I have a textured scene and I read the frame buffer using:
glReadPixels (0, 0, winWidth, winHeight, GL_RGB, GL_UNSIGNED_BYTE, frameBuffer);
Than I write them in TGA format and mostly everything is OK. Mainly I get the correct images.
Anyway if I change only the texture files - sometimes only rotate a texture image in an external program-
I get distorted images (starting from below some parts are good and than some are shifted in
- something strange is happening inside glReadPixels?
- it is hardware-dependent - I get differently distorted images on different computers
Does anybody know what is happening and how to avoid these problems???