I was texture mapping a primitive, a quad to be exact. I had a problem with the texture being somehow rotated 90 degrees to anticlockwise direction. I thought the problem would be with the loading code of the texture, but turned out it was actually a problem with the draw function.
So this was the code which draw the picture erroneously:
glVertex2f(0.0f, 0.0f); glTexCoord2f(0.0f, 1.0f);
glVertex2f(0.5f, 0.0f); glTexCoord2f(1.0f, 1.0f);
glVertex2f(0.5f, 0.5f); glTexCoord2f(1.0f, 0.0f);
glVertex2f(0.0f, 0.5f); glTexCoord2f(0.0f, 0.0f);
and this one draw it just as I intended it to be drawn:
glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex2f(0.5f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex2f(0.5f, 0.5f);
glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.5f);
What causes this kind of behaviour? I really didn’t think this would have such effects to the drawing.
OpenGL functions in a state-wise fashion. Many GL function calls serve to change the current state so that when you call some other functions, they can use the current state to do the proper operation.
In your situation, the glVertex2f() call uses the current texture state to define which part of the texture gets mapped on which vertex. In your first series of call, the first call to glVertex2f() would have no previous texture state, so it would probably default to (0.0f, 0.0f), although it could also be undefined behavior. The second call to glVertex2f would then use the state set by your first call to glTexCoord2f(), then the third call to glVertex2f() uses the state set by the second call to glTexCoord2(), and so on.
In the future, make sure to set the proper GL state before you call the functions which use those states, and you should be good to go.