Hi i know that these tutorials are out dated but i used it as just a start since i can't find another one ... anyway when i watched the texture class lesson i follow every single line of code like they did but my texture didn't show up on the cube and i don't know what is wrong with the code this is the cpp file
Code:
#include "texture.h"

vector<Texture *>Texture::textures;

Texture::Texture(string in_filename, string in_name)
{
	imageData = NULL;

	loadTGA(in_filename);

	name = in_name;

	textures.push_back(this);
}

Texture::~Texture()
{
	for ( vector<Texture *>::iterator it = textures.begin(); it != textures.end(); it++)
	{
		if ( (*it) == this )
		{
			textures.erase(it);
		}
	}

	if (imageData)
	{
		delete imageData;
	}
}

bool Texture::loadTGA(string filename)
{
	TGA_Header TGAheader;

	ifstream file( filename.data(), std::ios_base::binary );

	if ( file.is_open() )
	{
		return false;
	}


	if (!file.read( (char * )&TGAheader, sizeof(TGAheader)))
	{
		return false;
	}


	if ( TGAheader.ImageType != 2)
	{
		return false;
	}


	width = TGAheader.imageWidth;
	height = TGAheader.imageHeight;
	bpp = TGAheader.pixelDepth;

	if ( width <=0 || height <=0 || (bpp != 24 && bpp != 32) )
	{
		return false;
	}

	GLuint type = GL_RGBA;
	if ( bpp == 24 )
	{
		type = GL_RGB;
	}

	GLuint bytesPerPixel = bpp / 8;
	GLuint imageSize = width * height * bytesPerPixel;

	imageData = new GLubyte[imageSize];

	if ( imageData == NULL)
	{
		return false;
	}

	if (!file.read( ( char*)imageData, imageSize))
	{
		delete imageData;

		return false;
	}
	//Concerts BGR--> TO RGB;
	for ( GLuint i = 0; i < (int)imageSize; i+=bytesPerPixel)
	{
		GLuint temp = imageData[i];
		imageData[i] = imageData[i+2];
		imageData[i+2] = temp;
	}

	createTexture(imageData, width, height, type);

	//No problems

	return true;

}

bool Texture::createTexture ( unsigned char *imageData, int width, int height, int type)
{
	glGenTextures(1, &texID);
	glBindTexture(GL_TEXTURE_2D, texID);

	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);


	glTexImage2D(GL_TEXTURE_2D,0,type, width, height, 0 , type, GL_UNSIGNED_BYTE, imageData);
	return true;
}
this the header
Code:
#ifndef TEXTURE_H
#define TEXTURE_H
#include <string>
#include <vector>
#include <fstream>
using std::string;
using namespace std;


#ifdef WIN32
	#define WIN32_LEAN_AND_MEAN
	#include <windows.h>
#endif

#if defined(__APPLE__) && defined(__MACH__)
	#include <OpenGL/gl.h>
	#include <OpenGL/glu.h>
#else
	#include <GL/glu.h>
	#include <GL/gl.h>
#endif

struct TGA_Header
{
	GLubyte		ID_Length;
	GLubyte		ColorMapType;
	GLubyte		ImageType;
	GLubyte		ColorMapSpecification[5];
	GLshort		xOrigin;
	GLshort		yOrigin;
	GLshort		imageWidth;
	GLshort		imageHeight;
	GLubyte		pixelDepth;
};

class Texture
{
public:
	Texture( string filename, string name = " ");
	~Texture();

public:
	unsigned char		*imageData;
	unsigned int		bpp; //bits per pixel
	unsigned int		width;
	unsigned int		height;
	unsigned int		texID;

	string name;

	static vector<Texture *> textures;

private:
	bool loadTGA( string filename);
	bool createTexture( unsigned char *imageData, int width, int height, int type);
};

#endif
this is the main
Code:
#include "texture.h"
#include <GL/gl.h>
#include <GL/glut.h>
#include <SDL.h>
#ifdef WIN32
#include <windows.h>
#endif

UINT8 *keys=NULL;
const GLsizei  windowWidth=500;
const GLsizei  windowHight=500;
GLfloat cuberotatX=45;
GLfloat cuberotatY=45;

Texture *textures=NULL;
GLvoid establishprojectmatrix(GLsizei width,GLsizei height)
{
    glViewport(0,0,width,height);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,200.f);
}
GLvoid initgl(GLsizei width,GLsizei height)
{
  establishprojectmatrix(width,height);
  glShadeModel(GL_SMOOTH);
  glClearColor(0.0f,0.0f,0.0f,1.0f) ;
  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LEQUAL);
  glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
  glEnable(GL_PERSPECTIVE_CORRECTION_HINT);
  glEnable(GL_TEXTURE_2D);
    textures= new Texture("data/myTex.tga","lklk");


