The textured quad I’m drawing shows the opaque parts as black. The transparent parts show up correctly. Trying GL_REPLACE shows the colors correctly. Perhaps there is some kind of problem with lighting? The textures are powers of two in size.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 64, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
public static void render(long win, int rb, int fb) {
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glColor3f(1.0f,1.0f,1.0f);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
glBlendColor(1, 1, 1, 1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, texids[(windowheight==360)?9:10]);
glBegin(GL_QUADS);
[...]
glEnd();
}