I figured out what's going on, though I don't have a fix yet.
my_texture = GLTexFromPixmap(pixmap)
works fine. The second parameter (indicating if mip-maps should be generated) defaults to true. When I set it to false:
GLTexFromPixmap(pixmap, false)
then the resulting texture is a solid color. That My's the reason my texture mapping was broken. I verified this on both OS X and Windows XP with different video cards, so it looks like a Blitz issue. I'll see if I can come up with a fix and report back.
UPDATE: This looks like the classic OpenGL problem of not changing the default filter from GL_NEAREST_MIPMAP_LINEAR when you don't have mipmaps. I forgot all about this. Argh.
my_texture = GLTexFromPixmap(pixmap)
works fine. The second parameter (indicating if mip-maps should be generated) defaults to true. When I set it to false:
GLTexFromPixmap(pixmap, false)
then the resulting texture is a solid color. That My's the reason my texture mapping was broken. I verified this on both OS X and Windows XP with different video cards, so it looks like a Blitz issue. I'll see if I can come up with a fix and report back.
UPDATE: This looks like the classic OpenGL problem of not changing the default filter from GL_NEAREST_MIPMAP_LINEAR when you don't have mipmaps. I forgot all about this. Argh.