//this works....
unsigned char* p = (unsigned char*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if(p)
{
memcpy(pixels, p, size);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
}
//this call doesn't
glBufferSubData(GL_PIXEL_PACK_BUFFER, 0, size, pixels);
//doesn't work? why?
Do I need to call glFlush() or glFinish() to use glBufferSubData()? I get a grey texture if I us that vs. the glMapBuffer()....
Thanks!






