well, something like this
sf::Image image = sf::Image();
// loading texture
if(!image.LoadFromFile("assets/missing.jpg")) {
// breakpoint
}
const sf::Uint8* ptr = image.GetPixelsPtr();
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,256,256,0,GL_RGB,GL_UNSIGNED_BYTE,ptr);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, textures[0]);
This might not be ok, but the DevIL code was working before so I wonder why it doesn't work under SFML.