After creating some textures using glBindTexture and gluBuild2DMipmaps, I would like to change or apply a colormap to the textured surfaces before they are drawn. Setting up pixel mapping only works when creating the textures, and doesn't seem to have any effect afterwards. What I'm trying to do is to have the textures in resident memory as "raw images", and then have a user changable colormap applied before they are rendered on surfaces. Can this be done without setting up pixel mapping and rebuilding the textures every time the colormap is changed?
Any ideas?



