Stefan Dösinger wrote:
Hi,
I've only had a quick look, so I may have overlooked it, but were do you bind the texture?
Do I need to bind a texture? I create a new texture with glTexImage, upload a texture part with glTexSubImage. AFAIK this should be enought to have the texture available for drawing.
But notice that glTexImage doesn't take any pointers to store the texture. If glTexImage did set its result to the current texture, you would have to recall it everytime you wanted to use that texture again because you couldn't store it. You need to call glBindTexture _before_ calling glTexImage, and _again_ before you start drawing the surface that is going to have that texture on it (assuming that there's the possibility of other things being rendered between when you create the texture with glTexImage and when you plan to actually use it). Make sure you're using glBindTexture in both places if you're not getting any results. Also check the parameters to glTexImage, if they're wrong you usually get no texture at all.