I've written a small tiling game engine with OpenGL and C, and I can't seem to figure out what the problem is. My main loop looks like this:
void main_game_loop()
{
(poll for events and respond to them)
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
draw_block(WALL, 10, 10);
}
draw_block:
void draw_block(block b, int x, int y)
{
(load b's texture from a hash and store it in GLuint tex)
glPushMatrix();
glTranslatef(x, y, 0);
glBindTexture(GL_TEXTURE_2D, tex);
glBegin(GL_QUADS);
//BLOCK_DIM is 32, the width and height of the texture
glTexCoord2i(0, 0); glVertex3f(0, 0, 0);
glTexCoord2i(1, 0); glVertex3f(BLOCK_DIM, 0, 0);
glTexCoord2i(1, 1); glVertex3f(BLOCK_DIM, BLOCK_DIM, 0);
glTexCoord2i(0, 1); glVertex3f(0, BLOCK_DIM, 0);
glEnd();
glPopMatrix;
}
initialization function: (called before main_game_loop)
void init_gl()
{
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClearColor(0, 0, 0, 0);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
When run, this displays a black screen. However, if I remove the glViewport call, it seemingly displays the texture, but huge and in the corner of the window. Screenshot:

The texture IS being drawn correctly, because if I scale out by a huge factor, I can see the entire image. The y-axis also seems to be flipped from what I used in the gluOrtho2D call (discovered by making events add or subtract from x/y coordinates of the image, subtracting from the y coordinate causes the image to move downward). I'm starting to get frustrated, because this is the simplest possible example I can think of. I'm using SDL, and am passing SDL_OPENGL to SDL_SetVideoMode. What is going on here?