I have a 256x256 24bpp bitmap that I want to use as a texture. I load it into memory using the auxilliary library functions and structures:
memset(johnTextures, 0, sizeof(void *)*4);
if ( !(johnTextures = auxDIBImageLoad(“monccut.bmp”)) )
It loads the texture fine. Then I go through the usual texture generation steps (bind the bitmap to a texture ID, generate a 2D texture with glTexImage2D). Later in my application, I render a rectangle using the texture as a fill.
The program works fine and dandy (i.e. I’m able to see the texture), on my Win 98 machine with a GeForce 2 card. However, when I build and run the application on my Win 2k with a Voodoo 3 card, I don’t see the texture at all. Is there some issue with the Voodoo 3 card and OpenGL texturing, that I have not dealt with? I have all the latest drivers for the Voodoo 3. I’m stumped.