Thanks for the suggestions. Unfortunately, I’m only getting color through. I read in the image with quicktime just like the demo program from the apple dev site. Though, I had to port the snippet to c++. But it works fine with the TEXTURE_2D and mip maps.
Here is a code snippet … maybe I just dont see the error:
----load in texture----
//does this once per texture when program is loading models.
//image data in mdata variable and not deleted until
//program exit.
//do not use mip maps.
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_RECTANGLE_EXT);
glBindTexture (GL_TEXTURE_RECTANGLE_EXT, mid); glTexParameteri (GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri (GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
//glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_STORAGE_HINT_APPLE ,GL_STORAGE_CACHED_APPLE);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, GL_RGBA8, mWidth,mHeight, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, mData);
glDisable(GL_TEXTURE_RECTANGLE_EXT);
-----enable texture for use with a display list…called every frame draw----
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_RECTANGLE_EXT);
glBindTexture (GL_TEXTURE_RECTANGLE_EXT, mid);
glTexSubImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, mWidth, mHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, mData);
//draw the display list
glDisable(GL_TEXTURE_RECTANGLE_EXT);
So, this only sends color through and no texture.
The demo program works and I can see the improvement. Using Radion 9800XT. Program uses glut and c++.