White Textures
I have a engine i am working on and it has a pretty advance texturing loading system in it.
I have been testing it lately and after i debugged most of the run-time errors, i was left with a white texture
I have gl-texture-2d enabled, i have all the data from the bitmap so i know i am loading the right file and i am actually loading it.
I regiestered it with opengl and did all that no problem. and i even used the gltexcoord stuff.
everything i need is there i belive. appearantly it isnt beacuse it isnt working
I was wandering if anyone could throw out some guesses why this is, it just a white quad right now.....
I would post the code but it is very large. if you really need it. post and i will send it to you.
thanks alot
Hello.
Thanks for the replys.
I checked to make sure and i am not using mipmaps for the texturing.
Any other ideas of what it could be?
Thanks
Thanks for the replys.
I checked to make sure and i am not using mipmaps for the texturing.
Any other ideas of what it could be?
Thanks
What do you mean by enabling texturing?
Is there something else besides glEnable(GL_TEXTURE_2D);?
Also my texture is 128 by 128..
Is there something else besides glEnable(GL_TEXTURE_2D);?
Also my texture is 128 by 128..
I am desperate.
It is probley going to be something very simple that i missed..
Ok.. when you open the project, the relevant code is in image.h and texture.h and engine.h
the rest is just for planning....
ok here is the link:
http://www.geocities.com/cscoding/Engine.zip
if it doesnt work or it says you dont have access or something, just post a reply. and i will change to a different server.
thanks for the replys
It is probley going to be something very simple that i missed..
Ok.. when you open the project, the relevant code is in image.h and texture.h and engine.h
the rest is just for planning....
ok here is the link:
http://www.geocities.com/cscoding/Engine.zip
if it doesnt work or it says you dont have access or something, just post a reply. and i will change to a different server.
thanks for the replys
Use "glGetError()" (or something like that ?) after each glXXX call until you get a fail. Then you know which call failed. You will probably get "invalid parameter" or something as equally useful, but at least you know what line is stuffing up.
White texture = gl error.
White texture = gl error.
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