Trying to render images with GL_UNSIGNED_BYTE:
glTexImage2D (_nTexMode[0], 0, GL_RGBA, nTexWidth, nTexHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, lpTexPixels);
but the result is:
Tried to use GL_UNSIGNED_SHORT.
It’s better, but there are still problems (its green and only one image renders, and other images not displays at all)
Also tried another type ( GL_SHORT, GL_UNSIGNED_SHORT_5_5_5_1 etc.) but the app is crashing or image is white.
Its old project and I trying to adapt to 64bit platforms.