Your UV texture is broken. ;)
To prove this, try this :
To prove this, try this :
glBegin(GL_TRIANGLES) '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(0.0,0.0) 'Pol.P[0].U#,Pol.P[0].V#) glVertex3f(Pol.P[0].X#,Pol.P[0].Y#,Pol.P[0].Z#) 'Tri2 If Ent.Alpha# <> 1.0 Then glColor4f(Pol.P[1].R/255.0,Pol.P[1].G/255.0,Pol.P[1].B/255.0,Ent.Alpha#) Else glColor3f(Pol.P[1].R/255.0,Pol.P[1].G/255.0,Pol.P[1].B/255.0) EndIf glTexCoord2f(1.0,0.0) 'Pol.P[1].U#,Pol.P[1].V#) glVertex3f(Pol.P[1].X#,Pol.P[1].Y#,Pol.P[1].Z#) 'Tri3 If Ent.Alpha# <> 1.0 Then glColor4f(Pol.P[2].R/255.0,Pol.P[2].G/255.0,Pol.P[2].B/255.0,Ent.Alpha#) Else glColor3f(Pol.P[2].R/255.0,Pol.P[2].G/255.0,Pol.P[2].B/255.0) EndIf glTexCoord2f(0.0,1.0) 'Pol.P[2].U#,Pol.P[2].V#) glVertex3f(Pol.P[2].X#,Pol.P[2].Y#,Pol.P[2].Z#) glEnd()