Texture mapping anomaly opengl
Im rusty at OpenGL but didnt think i was this rusty. I have an anomaly with texture mapping in OpenGL.
I use OGL under SDL, but it seems like the glTexCoord2f produces some weird result, when i should have 0.0 I need to have 0.0+1.0/textureWidth, when i should have 1.0 i need to have 1.0-1.0/textureWidth and so on. That is I get a "frame" around my texture that is 1 pixel wide and it has the color which should be on the exact opposite side of the quad.
I am using Debian Linux, fluxbox, SDL, OpenGl and DevIL in my application. I have tried loading both a png image and a bmp image but they both produce the same result.
Anybody has any suggestions and has had similar problems earlier? Is it DevIL that makes it troublesome for me?