Hi,
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.