I'm a little new to OpenGL. I am making a 2D application, and I defined a Quad class which defines a square with a texture on it. It loads these textures from a texture atlas, and it does this correctly. Everything works with regular textures, and the textures display correctly, but doesn't display correctly when the texture image is not a square.
For example, I want a Quad to have a star texture, and have the star to show up, and the area around the star image that still lies in the Quad to be transparent. But what ends up happening is that the star shows up fine, and then behind it is another texture from my texture atlas that fills the Quad. I assume the texture behind it is just the last texture I loaded into the system? Either way, I don't want that texture to show up.
Here's what I mean. I want the star but not the cloud-ish texture behind it showing up:
The important part of my render function is:
glDisable(GL_CULL_FACE);
glVertexPointer(vertexStride, GL_FLOAT, 0, vertexes);
glEnableClientState(GL_VERTEX_ARRAY);
glColorPointer(colorStride, GL_FLOAT, 0, colors);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textureID);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, uvCoordinates);
//render
glDrawArrays(renderStyle, 0, vertexCount);