   texture strangeness...
  I came across this problem when writing an opengl application, so i decided to write a text application to figure it out. I still get the same strange behavior....Do you see anything inherently wrong with this code?: (aside from the fact that it isnt optimized at all)   glBegin( GL_TRIANGLES );    glVertex3f( v1.x, v1.y, v1.z ); glTexCoord2f( fTri1U1, fTri1V1 );    glVertex3f( v2.x, v2.y, v2.z ); glTexCoord2f( fTri1U2, fTri1V2 );    glVertex3f( v3.x, v3.y, v3.z ); glTexCoord2f( fTri1U3, fTri1V3 );    glEnd();    glBegin( GL_TRIANGLES );    glVertex3f( v4.x, v4.y, v4.z ); glTexCoord2f( fTri2U1, fTri2V1 );glVertex3f( v5.x, v5.y, v5.z ); glTexCoord2f( fTri2U2, fTri2V2 );glVertex3f( v6.x, v6.y, v6.z ); glTexCoord2f( fTri2U3, fTri2V3 );glEnd();if there is nothing outright wrong with it, then ill post a lengthy explanation of whats going wrong and post the source itself for download...thanks.[edited by - Mulligan on February 18, 2004 2:14:30 PM]
  Looks ok to me.Btw: Why in gods name do u use two glBegin/glEnd blocks? I know you said it isn''t optimized, but using glBegin/glEnd twice is just absurd ;  Switch glVertex3f and glTexCoord2f calls. glVertex* is the last call to do (after all other states[texcoord, color, normal,...] are set) ;  Oh crap, i don''t know how i missed that :| ;  i thought i tried that...doing more testing.... ;  Oh my god......youre righthonestly, i spent like a week trying to figure out what in the hell was wrong and must have tried every comnination EXCEPT putting glVertex* last......THANK YOU!!!! 