texturing problem

I want to texture a simple quad with a texture loaded from an img (in .Net with C#)

  1. I load the bitmap
  2. I call
			Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, 3, this.iTexWidth, this.iTexWidth, 0, Gl.GL_BGR_EXT, Gl.GL_UNSIGNED_BYTE, this.tex2.getImageData());
  1. and I set the quad with
				Gl.glBegin(Gl.GL_QUADS);
					Gl.glTexCoord2f(0.0f, 1.0f);
Gl.glVertex3f(0.0f, 0.0f, 0.0f);
					Gl.glTexCoord2f(1.0f, 1.0f);				Gl.glVertex3f(5.0f, 0.0f, 0.0f);
					Gl.glTexCoord2f(1.0f, 0.0f);				Gl.glVertex3f(5.0f, 5.0f, 0.0f);

Gl.glTexCoord2f(0.0f, 0.0f);
Gl.glVertex3f(0.0f, 5.0f, 0.0f);
				
Gl.glEnd();  

but I get a quad with a mirrored texture - which is not the intented result … has anyone suggestions here …
tnx

just change glTexCoord.
(0, 0) should go the bottom left vertex
and (1, 1) to top right. Just play a bit with the other two and you should figure it out.
Texture Coordinates define how the image is applied to the object.

I flipped them and this help but the other reason why I asked this was, what about glDrawPixels()

one can’t assign texture coordinates to this function only “manual” flipping.

And I tried code from nehe’s tutorial on texture mapping and even this has the same problem

  • thanks for the fast answer