Hmmm… I’m trying to apply a simple texture to a simple surface of quads. But when I render the scene it all shows up black. Even if I draw a line and set it’s color to white. It’s black too. But if I don’t set a min filter, it all shows up blue. I’m confused… Oh, the texture2d function looks like this:
glTexImage2D(GL_TEXTURE_2D, 0, 1, 64, 64, 0, GL_RED, GL_UNSIGNED_BYTE, textureMap);
which all seems fine to me.
- Have you specified texturing coordinates for your object?
- If you have glTexEnvf(GLTEXTURE_ENV , GL_TEXTURE_ENV_MODE , GL_MODULATE); listed somewhere make sure the colour you have specified using glColor*() is NOT black. (alternatively specify GL_REPLACE)
- If you have lighting enabled, have you specified normals & set the position of the light.
- Have you ensured that the camera is in the correct place to see the texture mapped object?
If yes to all the above post a listing of your code…
… you are about to be eaten by a grue.
Sorry, couldn’t resist
Anyways, #3 and #4 on Rob’s list are the most likely problems. I speak from experience
Originally posted by Rob The Bloke:
1. Have you specified texturing coordinates for your object?
2. If you have glTexEnvf(GLTEXTURE_ENV , GL_TEXTURE_ENV_MODE , GL_MODULATE); listed somewhere make sure the colour you have specified using glColor*() is NOT black. (alternatively specify GL_REPLACE)
Yeah! W-E-R-D… #2 was it, thanks for your help without seeing the code. It woulda been really tough for me to post the code.