I am attempting to build a simple project using immediate mode textures. Unfortunately, when I render, the GL color shows up rather than the texture. I've searched around for solutions, but found no meaningful difference between online examples and my code.
I've reduced it to a minimal failing example, which I have provided here. If my understanding is correct, this should produce a textured quad, with corners of black, red, green, and blue. Unfortunately, it appears purple, as if it's ignoring the texture completely. What am I doing wrong?
#include <glut.h>
GLuint tex;
void displayFunc() {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex);
glBegin(GL_TRIANGLE_STRIP);
glColor3f(0.5, 0, 1);
glTexCoord2f(0.0, 0.0);
glVertex2f(-1.0, -1.0);
glTexCoord2f(1.0, 0.0);
glVertex2f(1.0, -1.0);
glTexCoord2f(0.0, 1.0);
glVertex2f(-1.0, 1.0);
glTexCoord2f(1.0, 1.0);
glVertex2f(1.0, 1.0);
glEnd();
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowPosition(0, 0);
glutInitWindowSize(640, 480);
glutCreateWindow("Test");
glutDisplayFunc(displayFunc);
GLubyte textureData[] = { 0, 0, 0, 255, 0, 0, 0, 255, 0, 0, 0, 255, 255, 255, 0 };
GLsizei width = 2;
GLsizei height = 2;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB8, GL_UNSIGNED_BYTE, (GLvoid*)textureData);
glutMainLoop();
}
Also possibly worth mentioning:
I am building this project on a Mac (running El Capitan 10.11.1)
Graphics card: NVIDIA GeForce GT 650M 1024 MB