Ok, so that is a very valid point and now I've ammended it all to:
Code:
glBindTexture(GL_TEXTURE_2D, Src.Texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Src.GlWidth, Src.GlHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, Dest);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Src.GlWidth, Src.GlHeight, GL_RGBA, GL_UNSIGNED_BYTE, Dest);
The good news: OpenGl docs says its ok.
The bad news: glTexImage2D now crashes the program. Or should glteximage2d be before I bind it?
Edit: having glTexImage2D before glBindTexture seems to have no effect - crash either way.
Edit2: Where do I put the missing (duh) glCopyTexImage2D? I think that might be the problem right?
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