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Here is the code: ... ::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, nWidth, nHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, pData);
void glTexImage2D( GLenum target, GLint level, GLint components, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels );
Parameters
target The target texture. Must be GL_TEXTURE_2D.
level
The level-of-detail number. Level 0 is the base image level. Level n is the nth mipmap reduction image.
components The number of color components in the texture. Must be 1, 2, 3, or 4.
#define GL_RGBA 0x1908
email: bleau at igb dot umontreal dot ca (Fight SPAM: encode your email-address)
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