*Sigh* I''ve been using textures in OpenGL for years now but they are allways unreliable and unpredictable. Usually I can fiddle with them enough that they work, but in the simple case I cannot get them to work proporly.
Its a simple thing I''m doing, every frame I put new image info into the texture then apply it to a quad the size of the screen (aka. project it up onto the screen). This allows for easy resizing of the screen etc. Problem is its not working, I''m left with a white polygon every time no matter the input.
The texture is created as follows:
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &texid);
glBindTexture(GL_TEXTURE_2D, texid);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
And then the image data is put into it and its applied to the square (on every frame, the preceeding code was only done once at the beginning):
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texid);
glTexImage2D(GL_TEXTURE_2D, 0, 3, 100, 100, 0, GL_RGB, GL_UNSIGNED_BYTE, screen);
glColor4f(1.0f,1.0f,1.0f,1.0f);
glBegin(GL_QUADS);
glTexCoord2f(0.0f,0.0f);glVertex2f(0.0f,0.0f);
glTexCoord2f(1.0f,0.0f);glVertex2f(1.0f,0.0f);
glTexCoord2f(1.0f,1.0f);glVertex2f(1.0f,1.0f);
glTexCoord2f(0.0f,1.0f);glVertex2f(0.0f,1.0f);
glEnd();
Thanks, ~SPH