Basically have this:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA8, 3, 10, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
There should be 3 pixels per row but it ignores 1 pixel, so it actually goes through 4 * 10 pixels not 3 * 10, and 1 pixel is lost for every row.
I’ve debugged glTexImage2D(), i’ve found the cause, i’m not entire sure if which party is involved in the implementation but yah:
I’ve tried it on a 660 gtx and an old 3650 radeon mobile. Both get the same error.