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Try changing:

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, xsurface->w, ysurface->h, 0, GL_RGB, GL_UNSIGNED_BYTE, texturesurface->pixels);

To (if surface has alpha):

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, xsurface->w, ysurface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, texturesurface->pixels);

Or (if surface doesn't have alpha):

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, xsurface->w, ysurface->h, 0, GL_RGB, GL_UNSIGNED_BYTE, texturesurface->pixels);

Try changing:

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGB, GL_UNSIGNED_BYTE, texture);

To (if surface has alpha):

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);

Or (if surface doesn't have alpha):

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, x, y, 0, GL_RGB, GL_UNSIGNED_BYTE, texture);

Try changing:

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surface->w,surface->h, 0, GL_RGB,GL_UNSIGNED_BYTE,surface->pixels);

To (if surface has alpha):

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surface->w,surface->h, 0, GL_RGBA,GL_UNSIGNED_BYTE,surface->pixels);

Or (if surface doesn't have alpha):

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, surface->w,surface->h, 0, GL_RGB,GL_UNSIGNED_BYTE,surface->pixels);
Source Link

Try changing:

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGB, GL_UNSIGNED_BYTE, texture);

To (if surface has alpha):

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);

Or (if surface doesn't have alpha):

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, x, y, 0, GL_RGB, GL_UNSIGNED_BYTE, texture);