   Problem with skin/texture on Model (pics included)
  I am having some problems with a texture map/skin I put on the model. I do not know why it is drawn like this.The following two pics is how it looks (ignore the lines in the background):  and at a different anglethis is how it is suppose to lookAny idea and solution for the problem, why the model look like this?   
  Can you post the bit of code that renders your model to the sceen.  We'll have better change of pinpointing the problem then.   ;  Yeah, post your rendering code for us.  Do you have lighting turned off?   ;  Your texture is not applied at all. Why this happens is imposible to tell without code fragment.I once got similar problem, when I tried to load non power-of-two sized texture with OpenGL.   ;  it could also be that you don't supply u&v coordinates (google for glTexCoord)   ;  Alright. I need to get something straight. What are the possible reasons, generally, that the texture on a model would not be displayed? Because it seems as if the model is just not displaying the texture.   ;Quote:Original post by jonnysAlright. I need to get something straight. What are the possible reasons, generally, that the texture on a model would not be displayed? Because it seems as if the model is just not displaying the texture.Texturing is not enabled.You do not supply texture coordinates.Your best bet is to tell us what you are doing.   ;  Well its basically an MD2 based implementation of a model loader that uses a bitmap texture loading system.   ;Quote:Well its basically an MD2 based implementation of a model loader that uses a bitmap texture loading system.You just gave us the equivelent of: I drive a Ford Truck that has four-wheel-drive. When several people asked you to pop the hood and show them the part of your engine making a funny noise.Just post your rendering code!   ;  This is the bits of code that creates texture and renders modelThis is where it creates the textureUINT g_texture[MAX_TEXTURES] = {0};// This holds the texture info, referenced by an IDt3DModel *pModel;// the actual modelvoid CMD2ModelSystem::CreateTexture(LPSTR strFileName, int textureID){AUX_RGBImageRec *pBitmap = NULL;if(!strFileName)pBitmap = auxDIBImageLoad(strFileName);if(pBitmap == NULL)glGenTextures(1, &g_texture[textureID]);glPixelStorei (GL_UNPACK_ALIGNMENT, 1);glBindTexture(GL_TEXTURE_2D, g_texture[textureID]);gluBuild2DMipmaps(GL_TEXTURE_2D, 3, pBitmap->sizeX, pBitmap->sizeY, GL_RGB, GL_UNSIGNED_BYTE, pBitmap->data);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);if (pBitmap){if (pBitmap->data){free(pBitmap->data);}free(pBitmap);}}This renders the modelint g_ViewMode = GL_TRIANGLES;// We want the default drawing mode to be normalvoid CMD2ModelSystem::RenderModel(){if(pModel->pObject.size() <= 0) return;tAnimationInfo *pAnim = &(pModel->pAnimations[pModel->currentAnim]);int nextFrame = (pModel->currentFrame + 1) % pAnim->endFrame;if(nextFrame == 0) nextFrame =  pAnim->startFrame;t3DObject *pFrame = &pModel->pObject[pModel->currentFrame];t3DObject *pNextFrame =  &pModel->pObject[nextFrame];t3DObject *pFirstFrame = &pModel->pObject[0];float t = ReturnCurrentTime(nextFrame);glBegin(g_ViewMode);for(int j = 0; j < pFrame->numOfFaces; j++){for(int whichVertex = 0; whichVertex < 3; whichVertex++){int vertIndex = pFirstFrame->pFaces[j].vertIndex[whichVertex];int texIndex  = pFirstFrame->pFaces[j].coordIndex[whichVertex];if(pFirstFrame->pTexVerts) {glTexCoord2f(pFirstFrame->pTexVerts[ texIndex ].x,  pFirstFrame->pTexVerts[ texIndex ].y);}CVector3d vPoint1 = pFrame->pVerts[ vertIndex ];CVector3d vPoint2 = pNextFrame->pVerts[ vertIndex ];glVertex3f(vPoint1.x + t * (vPoint2.x - vPoint1.x),    vPoint1.y + t * (vPoint2.y - vPoint1.y),    vPoint1.z + t * (vPoint2.z - vPoint1.z));}}glEnd();