I am creating a texture using :
::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16, TxWidth, TxHeight, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, pBuffer); "pBuffer" points to a 32 bit buffer which is connected to a DIB. When I update a section of this texture using : ::glTexSubImage2D(GL_TEXTURE_2D, 0, x, z, w, h, GL_BGRA_EXT, GL_UNSIGNED_BYTE, pSectionBuffer );
I am getting a obscured output on the screen !
Is there anything wrong with my usage of ‘glTexSubImage2D’ ?
Thanks in advance.