>>Does anybody know what is causing the colour mix up?
The pixel transfer/storage. Clearly, the image is correctly loaded from the file (since you can see an undistorted NeHe icon). The problem must be with the format of the BITMAP image. I would guess that your format "GL_BGR_EXT" and "GL_UNSIGNED_BYTE" is not correct (and usually bitmap images are either GL_COLOR_INDEX or GL_RGB). Make sure that this format info matches that of the BITMAP information structure (bmBitsPixel, bmPlanes, etc.).
mike_2000_17
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I don't know much about BITMAP, but the info is on msdn . I usually use other more transparent and cross-platform libraries (like FreeImage for simple image IO).
mike_2000_17
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>>Please tell me why loading textures is messing with my colours and if possible how to fix it?
The colors and texture pixels get blended together, that's just how it works. But normally, setting the color to white should leave the texture intact (e.g. setting the color to red should give a red tint to the texture, and so on).
Your problem is not with OpenGL, it is with the loading of the texture from the file and with the transferring of the image to the graphics card (with glTexImage2D). Try using another method for loading the texture, like following the NeHe's method of loading the texture, exactly.
mike_2000_17
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