What is your setup code for each texture unit?
here is some setup code
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER,0.000000);
glColorMask(TRUE,TRUE,TRUE,TRUE);
glClearColor(1.000000,0.000000,0.000000,0.000000);
glClearDepth(1.000000);
//glEnable(GL_TEXTURE_2D);
glGenTextures(1,&textureObj);
glBindTexture(GL_TEXTURE_2D,textureObj);
//glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
//glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_REPLACE);
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glTexImage2D(GL_TEXTURE_2D,0,6407,16,16,0,GL_RGB,GL_UNSIGNED_BYTE, mytexture);
mytexture is just a big array 4096 GLubytes of 0xff.
here is the code for the drawing of the scene
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(3,3,3,0,0,0,0,1,0);
glColor4f(1.000000, 0.000000, 1.000000, 1.000000);
glBegin(GL_QUADS);
glTexCoord2f( 0.000000, 0.000000 );
glVertex3f(-1.000000, 1.000000, 0.000000 );
glTexCoord2f(0.000000, 1.000000 );
glVertex3f(-1.000000, -1.000000, 0.000000);
glTexCoord2f(1.000000, 1.000000 );
glVertex3f(1.000000, -1.000000, 0.000000);
glTexCoord2f(1.000000, 0.000000);
glVertex3f(1.000000, 1.000000, 0.000000);
glEnd();
What texture format are you using?
I am using GL_UNSIGNED_BYTE with GL_RGBA
What hardware are you on?
I am using the generic Microsoft renderer, but incidentally it is a Radeon X600
The texture format you are choosing might be internally set to rgba if you are using rgb and a set to 1.0…
I think that would be fine, but it seems like the alpha is actually being set to 0.0, not so good.