So I’ve got an issue in that I’m binding three textures and it appears that whatever I bind first is there in the background of the second, and so on. So for example, if I have a ball with an alpha channel as texture, and a stick with an alpha as texture and a background image as texture then when I render the ball I see that just fine, then for the stick I see the stick and behind it I see the ball. The landscape is fine as it has no alpha but if I bind it first then I see the landscape instead of a transparent background throughout the others.
I thought to try to explicitly make sure I’m replacing the texture, but here’s how I’m loading the images, via a function deciding whether to create a mipmap and the texture index:
if ( mipmap)
Any ideas?? The only other thing I should mention is that this in on the iPhone and so there are a few quirks but most of these have been minor things like coordinate axes.