On Tue, Oct 4, 2011 at 9:25 AM, saex <[email protected]> wrote:

> ok, definitively POT it is not the problem, i tested with a 256x256
> figure and it show a white texture....
>

Okay, then I don't see anything immediately wrong with the code you posted.
 Perhaps just a couple of suggestions:

- double-check your GL setup, in particular make sure you call glEnable
(GL_TEXTURE_2D) somewhere before you draw.  This may sound silly but I saw
various parts of GL working *without* being enabled on some drivers (BTW
especially stencil buffers tend to Just Work (TM) when they shouldn't ;-) ).
 Such code then mysteriously fails on other drivers.  Similarly, check your
lighting setup and anything  else that modulates/messes with fragment
colours for stuff that could potentially interfere with your texturing.

- maybe try first without the mipmapping stuff?  I'm not saying it's buggy
or something, just saying you might want to start off with the simplest
possible thing, make sure that works and then add more advanced stuff
step-by-step until it breaks.  Then you know where to look for the problem.

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