That's not how we mean for using a second texture. what you did was just rotate the texture.
no, what we are saying is this:
from my understanding, you want to create some unique result from a set of data inputs.
so, you have to have some function for figuring out what color should be at what pixel.
so, if you know the size of the texture when it's rendered, do something like this:
//psedo- c code:
char *Texels = new char[TexWidth*TexHeight];.
for(int x=0;x<TexWidth;x++){
for(int y=0;y<TexHeight;y++){
int ColorLookup = YourFormulaForLookingUpTheColorAtASepeceficPoint(x, y);
Texel[x+y*TexWidth] = Pallete[ColorLookup]; //Pallete is assumed to be your 1D array texture
}
}
//Upload this newly created texture, and draw a single quad with only that texture, and use just a pass-through shader(essentially a shader that emulates a fixed-function pipeline texturing)
essentially what your doing is creating the texture of your sample image on the cpu side, then just drawing that texture.