here is my initialization code. Assume the actual image data is fine:
GLuint texName;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &texName);
glBindTexture(GL_TEXTURE_3D_EXT, texName);
glTexParameteri(GL_TEXTURE_3D_EXT, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D_EXT, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D_EXT, GL_TEXTURE_WRAP_R, GL_REPEAT);
// glTexParameteri(GL_TEXTURE_3D_EXT
//,GL_TEXTURE_MAX_LEVEL,1);
// glTexParameteri( GL_TEXTURE_3D_EXT,
//GL_TEXTURE_BASE_LEVEL,0);
glTexParameterf( GL_TEXTURE_3D_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage3DEXT(GL_TEXTURE_3D_EXT, 0, GL_RGB, 2,2,4, 0, GL_RGB, GL_UNSIGNED_BYTE, image2);
glTexImage3DEXT(GL_TEXTURE_3D_EXT, 1, GL_RGB, 1, 1, 4, 0, GL_RGB, GL_UNSIGNED_BYTE, image1);
glEnable(GL_TEXTURE_3D_EXT);
Where image2 and image1 are defined as:
GLubyte image2[4][2][2][3];
GLubyte image1[4][1][1][3];
(that is , image*[depth][height][width][numChannels])
thx