Hi,
I have a simple OpenGL application where I have 2 objects displayed on screen:
1) particle system, where each particle is texture mapped with glTexImage2D() call. In the drawEvent function, I draw it as a GL_TRIANGLE_STRIP with 4 glVertex3f.
2) a 3D text loaded from an object file, where each point is loaded using glNewList/glGenLists and store each point as glVertex. I draw it by making call to glCallList.
The problem is as soon as I call glTexImage2D() to map my particle with a .bmp file, the 3D text would not show on the screen. The particle would look fine. (this is not expected)
If I dont call glTexImage2D, I see both the 3D text and particle system. In this case, particle system looks horrible because I didnt texture map with anything. (this is expected)
Does anyone know why using call list and glTexImage2D might conflict with each other?
EDIT i also forgot to mention: I do call glBindTexture(GL_TEXTURE_2D, this->texture); inside the drawLoop before particle system is called.
EDIT2 i only call glTexImage2D() once at system start up (when I texture mapped the bitmap)