The problem is that just a few textures of the 80 I add turn out to be
a fully opaque white*. However, when I pre-load such a texture it turns
out fine.
Trying to isolate what circumstances cause it I found that putting just the glTexImage2D inside a glNewlist, glEndlist pair causes the effect to happen.
Which is rather odd as I load all other, looking OK, images the exact same
way.
Also, glGetError keeps returning an OK status before and after calling each
of the above three functions.
I also checked if its actually the glTexImage2D function, by directly after
it using glGetTexImage. On most textures I get back what I offered to glTexImage2D, but on the problematic ones the targtet "pixel" buffer doesn't get touched - but still the glGetError call after the glGetTexImage one
returns an OK status ...
I have /no/ idea what is going on here. Help ?
Regards,
Rudy Wieser
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