Well, I will say that Windows is a pain to program under sometimes. So there’s good news and bad news today. The good news is that I’ve beefed up texture loading to support the following formats (don’t worry if you get lost in the sea of extensions) .bmp (Windows), .cut (Dr. Halo), .jpg (JPEG), .lbm (Deluxe Paint), .pcd (Kodak PhotoCD), .pcx (ZSoft PCX), .pic (Autodesk Animator), .png (Portable Network Graphics), .raw (RAW Graphics Format), .sgi (Silicon Graphics), .tga (TARGA), and .tif (Tagged Image File Format). So a lot of choices for texture formats there. The bad news is that I can’t seem to get it to correctly export unless the screen is maximized. I know it must have something to do with the fact that OpenGL requires images to be powers of 2 (2, 4, 8, 16, etc) but in the meantime I’m just going to force the windows to be maximized until I can figure out what’s wrong.