I’m afraid this was not a solution for the problem. The Object I apply my (somewhat) bad Texture to, is still rendered in the by glColor specified color.
make sure that your original image has dimensions that are powers of two. if you try to create a texture that is not a power of two, it will not appear. but, using mipmaps, it will.
to quote the Red Book: “If your original image has dimensions that are not exact powers of 2, gluBuild*DMipmaps() helpfully scales the image to the nearest power of 2.”
this would explain the behavior you’re seeing.
[This message has been edited by phlake (edited 07-19-2000).]
I agree with phlake. That is probably you’re problem. Infact I often used mipmapping if the textures I’m reading in aren’t a power of 2 inorder to get the textures to display.
Thanks a lot for your help.
You were right Phlake. First my texture was 320x240. The width and height are powers of two, but they have to be of same value as well I think. Then I tried 320x320. No way. At last I tried 256x256 and ahaaa it WORKED!