/* Simplified version of relavent source code */
/* This is what I have to initialise the texture */
glEnable(GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
texture=load_texture(fname); /* Create a new texture from png file and bind it */
glBindTexture(GL_TEXTURE_2D,texture);
/* I also have the following enabled */
glEnable(GL_DEPTH_TEST);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
/* LIGHT0 defined ... */
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
/* To render the model, I step through arrays of tex coords, normals, and vertices: */
glBegin(GL_POLYGON)
...
glTexCoord2fv(thisPoly->vtexes[j]);
glNormal3fv(thisPoly->normals[j]);
glVertex3fv(thisPoly->vertices[j]);
...
glEnd();
/* AFAICT, the arrays are set correctly */