   can glGenTexture(..) return 0 as texture id?
  Yeah...that is my question....Since it wants an unsigned integer, i cant use it to check against -1...thanks   --Spencer"All in accordance with the profecy..." 
  0 is reserved as a sort of null texture ID.  It will never be returned as a valid texture ID, but (the following is speculation) will be returned if no texture IDs could be allocated.Later,ZE.   //email me.//zealouselixir software.//msdn.//n00biez.//miscellaneous links;  AFAIK, 0 is not a valid texture numberhope that helps !Matt ;  I think so - I think I remember using glBindTexture(..) with 0 as the texture index. ;  You ''can'' bind 0 as a texture name, but glGenTextures will not return it when it generates a valid texture.   Why you shouldn''t use iostream.h - ever! | A Good free online C++ book;  thanks alot  --Spencer"All in accordance with the profecy..." ;  Note that binding a texture ID of 0 is actually well-defined.   It results in texturing being effectively disabled for the specified target. ;  I remember exact.When i have been tryed to call glGenTexture(..) between glBegin..glEnd.It return to me always 0And you can''t use this value in the next linesint texture[1];glGenTextures(1, texture);//if return 0 then here any binding will failglBindTexture(GL_TEXTURE_2D, texture[0]);glTexImage2D(GL_TEXTURE_2D,0,3,Width,Height,0,GL_RGB,GL_UNSIGNED_BYTE,img);check msdn in openGL section about this case Can''t be root?Reboot!mount -r /home/hell ;  hii, im one problem, i need you help please..glGenTexture...return always 0in my class class Textura {GLuint ancho,alto; GLint TextActiva; GLuint NombreTexturas[10];.... }in a method i have .. void Textura::Inicializar_Textura()    {   idText=0; glGenTextures(10, NombreTexturas);Crear_Textura("..\\texturas\\GRASS.bmp");...and always return 0, why??..thank youu ;  Probably because you don''t have an active rendering context at the time you''re generating texture IDs. Basically, create the window before generating texture IDs. 