Strange behaviour when using rgba textures

Hi,

is this normal, that textures created using glTexImage2D, with the format GL_RGBA of unsigned byte, with each pixel in texture data is set to (0, 0, 0, 0), is displaying as white?

If I change every color pixel in texture data to (0, 0, 0, 255), then they are displayed as black!

i have disabled light, blend, color_material…

Try:
glTexEnv (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

still not working:/ texture is white

If you have mip-mapping enabled, ensure you supply the entire mip chain.

If (255, 0, 0, 255) displays red then its just the alpha channel. What are you trying to do?