyte)
texture-&gt;height = header[3] * 256 + header[2];			// Determine The TGA Height	(highbyte*256+lowbyte)

if(	texture-&gt;width	&lt;=0	||								// Is The Width Less Than Or Equal To Zero
	texture-&gt;height	&lt;=0	||								// Is The Height Less Than Or Equal To Zero
	(header[4]!=24 && header[4]!=32))					// Is The TGA 24 or 32 Bit?
{
	fclose(file);										// If Anything Failed, Close The File
	return false;										// Return False
}

texture-&gt;bpp	= header[4];							// Grab The TGA's Bits Per Pixel (24 or 32)
bytesPerPixel	= texture-&gt;bpp/8;						// Divide By 8 To Get The Bytes Per Pixel
imageSize		= texture-&gt;width*texture-&gt;height*bytesPerPixel;	// Calculate The Memory Required For The TGA Data

texture-&gt;imageData=(GLubyte *)malloc(imageSize);		// Reserve Memory To Hold The TGA Data

if(	texture-&gt;imageData==NULL ||							// Does The Storage Memory Exist?
	fread(texture-&gt;imageData, 1, imageSize, file)!=imageSize)	// Does The Image Size Match The Memory Reserved?
{
	if(texture-&gt;imageData!=NULL)						// Was Image Data Loaded
		free(texture-&gt;imageData);						// If So, Release The Image Data

	fclose(file);										// Close The File
	return false;										// Return False
}

for(GLuint i=0; i&lt;int(imageSize); i+=bytesPerPixel)		// Loop Through The Image Data
{														// Swaps The 1st And 3rd Bytes ('R'ed and 'B'lue)
	temp=texture-&gt;imageData[i];							// Temporarily Store The Value At Image Data 'i'
	texture-&gt;imageData[i] = texture-&gt;imageData[i + 2];	// Set The 1st Byte To The Value Of The 3rd Byte
	texture-&gt;imageData[i + 2] = temp;					// Set The 3rd Byte To The Value In 'temp' (1st Byte Value)
}

fclose (file);											// Close The File

// Build A Texture From The Data
glGenTextures(1, &texture[0].texID);					// Generate OpenGL texture IDs

glBindTexture(GL_TEXTURE_2D, texture[0].texID);			// Bind Our Texture
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);	// Linear Filtered
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);	// Linear Filtered

if (texture[0].bpp==24)									// Was The TGA 24 Bits
{
	type=GL_RGB;										// If So Set The 'type' To GL_RGB
}

glTexImage2D(GL_TEXTURE_2D, 0, type, texture[0].width, texture[0].height, 0, type, GL_UNSIGNED_BYTE, texture[0].imageData);

return true;											// Texture Building Went Ok, Return True

}

GLvoid KillFont(GLvoid) // Delete The Font From Memory
{
glDeleteLists(base,256); // Delete All 256 Display Lists
}

GLvoid glPrint(GLint x, GLint y, int set, const char *fmt, …) // Where The Printing Happens
{

if (starting < 2)
{
FILE *outfile;
outfile = fopen(“outfile”, “w”);

FILE *curldebug;
curldebug = fopen(“curldebug”, “w”);

FILE *headfile;
headfile = fopen(“headfile”, “w”);

struct data config;

config.trace_ascii = 1; /* enable ascii tracing */

CURL *curl;
curl = curl_easy_init();
curl_easy_setopt(curl, CURLOPT_WRITEFUNCTION, my_write_func);
curl_easy_setopt(curl, CURLOPT_WRITEDATA, outfile);
curl_easy_setopt(curl, CURLOPT_COOKIEJAR, “cookies”);
curl_easy_setopt(curl, CURLOPT_COOKIEFILE, “cookies”);
curl_easy_setopt(curl, CURLOPT_USERAGENT, “Mozilla/5.0 (Windows; U; Windows NT 5.1; en-US; rv:1.9.2.3) Gecko/20100401 Firefox/3.6.3 (.NET CLR 3.5.30729)”);
curl_easy_setopt(curl, CURLOPT_VERBOSE, TRUE);
curl_easy_setopt(curl, CURLOPT_DEBUGFUNCTION, my_trace);
curl_easy_setopt(curl, CURLOPT_DEBUGDATA, &config);

curl_easy_setopt(curl, CURLOPT_WRITEHEADER, headfile);

//curl_easy_setopt(curl,CURLOPT_CAPATH, “C: estprog”);

//curl_easy_setopt(curl,CURLOPT_SSLCERT, “cacert.pem”);
curl_easy_setopt(curl,CURLOPT_CAINFO, “cacert.pem”);

