Original Post
ARGGGGHHHH, i need expertise of the gamedev forums here!
I am loading my and binding textures like this:
AUX_RGBImageRec *fab;
fab = auxDIBImageLoad("crap.bmp");
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,0);
glTexImage2D(GL_TEXTURE_2D,0,3,fab->sizeX,fab->sizeY,0,GL_RGB,GL_UNSIGNED_BYTE,fab->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,GL_CLAMP );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,GL_CLAMP );
which works fine, but when i have more that one texture (ie/ i load a texture and bind it as texture #1) then only last texture loaded actually works (ie/ texture #0 displays the OTHER texture)...... what gives?