I have been trying to draw pixel maps to textures
I have defined a RGB class made up of the attributes of unsigned char r,g,b
I have then created a 2d array of RGB’s called pixel and then used this command to draw it:
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,nCols,nRows,0,GL_RGB.GL_UNSIGNED_BYTE,pixel);
if I use a certain size of pixelmap (64) it draws it to the model but it gets completely corrupted and looks like a scottish tartan check, for a selection of pixelmaps.
Am I doing something wrong? Hows does openGL know how to maniplulate the “pixel” or the RGB if there user defined?
Please could someone help?