Now i did the following.
BYTE test3[64*64*4] ;glGetTexImage( GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, test3 ) ;
The result was, test3 was filled by the funciton.
This means, the data is uploaded.
What could the problem be?
I bound the texture object before I upload the data and before
I draw the texture.
The glGetTexImage call is performed in the render function, after
the bind call. The result is, as I said, the pixel data.
The immediate following step is the draw call.
But it doesnt work!!!!
Maybe someone has a simple program which utilizes GL_TEXTURE_2D and
glTexImage2D, so I could try this. The nVidia SDK sample works fine, but the author
doesnt use GL_TEXTURE_2D.
I dont know what to do, Im just wasting time! I need this for a course at the university!
I can tell you, I miss D3D!!!!
I had similar problems with the VBOs, where memcpy didnt work to upload the vertex data....
Grateful
Alex