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augmented-reality-with-microsoft-kinect's Issues

Binding background texture

For some reason the program will not map the background texture provided in any of the projects. I have checked to make sure it is not having trouble finding the actual picture and that does not seem to be the cause of the issue. Is anyone else having this problem? Advice?

// Draw background quad
GLfloat vertices[][3] = {
{ 0.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f },
{ 1.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }
};
GLfloat texcoords[][2] = {
{0.0f, 1.0f}, {1.0f, 1.0f}, {1.0f, 0.0f}, {0.0f, 0.0f}
};
VertexData meshData = { &(vertices[0][0]), NULL, NULL, &(texcoords[0][0]) };

glBindTexture( GL_TEXTURE_2D, playerColorTexture->id );
drawSimpleMesh( WITH_POSITION|WITH_TEXCOORD, 4, meshData, GL_QUADS );

It first appears in chapter 3 example 2, but then this same methodology and thus problem continues throughout the rest of the book. It really takes away from the augmented reality when it's just a black background. Any advice is appreciated!

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