I appreciate the replies. If anyone would like a look at my code here it is (minus the tgaload.cpp from nehe’s tutorials).
//---------------------
//-- Include Files –
//---------------------
#include <windows.h>
#include <GL/glut.h>
#include “tgaload.h”
#define MAX_NO_TEXTURES 2
#define TEXTURE_0 0
#define TEXTURE_1 1
//------------------------
//-- Global Variables –
//------------------------
GLuint texture_id[MAX_NO_TEXTURES];
//---------------------------
//-- Function Prototypes –
//---------------------------
void programInit(void);
void display(void);
//---------------------
//-- Main Function –
//---------------------
void main(int argc, char** argv)
{
glutInit ( &argc, argv);
glutInitDisplayMode ( GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA );
glutInitWindowPosition ( 10, 10);
glutInitWindowSize ( 512, 512);
glutCreateWindow ( “Glut Test Window”);
programInit ( );
glutDisplayFunc (display);
glutIdleFunc (display);
glutMainLoop ( );
}
//-----------------------------
//-- Program Init Function –
//-----------------------------
void programInit(void)
{
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glColor4f(1.0, 1.0, 1.0, 0.7); // -- DEBUG
glEnable(GL_TEXTURE_2D);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, texture_id);
image_t temp_image;
glBindTexture(GL_TEXTURE_2D, texture_id[TEXTURE_0]);
tgaLoad ("alpha512a.tga", &temp_image, TGA_ALPHA );
glBindTexture(GL_TEXTURE_2D, texture_id[TEXTURE_1]);
tgaLoad ("alpha512b.tga", &temp_image, TGA_ALPHA );
// glEnable(GL_CULL_FACE);
// glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
}
//-----------------------------
//-- Glut Display Function –
//-----------------------------
void display(void)
{
static int rot = 0;
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glLoadIdentity();
glPushMatrix();
glRotatef(rot, 0.0f, 0.0f, 1.0f);
glBindTexture(GL_TEXTURE_2D, texture_id[TEXTURE_0]);
glBegin(GL_TRIANGLES);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0, -1.0, 0.0);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0, -1.0, 0.0);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0, 1.0, 0.0);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0, 1.0, 0.0);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0, -1.0, 0.0);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0, 1.0, 0.0);
glEnd();
glPopMatrix();
glPushMatrix();
glRotatef(-rot, 0.0f, 0.0f, 1.0f);
glBindTexture(GL_TEXTURE_2D, texture_id[TEXTURE_1]);
glBegin(GL_TRIANGLES);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0, 1.0, 0.0);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0, -1.0, 0.0);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0, 1.0, 0.0);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0, -1.0, 0.0);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0, -1.0, 0.0);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0, 1.0, 0.0);
glEnd();
glPopMatrix();
glutSwapBuffers();
}
Anyway, thanks again for all the help,
jpummill