GLuint Texture;
glGenTextures(1, &Texture);
glBindTexture(GL_TEXTURE_2D, Texture);
glTexImage2D(GL_TEXTURE_2D,0,3,windowWidth,windowHeight,0,GL_RGB,GL_UNSIGNED_BYTE,NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
rendering...
glBindTexture(GL_TEXTURE_2D,Texture);
glCopyTexImage2D(GL_TEXTURE_2D,0,GL_RGB,0,0,windowWidth,windowHeight,0);
These codes are rendering to a texture. <div class="source">
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, Texture);
glBegin(GL_QUADS);
glTexCoord2f(0.0f,0.0f);
glVertex2f(-x,-y);
glTexCoord2f(1.0f,0.0f);
glVertex2f(x,-y);
glTexCoord2f(1.0f,1.0f);
glVertex2f(x,y);
glTexCoord2f(0.0f,1.0f);
glVertex2f(-x,y);
glEnd();
Run this code I only get a white QUAD without texture. If I use a texture generating from a BMP file instead, I get the QUAD with texture. Is there any step missing in rendering to a texture?