}
/*GLvoid displayfps()
{
    static long lasttime=SDL_GetTicks();
    static long loops=0;
    static GLfloat fps=0.0f;
    int newtime=SDL_GetTicks();
    if(newtime-lasttime>100)
        {float newfps =(float)loops/(float)(newtime-lasttime)*100.0f;
    fps=(fps+newfps)/2.0f;
    char title[80];
    sprintf(title,"Opengl demo -%0.2f",fps);
    SDL_WM_SetCaption(title,NULL);
    lasttime=newtime;
    loops++;
        }
}*/
GLvoid drawscene()
{
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glTranslatef(0,0,-5.0f);
    glRotatef(cuberotatX,1,0,0);
    glRotatef(cuberotatY,0,1,0);
    glBindTexture(GL_TEXTURE_2D,textures->texID);
     textures= new Texture("data\myTex.tga","test texture");

    glBegin(GL_QUADS);
    //top face;
    //glColor3f(1.0f,0.5f,0.0f);
    glTexCoord2f(1.0f,1.0f);
    glVertex3f(1.0f,1.0f,-1.0f);
     glTexCoord2f(0.0f,1.0f);
    glVertex3f(-1.0f,1.0f,-1.0f);
     glTexCoord2f(0.0f,0.0f);
    glVertex3f(-1.0f,1.0f,1.0f);
     glTexCoord2f(1.0f,0.0f);
    glVertex3f(1.0f,1.0f,1.0f);
    // bottom face
     //glColor3f(0.0f,1.0f,0.0f);
    glTexCoord2f(1.0f,1.0f); glVertex3f(1.0f,-1.0f,-1.0f);
   glTexCoord2f(0.0f,1.0f); glVertex3f(-1.0f,-1.0f,-1.0f);
    glTexCoord2f(0.0f,0.0f);glVertex3f(-1.0f,-1.0f,1.0f);
   glTexCoord2f(1.0f,0.0f); glVertex3f(1.0f,-1.0f,1.0f);
    // front face
    // glColor3f(0.0f,0.0f,1.0f);
    glTexCoord2f(1.0f,1.0f); glVertex3f(1.0f,1.0f,1.0f);
    glTexCoord2f(0.0f,1.0f); glVertex3f(-1.0f,1.0f,1.0f);
     glTexCoord2f(0.0f,0.0f);glVertex3f(-1.0f,-1.0f,1.0f);
     glTexCoord2f(1.0f,0.0f);glVertex3f(1.0f,-1.0f,1.0f);
    //back face
     //glColor3f(1.0f,0.0f,0.0f);

  glTexCoord2f(1.0f,1.0f);  glVertex3f(1.0f,-1.0f,-1.0f);
   glTexCoord2f(0.0f,1.0f); glVertex3f(-1.0f,-1.0f,-1.0f);
   glTexCoord2f(0.0f,0.0f); glVertex3f(-1.0f,1.0f,-1.0f);
    glTexCoord2f(1.0f,0.0f); glVertex3f(1.0f,1.0f,-1.0f);
    //right face
     //glColor3f(1.0f,0.0f,1.0f);
       glTexCoord2f(1.0f,1.0f);glVertex3f(1.0f,1.0f,1.0f);
      glTexCoord2f(0.0f,1.0f);glVertex3f(1.0f,1.0f,-1.0f);
    glTexCoord2f(0.0f,0.0f);glVertex3f(1.0f,-1.0f,-1.0f);
    glTexCoord2f(1.0f,0.0f); glVertex3f(1.0f,-1.0f,1.0f);
    //left face

     //glColor3f(1.0f,0.0f,1.0f);
    glTexCoord2f(1.0f,1.0f);glVertex3f(-1.0f,1.0f,1.0f);
     glTexCoord2f(0.0f,1.0f);glVertex3f(-1.0f,1.0f,-1.0f);
    glTexCoord2f(0.0f,0.0f);glVertex3f(-1.0f,-1.0f,-1.0f);
    glTexCoord2f(1.0f,0.0f);glVertex3f(-1.0f,-1.0f,1.0f);
glEnd();


    glFlush();
    SDL_GL_SwapBuffers();
    //displayfps();
}

GLboolean checkkeys()
{
    const GLfloat speed=0.02f;
    if (keys[SDLK_ESCAPE])
        return true;




         if(keys[SDLK_LEFT])
             cuberotatY-=speed;

            if(keys[SDLK_RIGHT])
                cuberotatY+=speed;

            if(keys[SDLK_UP])
                cuberotatX-=speed;

            if(keys[SDLK_DOWN])
            cuberotatX+=speed;


return false;

}
GLvoid timerloop(int value)
{
    if(checkkeys())
        exit(0);
    glutPostRedisplay();

    glutTimerFunc(1,timerloop,0);
}



int main (int argc, char *argv[])
{
    if(SDL_Init(SDL_INIT_VIDEO)<0)
    {

    }
    if(SDL_SetVideoMode(windowWidth,windowHight,0,SDL_OPENGL)==NULL)
    {

    }
    initgl(windowWidth,windowHight);

    int done=0;
    while (!done)
    {drawscene();
        SDL_Event event;
        while (SDL_PollEvent(&event))
        {
            if(event.type==SDL_QUIT)
                done=1;
                keys=SDL_GetKeyState(NULL);
        }
        if(checkkeys())
            done=1;
    }
    SDL_Quit();
    return 1;
}