Well apprently its not being passed to OGL all im seeing is a black cube. GlBindTexture(GL_TEXTURE_2D, mdl.extracttext) In the display funtion and NuclearMDL I added some code to get the texture number thats being used. GlTexCoord2f(1.0f, 1.0f) glVertex3f(-1.0f, 1.0f, 1.0f) // Top Right Of The Texture and Quad GlTexCoord2f(0.0f, 0.0f) glVertex3f(-1.0f, -1.0f, -1.0f) // Bottom Left Of The Texture and Quad GlTexCoord2f(0.0f, 1.0f) glVertex3f( 1.0f, 1.0f, 1.0f) // Top Left Of The Texture and Quad GlTexCoord2f(1.0f, 0.0f) glVertex3f( 1.0f, -1.0f, -1.0f) // Bottom Right Of The Texture and Quad GlTexCoord2f(1.0f, 0.0f) glVertex3f(-1.0f, -1.0f, 1.0f) // Bottom Right Of The Texture and Quad GlTexCoord2f(0.0f, 0.0f) glVertex3f( 1.0f, -1.0f, 1.0f) // Bottom Left Of The Texture and Quad GlTexCoord2f(0.0f, 1.0f) glVertex3f( 1.0f, -1.0f, -1.0f) // Top Left Of The Texture and Quad GlTexCoord2f(1.0f, 1.0f) glVertex3f( 1.0f, 1.0f, -1.0f) // Top Right Of The Texture and Quad GlTexCoord2f(1.0f, 0.0f) glVertex3f( 1.0f, 1.0f, 1.0f) // Bottom Right Of The Texture and Quad GlTexCoord2f(0.0f, 0.0f) glVertex3f(-1.0f, 1.0f, 1.0f) // Bottom Left Of The Texture and Quad GlTexCoord2f(0.0f, 1.0f) glVertex3f(-1.0f, 1.0f, -1.0f) // Top Left Of The Texture and Quad GlTexCoord2f(0.0f, 0.0f) glVertex3f( 1.0f, -1.0f, -1.0f) // Bottom Left Of The Texture and Quad GlTexCoord2f(0.0f, 1.0f) glVertex3f( 1.0f, 1.0f, -1.0f) // Top Left Of The Texture and Quad GlTexCoord2f(1.0f, 1.0f) glVertex3f(-1.0f, 1.0f, -1.0f) // Top Right Of The Texture and Quad GlTexCoord2f(1.0f, 0.0f) glVertex3f(-1.0f, -1.0f, -1.0f) // Bottom Right Of The Texture and Quad GlTexCoord2f(0.0f, 1.0f) glVertex3f(-1.0f, 1.0f, 1.0f) // Top Left Of The Texture and Quad
GlTexCoord2f(1.0f, 1.0f) glVertex3f( 1.0f, 1.0f, 1.0f) // Top Right Of The Texture and Quad
GlTexCoord2f(1.0f, 0.0f) glVertex3f( 1.0f, -1.0f, 1.0f) // Bottom Right Of The Texture and Quad GlTexCoord2f(0.0f, 0.0f) glVertex3f(-1.0f, -1.0f, 1.0f) // Bottom Left Of The Texture and Quad