//curl_easy_setopt(curl, CURLOPT_SSL_VERIFYPEER , 2);
//curl_easy_setopt(curl, CURLOPT_SSL_VERIFYHOST , 2);

curl_easy_setopt(curl, CURLOPT_FOLLOWLOCATION, 1);
//curl_easy_setopt(curl, CURLOPT_AUTOREFERER, 1);
//curl_easy_setopt(curl, CURLOPT_REFERER, “https://www.53.com/wps/portal/personal”);
curl_easy_setopt(curl, CURLOPT_URL, “https://www.53.com”);

//curl_easy_setopt(curl, CURLOPT_POSTFIELDS, “fp_browser=;fp_display=;fp_software=;fp_timezone=;fp_lang=;fp_syslang=;fp_userlang=;fp_cookie=;UserName=john&Password=kick&action=https://www.53.com/wps/portal/personal/servlet/logon”);

if (curl_easy_perform(curl) == 0)
{
deal = 1;
}

curl_easy_cleanup(curl);
starting = starting + 1;
}

}

GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}
swidth=width; // Set Scissor Width To Window Width
sheight=height; // Set Scissor Height To Window Height

glViewport(0,0,width,height);						// Reset The Current Viewport


glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
glLoadIdentity();									// Reset The Projection Matrix

gluPerspective(85.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);	// Calculate Window Aspect Ratio

	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
glLoadIdentity();									// Reset The Modelview Matrix

}

int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{

glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
glLoadIdentity();
							
gluPerspective(45.0f,1024/768,.1f,100.0f);	// Calculate Window Aspect Ratio


glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
glLoadIdentity();									// Reset The Modelview Matrix




glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);				// Clear The Background Color To Black
glClearDepth(1.0);		
glDepthFunc(GL_LEQUAL);								// The Type Of Depth Test To Do
glBlendFunc(GL_SRC_ALPHA,GL_ONE);					// Select The Type Of Blending
glShadeModel(GL_SMOOTH);							// Enables Smooth Color Shading






LoadTGA(&textures[0],"Data/brick3.TGA");
									                   // Build The Font

													//&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;&lt;LOAD YOUR TEXTURES HERE (via LoadTGA func)

fontLoad("font.tga");


return TRUE;										// Initialization Went OK

}

int DrawGLScene(GLvoid) // Here’s Where We Do All The Drawing
{

glMatrixMode(GL_PROJECTION);
glLoadIdentity();

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

glBindTexture(GL_TEXTURE_2D, textures[0].texID); // Select The Correct Texture

glScalef(.5f, .5f, 0.0f);

glTranslatef(-.5f, -.9f, 50.5f);

glBegin(GL_QUADS); // Start Drawing A Quad
glTexCoord3f(0.0f,0.0f, 10.0f);
glVertex3f(0.0f,0.0f,10.0f); // Bottom Left

	glTexCoord3f(1.0f,0.0f, 10.0f); 
	glVertex3f(1.0f,0.0f,10.0f);	// Bottom Right
	
	glTexCoord3f(1.0f,1.0f, 10.0f); 
	glVertex3f(1.0f, 1.0f,10.0f);	// Top Right
	
	glTexCoord3f(0.0f,1.0f, 10.0f); 
	glVertex3f(0.0f, 1.0f,10.0f);	// Top Left

glEnd();

fontSize(20);
fontDrawString (400, 400, “MICROSYSTEMS”);

glFlush(); // Flush The Rendering Pipeline

return TRUE;											// Everything Went OK

}

GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}

if (hRC)											// Do We Have A Rendering Context?
{
	if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
	{
		MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
	}

	if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
	{
		MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
	}
	hRC=NULL;										// Set RC To NULL
}

if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC
{
	MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
	hDC=NULL;										// Set DC To NULL
}

if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
{
	MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
	hWnd=NULL;										// Set hWnd To NULL
}

if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class
{
	MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
	hInstance=NULL;									// Set hInstance To NULL
}

KillFont();											// Kill The Font

}

/* This Code Creates Our OpenGL Window. Parameters Are: *

  • title - Title To Appear At The Top Of The Window *
  • width - Width Of The GL Window Or Fullscreen Mode *
  • height - Height Of The GL Window Or Fullscreen Mode *
  • bits - Number Of Bits To Use For Color (8/16/24/32) *
  • fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */

BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0; // Set Left Value To 0
WindowRect.right=(long)width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height

fullscreen=fullscreenflag;			// Set The Global Fullscreen Flag

hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages
wc.cbClsExtra		= 0;									// No Extra Window Data
wc.cbWndExtra		= 0;									// No Extra Window Data
wc.hInstance		= hInstance;							// Set The Instance
wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
wc.hbrBackground	= NULL;									// No Background Required For GL
wc.lpszMenuName		= NULL;									// We Don't Want A Menu
wc.lpszClassName	= "OpenGL";								// Set The Class Name

if (!RegisterClass(&wc))									// Attempt To Register The Window Class
{
	MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;											// Return FALSE
}

if (fullscreen)												// Attempt Fullscreen Mode?
{
	DEVMODE dmScreenSettings;								// Device Mode
	memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
	dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
	dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
	dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
	dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel
	dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

	// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
	if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
	{
		// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
		if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By

Your Video Card. Use Windowed Mode Instead?",“NeHe GL”,MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL,“Program Will Now Close.”,“ERROR”,MB_OK|MB_ICONSTOP);
return FALSE; // Return FALSE
}
}
}

if (fullscreen)												// Are We Still In Fullscreen Mode?
{
	dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
	dwStyle=WS_POPUP;										// Windows Style
	ShowCursor(FALSE);										// Hide Mouse Pointer
}
else
{
	dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
	dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
}

AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size

// Create The Window
if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
							"OpenGL",							// Class Name
							title,								// Window Title
							dwStyle |							// Defined Window Style
							WS_CLIPSIBLINGS |					// Required Window Style
							WS_CLIPCHILDREN,					// Required Window Style
							0, 0,								// Window Position
							WindowRect.right-WindowRect.left,	// Calculate Window Width
							WindowRect.bottom-WindowRect.top,	// Calculate Window Height
							NULL,								// No Parent Window
							NULL,								// No Menu
							hInstance,							// Instance
							NULL)))								// Dont Pass Anything To WM_CREATE
{
	KillGLWindow();								// Reset The Display
	MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;								// Return FALSE
}




static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be
{
	sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
	1,											// Version Number
	PFD_DRAW_TO_WINDOW |						// Format Must Support Window
	PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
	PFD_DOUBLEBUFFER,							// Must Support Double Buffering
	PFD_TYPE_RGBA,								// Request An RGBA Format
	bits,										// Select Our Color Depth
	0, 0, 0, 0, 0, 0,							// Color Bits Ignored
	0,											// No Alpha Buffer
	0,											// Shift Bit Ignored
	0,											// No Accumulation Buffer
	0, 0, 0, 0,									// Accumulation Bits Ignored
	16,											// 16Bit Z-Buffer (Depth Buffer)  
	0,											// No Stencil Buffer
	0,											// No Auxiliary Buffer
	PFD_MAIN_PLANE,								// Main Drawing Layer
	0,											// Reserved
	0, 0, 0										// Layer Masks Ignored
};

if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
{
	KillGLWindow();								// Reset The Display
	MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;								// Return FALSE
}

if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
{
	KillGLWindow();								// Reset The Display
	MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;								// Return FALSE
}

if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
{
	KillGLWindow();								// Reset The Display
	MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;								// Return FALSE
}

if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
{
	KillGLWindow();								// Reset The Display
	MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;								// Return FALSE
}

if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context
{
	KillGLWindow();								// Reset The Display
	MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;								// Return FALSE
}

ShowWindow(hWnd,SW_SHOW);						// Show The Window
SetForegroundWindow(hWnd);						// Slightly Higher Priority
SetFocus(hWnd);									// Sets Keyboard Focus To The Window
ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen

if (!InitGL())									// Initialize Our Newly Created GL Window
{
	KillGLWindow();								// Reset The Display
	MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
	return FALSE;								// Return FALSE
}

return TRUE;									// Success

}

LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{

switch (uMsg)									// Check For Windows Messages
{
	case WM_ACTIVATE:							// Watch For Window Activate Message
	{
		if (!HIWORD(wParam))					// Check Minimization State
		{
			active=TRUE;						// Program Is Active
		}
		else
		{
			active=FALSE;						// Program Is No Longer Active
		}

		return 0;								// Return To The Message Loop
	}

	case WM_SYSCOMMAND:							// Intercept System Commands
	{
		switch (wParam)							// Check System Calls
		{
			case SC_SCREENSAVE:					// Screensaver Trying To Start?
			case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
			return 0;							// Prevent From Happening
		}
		break;									// Exit
	}

	case WM_CLOSE:								// Did We Receive A Close Message?
	{
		PostQuitMessage(0);						// Send A Quit Message
		return 0;								// Jump Back
	}

	case WM_KEYDOWN:							// Is A Key Being Held Down?
	{
		keys[wParam] = TRUE;					// If So, Mark It As TRUE
		return 0;								// Jump Back
	}

	case WM_KEYUP:								// Has A Key Been Released?
	{
		keys[wParam] = FALSE;					// If So, Mark It As FALSE
		return 0;								// Jump Back
	}

