I had something like this as BglTexFromPixmap will create Mipmaps by default.
Pass a false after the PixMap in the BglTexFromPixmap() call to prevent this.
Then each time you bind the texture call your:
glTexParameteri GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST
glTexParameteri GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST
I don't know if it will help. I had to play around with the settings to get my one to work.
Pass a false after the PixMap in the BglTexFromPixmap() call to prevent this.
Then each time you bind the texture call your:
glTexParameteri GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST
glTexParameteri GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST
I don't know if it will help. I had to play around with the settings to get my one to work.