Please help, texture not appearing

I’m using the glm to load meshes as .obj, the problem I am facing is that the textures won’t appear. i have a working example and I tried to mimic it in my code but no matter what I do no results show up and I can’t figure out why(I don’t know where else to go to). I write to you in hopes that someone is willing to guide this poor noob through this tormenting problem.
the loading code for the TGA image ( it is in a power of 2 ; 256)

Texture	worldTexture[1];
int LoadWorldTextures()											// Load Bitmaps And Convert To Textures
{
	int Status=FALSE;
	// Status Indicator

	// Load The Bitmap, Check For Errors.
	if (LoadTGA(&worldTexture[0], "texture/sky_texture2.tga"))
	{
		Status=TRUE;											// Set The Status To TRUE
	}
	else
	{
		Status=FALSE;
	}
	
	if(Status==TRUE)
	{
		for (int loop=0; loop<1; loop++)						// Loop Through Both Textures
			{
				// Typical Texture Generation Using Data From The TGA ( CHANGE )
				glGenTextures(1, &worldTexture[loop].texID);				// Create The Texture ( CHANGE )
				glBindTexture(GL_TEXTURE_2D, worldTexture[loop].texID);
				glTexImage2D(GL_TEXTURE_2D, 0, worldTexture[loop].bpp / 8, worldTexture[loop].width, worldTexture[loop].height, 0, worldTexture[loop].type, GL_UNSIGNED_BYTE, worldTexture[loop].imageData);
				glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
				glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

				if (worldTexture[loop].imageData)						// If Texture Image Exists ( CHANGE )
				{
					free(worldTexture[loop].imageData);					// Free The Texture Image Memory ( CHANGE )
				}
			}
	}
	return Status;												// Return The Status
}

the drawing of the object

 void draw_pamant()
{
	if (!pamant) 
	{	
        pamant = glmReadOBJ("pamant.obj");	
        if (!pamant) exit(0);	
       // scaleC=glmUnitize(pamant);		
        glmFacetNormals(pamant);        
		glmVertexNormals(pamant, 90.0);
    } 
    glmDraw(pamant, GLM_SMOOTH | GLM_TEXTURE);	
	
}

the initialization of openGL

void init(void) 
{
   glClearColor (0.0, 0.0, 0.0, 0.0);   
   glEnable(GL_DEPTH_TEST);
   glShadeModel (GL_SMOOTH);	
	gluPerspective(90.0f, (GLfloat)screen_width/(GLfloat)screen_height, 1.0f, 10000.0f);
	
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	glEnable(GL_TEXTURE_2D);
	LoadWorldTextures();
}

and finaly the rendering

void display(void)
{
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glLoadIdentity ();
	gluLookAt(0,0,50,0,0,-10,0,1,0);

glPushMatrix();	
	glTranslatef(transX[0],transY[0],transZ[0]);
	glMultMatrixf(rot_scena);
	glScalef(scalare_scena[0],scalare_scena[0],scalare_scena[0]);	
	
glTranslatef(0,zoom,0);

    glPushMatrix();
glEnable(GL_TEXTURE_2D);
	glBindTexture(GL_TEXTURE_2D,worldTexture[0].texID);
	glEnable(GL_ALPHA_TEST);
	glAlphaFunc(GL_GREATER, 0.1f);
draw_pamant();
    glPopMatrix();
glPopMatrix();
}

I use glut for the utility library. Please help me out I just don’t know where to search for next. I must mention that my knowledge is very limited so excuse me if the problem is somehow considered by some elementary.
Thank-you.