[SDL-GL]Problems with bilinear texture filtering

Hello all,

I’m using SDL and OpenGL to play with 2D blitting and OpenGL texture

I have a 640x400 BMP loaded into an SDL surface, I then blit portions
of that surface onto 128x512 surfaces so I can then use them for
OpenGL textures but…

… when I draw my quads and then texture map them with each texture I
don’t get any bi-linear texture filtering. The textures are mapped
and rendered, but no smoothiness :frowning:

I’m not sure what’s causing this problem, I used to use textures sized
at 512x256 and they were fine.

Anyways any help would be greatly appreciated.

To take a gander at my code: http://www4.tpg.com.au/users/jhogge/surface2texture.c++

I’ve also tried gluBuild2DMipmaps() but that didn’t help.

Thanks in advance