Edit: Damn I meant its glTexImage2D in the subject.
I use 3 textures, all 512x512 RGB. Heres the code
GLvoid Opengl_Init(GLvoid)
{
glClearColor(1.0, 1.0, 1.0, 0.0);
glShadeModel(GL_FLAT);
glLineWidth(2.5);glGenTextures(1, &StartupTex_Name);
glBindTexture(GL_TEXTURE_2D, StartupTex_Name);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, 512, 0, GL_RGB, GL_UNSIGNED_BYTE, startscreen);glGenTextures(2, &MainmenuTex_Name);
glBindTexture(GL_TEXTURE_2D, MainmenuTex_Name);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, 512, 0, GL_RGB, GL_UNSIGNED_BYTE, mainmenu);glGenTextures(3, &HelpTex_Name);
glBindTexture(GL_TEXTURE_2D, HelpTex_Name);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, 512, 0, GL_RGB, GL_UNSIGNED_BYTE, helpscreen);}
Now it crashes on the last glTexImage2D (helpscreen) though I cant see how! The pointer helpscreen does contain the bitmap, I tested it by outputting them.
So can anyone help me?
[This message has been edited by blood.angel (edited 07-06-2003).]