Surface with texture

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#include <GL\GL.h>
#include <GL\GLU.h>
#include <GL\glut.h>
#include <stdio.h>
GLfloat ctrlpoints[4][4][3]={
{{-1.5,-1.5,4.0},{-0.5,-1.5,2.0},{0.5,-1.5,-1.0},{1.5,-
1.5,2.0}},
{{-1.5,-0.5,1.0},{-0.5,-0.5,3.0},{0.5,-0.5,0.0},{1.5,-0.5,-
1.0}},
{{-1.5,0.5,4.0},{-0.5,0.5,0.0},{0.5,0.5,3.0},{1.5,0.5,4.0}},
{{-1.5,1.5,-2.0},{-0.5,1.5,-2.0},{0.5,1.5,0.0},{1.5,1.5,-1.0}}
};
void display()
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glRotatef(85.0,1.0,1.0,1.0);
glEvalMesh2(GL_FILL,0,20,0,20);
glFlush();
}
void init()
{
glClearColor(1.0,1.0,1.0,0.0);
glMap2f(GL_MAP2_VERTEX_3,0,1,3,4,0,1,12,4,&ctrlpoints[0][0][0]);
glEnable(GL_MAP2_VERTEX_3);
glMapGrid2f(20,0.0,1.0,20,0.0,1.0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_AUTO_NORMAL);
//Источники света
GLfloat ambient[]={0.2,0.2,0.2,1.0};
GLfloat position[]={0.0,0.0,2.0,1.0};
GLfloat mat_diffuse[]={0.6,0.6,0.6,1.0};
GLfloat mat_specular[]={1.0,1.0,1.0,1.0};
GLfloat mat_shininess[]={50.0};
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0,GL_AMBIENT,ambient);
glLightfv(GL_LIGHT0,GL_POSITION,position);
glMaterialfv(GL_FRONT,GL_DIFFUSE,mat_diffuse);
glMaterialfv(GL_FRONT,GL_SPECULAR,mat_specular);
glMaterialfv(GL_FRONT,GL_SHININESS,mat_shininess);
}
void reshape(int w, int h)
{
// Размер поля просмотра устанавливается равынм размеру окна
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
// Обновление матрицы наблюдения
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Предотвращает деление на 0
if (w <= h)
glOrtho(-5.0, 5.0, -5.0*(GLfloat)h/(GLfloat)w,
5.0*(GLfloat)h/(GLfloat)w, -5.0, 5.0);
else
glOrtho(-5.0*(GLfloat)w/(GLfloat)h,
5.0*(GLfloat)w/(GLfloat)h, -5.0, 5.0, -5.0, 5.0);
// Обновление матрицы наблюдения
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize (500, 500);
glutInitWindowPosition (100, 100);
glutCreateWindow (argv[0]);
init ();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return 0;
}