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zdlr

Weird texture problem

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Hi, whenever I call this code in my app the entire screen seems to take on a washed out pink colour. When I say everything, I mean everything: the items drawn before this code and the after. So weird, cos there's no glColor__() calls here! Argh!
void DrawTexturedQuad(float x, float y, int TextureId)
{
	glBegin(GL_QUADS);
		
		glTexCoord2f(TextureLeft(TextureId),	TextureTop(TextureId));	glVertex2f((float) x,		(float) (y+1.0f));
		glTexCoord2f(TextureRight(TextureId),	TextureTop(TextureId));	glVertex2f((float) (x+1.0f),(float) (y+1.0f));
		glTexCoord2f(TextureRight(TextureId),	TextureBottom(TextureId)); glVertex2f((float) (x+1.0f),(float) y);
		glTexCoord2f(TextureLeft(TextureId),	TextureBottom(TextureId)); glVertex2f((float) x,		(float) y);

	glEnd();

}
 
[edited by - zdlr on June 2, 2003 3:05:14 PM]

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Kinda figured most of the problem out: I've wrapped that code in glEnable(GL_TEXTURE_2D) and a corresponding glDisable(). Now only the texture is rendering odd. I think I've either got a glColor4f(...,...,...,<1.0f); stray, so the tile is showing up faint or the TGA loading code I've got is dodgy. Only one way to find out

edit:
And I have, I've now got this code:



void DrawTexturedQuad(float x, float y, int TextureId)
{
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glBegin(GL_QUADS);

glTexCoord2f(TextureLeft(TextureId), TextureTop(TextureId));
glVertex2f((float) x, (float) (y+1.0f));

glTexCoord2f(TextureRight(TextureId), TextureTop(TextureId));
glVertex2f((float) (x+1.0f),(float) (y+1.0f));

glTexCoord2f(TextureRight(TextureId), TextureBottom(TextureId));
glVertex2f((float) (x+1.0f),(float) y);

glTexCoord2f(TextureLeft(TextureId), TextureBottom(TextureId));
glVertex2f((float) x, (float) y);

glEnd();
glEnable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
}





[edited by - zdlr on June 2, 2003 3:38:43 PM]

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