//***********************************************************************
//BuildTexture, gif, bmp, jpg etc. flexible size.

int BuildTexture(char *szPathName, GLuint &texid,int bBoard)// bBoard>-1=bilboard text. Load Image And Convert To A Texture
{
	HDC			hdcTemp;												// The DC To Hold Our Bitmap
	HBITMAP		hbmpTemp;												// Holds The Bitmap Temporarily
	IPicture	*pPicture;												// IPicture Interface
	OLECHAR		wszPath[MAX_PATH+1];									// Full Path To Picture (WCHAR)
	char		szPath[MAX_PATH+1];										// Full Path To Picture
	long		lWidth;													// Width In Logical Units
	long		lHeight;												// Height In Logical Units
	long		lWidthPixels;											// Width In Pixels
	long		lHeightPixels;											// Height In Pixels
	GLint		glMaxTexDim ;											// Holds Maximum Texture Size

	if (strstr(szPathName, "http://"))									// If PathName Contains http:// Then...
	{
		strcpy(szPath, szPathName);										// Append The PathName To szPath
	}
	else																// Otherwise... We Are Loading From A File
	{   // set base as workings path..
		//GetCurrentDirectory(MAX_PATH, szPath);						// Get Our Working Directory
		//strcat(szPath, "\\");											// Append "\" After The Working Directory
		//strcat(szPath, szPathName);									// Append The PathName
		// set base path as exe's path
		szPath[0]='\0';//clean
		strcat(szPath, AppPath);
		strcat(szPath, szPathName);
	}
	
	MultiByteToWideChar(CP_ACP, 0, szPath, -1, wszPath, MAX_PATH);		// Convert From ASCII To Unicode
	HRESULT hr = OleLoadPicturePath(wszPath, 0, 0, 0, IID_IPicture, (void**)&pPicture);
	if(FAILED(hr))														// If Loading Failed
		return FALSE;													// Return False

	hdcTemp = CreateCompatibleDC(GetDC(0));								// Create The Windows Compatible Device Context
	if(!hdcTemp)														// Did Creation Fail?
	{
		pPicture->Release();											// Decrements IPicture Reference Count
		return FALSE;													// Return False (Failure)
	}

	glGetIntegerv(GL_MAX_TEXTURE_SIZE, &glMaxTexDim);					// Get Maximum Texture Size Supported

	pPicture->get_Width(&lWidth);
	pPicture->get_Height(&lHeight);

	if(bBoard>-1){
		miBB[bBoard].width=lWidth;
		miBB[bBoard].height=lHeight;
	}

	// Get IPicture Width (Convert To Pixels)
	lWidthPixels	= MulDiv(lWidth, GetDeviceCaps(hdcTemp, LOGPIXELSX), 2540);
										// Get IPicture Height (Convert To Pixels)
	lHeightPixels	= MulDiv(lHeight, GetDeviceCaps(hdcTemp, LOGPIXELSY), 2540);

	// Resize Image To Closest Power Of Two
	if (lWidthPixels <= glMaxTexDim) // Is Image Width Less Than Or Equal To Cards Limit
		lWidthPixels = 1 << (int)floor((log((double)lWidthPixels)/log(2.0f)) + 0.5f); 
	else  // Otherwise  Set Width To "Max Power Of Two" That The Card Can Handle
		lWidthPixels = glMaxTexDim;
 
	if (lHeightPixels <= glMaxTexDim) // Is Image Height Greater Than Cards Limit
		lHeightPixels = 1 << (int)floor((log((double)lHeightPixels)/log(2.0f)) + 0.5f);
	else  // Otherwise  Set Height To "Max Power Of Two" That The Card Can Handle
		lHeightPixels = glMaxTexDim;
	
	//	Create A Temporary Bitmap
	BITMAPINFO	bi = {0};												// The Type Of Bitmap We Request
	DWORD		*pBits = 0;												// Pointer To The Bitmap Bits

	bi.bmiHeader.biSize			= sizeof(BITMAPINFOHEADER);				// Set Structure Size
	bi.bmiHeader.biBitCount		= 32;									// 32 Bit
	bi.bmiHeader.biWidth		= lWidthPixels;							// Power Of Two Width
	bi.bmiHeader.biHeight		= lHeightPixels;						// Make Image Top Up (Positive Y-Axis)
	bi.bmiHeader.biCompression	= BI_RGB;								// RGB Encoding
	bi.bmiHeader.biPlanes		= 1;									// 1 Bitplane

	//	Creating A Bitmap This Way Allows Us To Specify Color Depth And Gives Us Imediate Access To The Bits
	hbmpTemp = CreateDIBSection(hdcTemp, &bi, DIB_RGB_COLORS, (void**)&pBits, 0, 0);
	
	if(!hbmpTemp)														// Did Creation Fail?
	{
		DeleteDC(hdcTemp);												// Delete The Device Context
		pPicture->Release();											// Decrements IPicture Reference Count
		return FALSE;													// Return False (Failure)
	}

	SelectObject(hdcTemp, hbmpTemp);									// Select Handle To Our Temp DC And Our Temp Bitmap Object

	// Render The IPicture On To The Bitmap
	pPicture->Render(hdcTemp, 0, 0, lWidthPixels, lHeightPixels, 0, lHeight, lWidth, -lHeight, 0);

	// Convert From BGR To RGB Format And Add An Alpha Value Of 255
	for(long i = 0; i < lWidthPixels * lHeightPixels; i++)				// Loop Through All Of The Pixels
	{
		BYTE* pPixel	= (BYTE*)(&pBits[i]);							// Grab The Current Pixel
		BYTE  temp		= pPixel[0];									// Store 1st Color In Temp Variable (Blue)
		pPixel[0]		= pPixel[2];									// Move Red Value To Correct Position (1st)
		pPixel[2]		= temp;											// Move Temp Value To Correct Blue Position (3rd)
		pPixel[3]		= 255;											// Set The Alpha Value To 255
	}

	glGenTextures(1, &texid);											// Create The Texture

	// Typical Texture Generation Using Data From The Bitmap
	glBindTexture(GL_TEXTURE_2D, texid);								// Bind To The Texture ID
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);		// (Modify This For The Type Of Filtering You Want)
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);     // (Modify This For The Type Of Filtering You Want)

	// (Modify This If You Want Mipmaps)
	glTexImage2D(GL_TEXTURE_2D, 0, 3, lWidthPixels, lHeightPixels, 0, GL_RGBA, GL_UNSIGNED_BYTE, pBits);

	DeleteObject(hbmpTemp);												// Delete The Object
	DeleteDC(hdcTemp);													// Delete The Device Context

	pPicture->Release();												// Decrements IPicture Reference Count

	return TRUE;														// Return True (All Good)
}