Reputation: 4117
Basically I have a render function which draws a rectangle using textures:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glShadeModel(GL_SMOOTH);
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
{
glTexCoord2f(0, 0);
glVertex3f(points[0]->x, points[0]->y, 0);
glTexCoord2f(1, 0);
glVertex3f(points[1]->x, points[1]->y, 0);
glTexCoord2f(1, 1);
glVertex3f(points[2]->x, points[2]->y, 0);
glTexCoord2f(0, 1);
glVertex3f(points[3]->x, points[3]->y, 0);
}
glEnd();
glDisable(GL_TEXTURE_2D);
After running it, I can see the texture image, but it is too dark. Also, at the beginning, I can see it's normal color just for a fraction of second.
Does anyone know how to fix it?
Upvotes: 1
Views: 3525
Reputation: 4117
After more search, I figured out, I needed to set the color to white:
glColor3f(1.0f, 1.0f, 1.0f);
inserted at the beginning.
Upvotes: 3