My texture renders as all black(or violet with GL_NEAREST instead of GL_LINEAR modes), Im pretty certain that the U,V coordinates are right. On fullscreen it crashes with Flushmem(), without it its the same problems as in windowed mode.
Texture type:
Render function (parts from it)
This is creating 2 triangle entity with my own lib
Texture type:
Type Texture Field GLID Function Create:Texture(Filename$) Local Txt:Texture = New Texture Local Pixmap:TPixmap = LoadPixmap(Filename$) If Not Pixmap Then Print "Could not load texture!" Return Null EndIf Txt.GLID = bglTexFromPixmap(Pixmap) If Not Txt.GLID Then Print "Could not apply texture to opengl!" Return Null EndIf glBindTexture GL_TEXTURE_2D,Txt.GLID glTexParameteri GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT glTexParameteri GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT glTexParameteri GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST glTexParameteri GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST Pixmap = Null FlushMem Return Txt End Function End type
Render function (parts from it)
'Texture If Ent.Txt <> Null Then glBindTexture(GL_TEXTURE_2D,Ent.Txt.GLID) glEnable(GL_TEXTURE_2D) end if 'Tri1 If Ent.Alpha# <> 1.0 Then glColor4f(Pol.P[0].R/255.0,Pol.P[0].G/255.0,Pol.P[0].B/255.0,Ent.Alpha#) Else glColor3f(Pol.P[0].R/255.0,Pol.P[0].G/255.0,Pol.P[0].B/255.0) EndIf glTexCoord2f(Pol.P[0].U#,Pol.P[0].V#) glVertex3f(Pol.P[0].X#,Pol.P[0].Y#,Pol.P[0].Z#)
This is creating 2 triangle entity with my own lib
'Create entity Local Cube:Entity = Entity.Create() 'Add(x,y,z,u,v) Cube.Add(-1,1,-1,0,0) Cube.Add(-1,-1,-1,0,1) Cube.Add(1,-1,-1,1,1) Cube.Add(1,-1,-1,0,0) Cube.Add(1,1,-1,1,0) Cube.Add(-1,1,-1,1,1)