Hi, I try to read a small image I created (64x64) which is completely red:
wchar_t* imgFilename = L"..\\..\\resources\\textures\\red.png";
ILubyte* texture = ilGetData();
for (int i=0; i<64; i++) cout << (int)texture_ << endl; // output first row
Should the output on the last line be 255 0 0 255 0 0 255 0 0 …?
I ask because this is not the case.
I have a problem with my textures in OpenGL and I am trying to find the problem. So I started at the beginning - when loading the image._
I found the answer. Yes it should be.
But with this code my program crashes when sending the texture to the graphics card:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, _texture);
But as I have read in tutorials this should be all that is necessary.
Can anybody help me out with this?
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