Hi, > Indeed, from looking at the patch you will need to call glGenTextures, then > glBindTexture. Something like the following should. However if you > anticipate the texture target getting rebound overtime, you will have to > maintain the texture ID so you can rebind it with glBindTexture() before > each call to glTexSubImage2D. I got a bit delayed by a hard drive crash, but now I've come back to this problem. I added a glGenTextures, glBindTexture before drawing, and a glBindTexture(GL_TEXTURE_2D, 0) and a glDeleteTexture after drawing, but this didn't improve the problem. The texture still has the solid color of the first pixel :(
Another possible problem I've found was that I calculated the texture coords with a int / int division. I've typcasted that to float / float, but without any change. The texture is meant to be used only once, because on the next UnlockRect call on a rendertarget, the app might have changed the whole memory, and I have to re-load the whole locked area
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