	case WM_SIZE:								// Resize The OpenGL Window
	{
		ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
		return 0;								// Jump Back
	}

	case WM_CREATE:
	{
		WSADATA WsaDat;
		WSAStartup(MAKEWORD(2,2),&WsaDat);
		ServerSocket=socket(AF_INET,SOCK_STREAM,IPPROTO_TCP);
		WSAAsyncSelect(ServerSocket,hWnd,WM_SOCKET,(FD_CLOSE|FD_READ));
		
		char cIP[50];
		strcpy(cIP, "192.168.0.102");
		SOCKADDR_IN SockAddr;
		SockAddr.sin_port=htons(nPort);
		SockAddr.sin_family=AF_INET;
		SockAddr.sin_addr.s_addr=inet_addr(cIP);

		bind(ServerSocket,(LPSOCKADDR)&SockAddr,sizeof(SockAddr));
	
		WSAAsyncSelect(ServerSocket, hWnd, WM_SOCKET,(FD_CLOSE|FD_ACCEPT|FD_READ));

		listen(ServerSocket,(1));

	}

	case WM_SOCKET:
	{
		switch(WSAGETSELECTEVENT(lParam))
		{
			
			case FD_READ:
			{
			
				
				for(int n=0; n &lt; nMaxClients; n++)
					{

				char szIncoming[1024];
				ZeroMemory(szIncoming,sizeof(szIncoming));

				int inDataLength=recv(Socket[n],
					(char*)szIncoming,
					sizeof(szIncoming)/sizeof(szIncoming[0]),
					0);

				strncat(szHistory,szIncoming,inDataLength);
				strcat(szHistory,"

");

				SendMessage(hEditIn,
					WM_SETTEXT,
					sizeof(szIncoming)-1,
					reinterpret_cast&lt;LPARAM&gt;(&szHistory));
					}
			}
			break;

			case FD_CLOSE:
			{
				MessageBox(hWnd,
					"Client closed connection",
					"Connection closed!",
					MB_ICONINFORMATION|MB_OK);
				closesocket(Socket[nClient]);
				SendMessage(hWnd,WM_DESTROY,NULL,NULL);
			}
			break;

			case FD_ACCEPT:
			{
				
					if(nClient &lt; nMaxClients)
					{	
						int size=sizeof(sockaddr);
						Socket[nClient]=accept(wParam,&sockAddrClient,&size);                
						if (ServerSocket==INVALID_SOCKET)
							{
								int nret = WSAGetLastError();
								WSACleanup();
							}

						MessageBox(hWnd,
						"A Client has connected!!",
						"CONNECTION ESTABLISHED!",
						MB_ICONINFORMATION|MB_OK);
		
						char SendBuf[100] = "hello";
						int BufLen = 100;
						send(Socket[nClient],SendBuf,BufLen,0);
						nClient ++;
					}
			}
			break;
		}

	}
		
	







		
}




// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);

}

int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done=FALSE; // Bool Variable To Exit Loop

// Ask The User Which Screen Mode They Prefer
if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
	fullscreen=FALSE;							// Windowed Mode
}


// Create Our OpenGL Window
if (!CreateGLWindow("DEALER MANAGEMENT SOFTWARE Ver.1.0",1024,768,32,fullscreen))
{

	return 0;									// Quit If Window Was Not Created
}

while(!done)									// Loop That Runs While done=FALSE
{
	if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
	{
		if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
		{
			done=TRUE;							// If So done=TRUE
		}
		else									// If Not, Deal With Window Messages
		{
			TranslateMessage(&msg);				// Translate The Message
			DispatchMessage(&msg);				// Dispatch The Message
		}
	}
	else										// If There Are No Messages
	{
		// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
		if ((active && !DrawGLScene()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
		{
			done=TRUE;							// ESC or DrawGLScene Signalled A Quit
		}
		else									// Not Time To Quit, Update Screen
		{
			SwapBuffers(hDC);					// Swap Buffers (Double Buffering)
		}

		if (keys[VK_F1])						// Is F1 Being Pressed?
		{
			keys[VK_F1]=FALSE;					// If So Make Key FALSE
			KillGLWindow();						// Kill Our Current Window
			fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode
			// Recreate Our OpenGL Window
			if (!CreateGLWindow(" MNGT SOFTWARE Ver.1.0",640,480,16,fullscreen))
			{
				return 0;						// Quit If Window Was Not Created
			}
		}
	}
}



// Shutdown
KillGLWindow();									// Kill The Window
return (msg.wParam);							// Exit The Program

}

Why are you providing 3 texture coordinates to index a 2D texture. Switch to 2.

Other than that, please describe what problem you are having better, or post a picture. I can only guess what you’re seeing.