You need to draw a rectangle and wrap the texture on it. This is the usual way to proceed. OpenGL renders primitives and does not draw images. See the very basic example:
image 

import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
from PIL import Image
from numpy import array
def loadTexture(texture):
try:
text = Image.open(texture)
except IOError as ex:
print("Failed to open texture file: ", texture)
text = Image.open("0.png")
textData = array(list(text.getdata()))
textID = glGenTextures(1)
glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
glBindTexture(GL_TEXTURE_2D, textID)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, text.size[0], text.size[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, textData)
text.close()
return textID
def drawQuad(centerX, centerY, textureID):
verts = ((1, 1), (1,-1), (-1,-1), (-1,1))
texts = ((1, 0), (1, 1), (0, 1), (0, 0))
surf = (0, 1, 2, 3)
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, textureID)
glBegin(GL_QUADS)
for i in surf:
glTexCoord2f(texts[i][0], texts[i][1])
glVertex2f(centerX + verts[i][0], centerY + verts[i][1])
glEnd()
glDisable(GL_TEXTURE_2D)
def main():
pygame.init()
disp = (200, 200)
pygame.display.set_mode(disp, DOUBLEBUF|OPENGL)
gluPerspective(45, (disp[0] / disp[1]), 0.1, 50.0)
glTranslatef(0.0, 0.0, -5)
textID = loadTexture("0.png")
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
drawQuad(0, 0, textID)
pygame.display.flip()
pygame.time.wait(10)
main()