   Alpha Channel problem
  Using the code from lesson 33, I can load 24-bit RGB .TGA files perfectly, but when I try and use the alpha channel, the whole texture comes out horribly distorted..as in a black/white mesh with rainbow flashes of RGB along it..like a bad TV. You can barely make out the pattern that''s meant to be there, but it''s repeated three times instead of once..I figured it was an error in the bit-swapping code but even 24 bit tga''s are turned from BRG, so this can''t be it. I then thought it was an error with Photoshop, but I loaded a Half Life .tga that was pre-made to have an alpha channel, and this also comes out distorted and messed up.All I can think of is either I''m missing something, or the code is wrong..but I followed it perfectly...>< 
  Are you actually adding room for the alpha channel to the image data before telling OpenGL that it has one? ;  I presume so, since the tutorial is based on loading 24 or 32 bit TGA files with alpha channels.. ;  A lot of people have had trouble with NeHe''s TGA loading. Try the code over at www.gametutorials.com instead. ;  It definitely sounds like you''re not adding in the alpha channel, or not adding it in correctly. Also, make sure you''re setting the parameters correctly when you pass it to OpenGL. It should look something like this for a 32-bit RGBA image:glTexImage2D(GL_TEXTURE_2D, 0, 4, Width, biHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);   "Last time, I asked: ''What does mathematics mean to you?'' And some people answered: ''The manipulation of numbers, the manipulation of structures.'' And if I had asked what music means to you, would you have answered: ''The manipulation of notes?''" - S. Lang