glBindTexture2D(GL_TEXTURE_2D, texID); //set texture environment variables, and stuff like that glTexImage2D(GL_TEXTURE_2D, 0, 1, imgWidth, imgHeight, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pImage); // the image (1 alpha-channel = 1 byte) is stored in pImageNow if I try to draw a texturemapped quad with the mentioned texture, all I get is a blank rectangle. What else do I need to do? Do I have to enable blending or any other stuff like that? Any help would be appreciated. Thank you.