Original Post
OPTIONAL READING: So I wrote a bitmap (loading) class and thoroughly tested it. Everything working fine texturing with the bitmaps. So I decided to make a whole texture manager to basically do the main ideas: 1- Load all kinds of textures 2- modify texture parameters 3- "setup" a given texture for use -basically just enble textures and bind a given texName 4- remove textures The plan is basically to have texture ID's visible externally, these are actually just the index of the texture names array internally. QUESTION (problem) #1 I load a bitmap with my tested and true Bitmap class I generate a texture name, I bind the texture, create the texImage2d blabla... *snippet* glGenTextures(1, &texName[id]); glBindTexture(GL_TEXTURE_2D, texName[id]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, bmp.width, bmp.height, 0, GL_RGB, GL_UNSIGNED_BYTE, bmp.pData); //set some more general parameters after... The texture I am using was one tested on my bitmap class prior and worked fine. It's a simple 128x128 24bit bmp. But it no longer shows up ??? So I add glIsTexture(&texName[id]) right after this code and it is returning false. I step through the code, check the bitmap, it is loading, all the data is correct and it's there... where is the texture dissapearing to ? QUESTION #2 Is this an ok idea / model for a texture manager ?