/* Simplified version of relavent source code */ /* This is what I have to initialise the texture */ glEnable(GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); texture=load_texture(fname); /* Create a new texture from png file and bind it */ glBindTexture(GL_TEXTURE_2D,texture); /* I also have the following enabled */ glEnable(GL_DEPTH_TEST); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient); /* LIGHT0 defined ... */ glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); /* To render the model, I step through arrays of tex coords, normals, and vertices: */ glBegin(GL_POLYGON) ... glTexCoord2fv(thisPoly->vtexes[j]); glNormal3fv(thisPoly->normals[j]); glVertex3fv(thisPoly->vertices[j]); ... glEnd(); /* AFAICT, the arrays are set correctly */