This is a follow-up of my previous thread.
Yesterday, i was trying my project on a resolution of 1366x768 and found the following bug. I didn't take long for me to realize what was wrong.
Im extracting the image from win32 DIBs bitmaps and they are padded to be aligned to 4 bytes, and 1366 is not aligned, so the extra 2 bytes was getting in the way.
So, i rewrote the algorithm to take padding into account and fixed the bug. However, im wondering if that was not a mistake.
If i continue on this path, and go for lower than 8 bpp, the algorithm is gonna get very messy. Ex 1366 / 8 = 170.75. That mean i would have to shift bits all around and such.
Then, it hit me, what if i leaved the padding as it is, and use
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
instead of
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
would that solve the issue?