glTexSubImage in opengl es 1.1

I am sending an opengl 3D scene across an IP link to my iPhone app built using SDK 4.1. I render the 3D scene first using FBO, read it with glReadPixels and send it to the iphone app. If I convert the pixel data received by the app to UIImage, I see it is displayed correctly. But when I use the same data in glTexSubImage2D using opengl es 1.1 (on iPhone 3G), I don’t see anything. Any ideas what could be going wrong? I am using glTexSubImage2D since glDrawPixels is not supported in opengl es 1.1. Any examples/tutorials to solve this problem? Appreciate any help.

Thanks in advance.

Code -

- (id) initWithFrame: (CGRect) frame
{
.....
api = kEAGLRenderingAPIOpenGLES1;
m_context = [[EAGLContext alloc] initWithAPI:api];

glGenFramebuffersOES(1, &m_frameBuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, m_frameBuffer);
glGenRenderbuffersOES(1, &m_colorRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, m_colorRenderbuffer);

glGenTextures(1, &m_tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
....
}

- (void) drawView: (CADisplayLink*) displayLink
{
glBindTexture(GL_TEXTURE_2D, m_tex);
glTexSubImage2D(GL_TEXTURE_2D, 0,0,0, 
        WIDTH, HEIGHT, 
        GL_BGRA, 
        //GL_RGBA,
        GL_UNSIGNED_BYTE, 
        m_pixelData); 

[m_context presentRenderbuffer:GL_RENDERBUFFER_OES];
}

Missing mipmaps ?
I don’t know GL ES, but it is a common mistake, fogetting to set mipmaps make your texture invalid.

EDIT: where is your drawing code ?
You have to draw 2 triangles (a quad) to see the content of the texture.

Here’s the drawing code -

const GLfloat quadVertices[] = {
	-1.0f, -1.0f, 0.0f,
	-1.0f, 1.0f, 0.0f,
	1.0f, 1.0f, 0.0f,
	1.0f, -1.0f, 0.0f,
	-1.0f, -1.0f, 0.0f
};

// Sets up an array of values for the texture coordinates.
const GLfloat quadTexcoords[] = {
	0.0f, 0.0f,
	0.0f, 1.0f,
	1.0f, 1.0f,
	1.0f, 0.0f,
	0.0f, 0.0f
};
glVertexPointer(3, GL_FLOAT, 0, quadVertices);
glEnableClientState(GL_VERTEX_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, quadTexcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, m_frameBuffer);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 5);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, m_colorRenderbuffer);

Solved. it was an ur-elated issue. Thanks for the response.