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CoMaNdore

weird colors ?

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When I load a image using the : glTexImage2D() function my colors fuc* up... So that the color 255,255,255 aint white anymore but some kind of light blue/green color. When i remove the call to glTexImage2D() i get normal colors again. Anyone got any ideas ?

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OpenGL is a state machine. When you enable texturing it remains enabled until you disable it. When you specify a texture coordinate it applies to all subsequent vertices until you change it. So:

glEnable(GL_TEXTURE_2D);
// try to draw textured quad

glColor3f(1, 1, 1);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(0, 0);
glTexCoord2f(1, 0);
glVertex2f(1, 0);
glTexCoord2f(1, 1);
glVertex2f(1, 1);
glTexCoord2f(0, 1);
glVertex2f(0, 1);
glEnd();
// try to draw coloured quad

glColor3f(1, 0, 0);
glBegin(GL_QUADS);
glVertex2f(2, 0);
glVertex2f(3, 0);
glVertex2f(3, 1);
glVertex2f(2, 1);
glEnd();


is actually equivalent to:

glEnable(GL_TEXTURE_2D);
// try to draw textured quad

glColor3f(1, 1, 1);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(0, 0);
glTexCoord2f(1, 0);
glVertex2f(1, 0);
glTexCoord2f(1, 1);
glVertex2f(1, 1);
glTexCoord2f(0, 1);
glVertex2f(0, 1);
glEnd();
// try to draw coloured quad

glEnable(GL_TEXTURE_2D); // texturing still enabled

glColor3f(1, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 1); // last texture coord repeated

glVertex2f(2, 0);
glTexCoord2f(0, 1); // last texture coord repeated

glVertex2f(3, 0);
glTexCoord2f(0, 1); // last texture coord repeated

glVertex2f(3, 1);
glTexCoord2f(0, 1); // last texture coord repeated

glVertex2f(2, 1);
glEnd();


So your coloured quad is actually textured with a single texel from your texture.

The solution, as stated by Trienco above, is to disable texturing for any objects you don''t want textured.

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