Steve Baker wrote:
Francesco Orsenigo wrote:A "glGenTextures(GL_TEXTURE_2D, &select_text_id);" call helps too.... =)Actually, no - it doesn't.
I wonder if Francesco meant that allocating 0xDE1 texture handles and dumping them over innocent variables was causing some problems. ;-) (As we all know glGenTextures first argument is the count of texture handles needed, and the second should point to sufficient memory area) (and GL_TEXTURE_2D seems to map to constant 0xDE1) Eero