Thanks, I had already tried that.
i had the same ;p
try add something like this after image loadingglBindTexture(GL_TEXTURE_2D, textur[fNum]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
It doesn't work.
I didn't understand what you asked.
So you've got many small images packed next to each other in a single texture? And when you render quads using these sub-images, the edges of the next sub-image bleed into your quad?