title: OpenTK Texture showing up full black
body: <p>Allright so I've taken some code that works fine on other programs, I've copied it into a new program I'm working on and it doesn't seem to work, as far as I know I've got all the needed lines in there, but the areas where a texture is suppost to appear just display black squares.</p>
  
  <p>I think I'm missing a line but I've got no idea what it is. I'm quite puzzled to say the least.</p>
  
  <p>Here is my opengl setup:</p>
  
  <pre><code>GL.ClearColor(Color.Black);
  GL.MatrixMode(MatrixMode.Projection);
  GL.LoadIdentity();
  GL.Viewport(0, 0, glControl1.Width, glControl1.Height);
  GL.Ortho(0, 800, 600, 0, -30, 30);
  </code></pre>
  
  <p>This is the method that loads the textures and returns the texture id, I store that in my variable. (the file.writeallbytes is just a test, I could open that no problem in photoshop)</p>
  
  <pre><code>private int loadTexture(String path)
  {
      GL.Enable(EnableCap.Texture2D);
  
      byte[] ddsBytes = Media.GetFile("\\"+path.Replace("\\\\","\\")).Skip(20).ToArray();
      File.WriteAllBytes("Derp.dds", ddsBytes);
  
      int texId = GL.GenTexture();
      GL.BindTexture(TextureTarget.Texture2D, texId);
  
      Bitmap image = null;
  
      DDSReader.DDSImage ddsImg = new DDSReader.DDSImage(ddsBytes);
      image = ddsImg.BitmapImage;
      ddsImg = null;
  
      BitmapData bmpData = image.LockBits(new Rectangle(0, 0, image.Width, image.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
  
      GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, bmpData.Width, bmpData.Height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, bmpData.Scan0);
  
      image.UnlockBits(bmpData);
      GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
      GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)All.Modulate);
  
      return texId;
  }
  </code></pre>
  
  <p>And my drawing method looks like this:</p>
  
  <pre><code>public void Draw()
  {
      if (TexID == -1)
      {
          GL.Color4(Color[0], Color[1], Color[2], (byte)100);
      }
      else
      {
          GL.Color3((byte)255,(byte)255,(byte)255);
          GL.Enable(EnableCap.Texture2D);
          GL.BindTexture(TextureTarget.Texture2D, TexID);
      }
  
      GL.Begin(BeginMode.TriangleStrip);
      GL.TexCoord2(0, 0);
      GL.Vertex2(X, Y + Height);
      GL.TexCoord2(0, 1);
      GL.Vertex2(X, Y);
      GL.TexCoord2(1, 0);
      GL.Vertex2(X + Width, Y + Height);
      GL.TexCoord2(1, 1);
      GL.Vertex2(X  +Width, Y);
      GL.End();
  
      GL.Disable(EnableCap.Texture2D);
  }
  </code></pre>
  
  <p>EDIT: The texture does show up, but the texture is full black, even when I set another color value (which usually changes the hue of the texture)</p>