Reverse Color in Texture: Difference between revisions

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Revision as of 15:57, 30 April 2006

Your texture image has the reverse byte ordering of what OpenGL is expecting. One way to handle this is to swap bytes within your code before passing the data to OpenGL.

Under OpenGL 1.2, you may specify GL_BGR or GL_BGRA as the "format" parameter to glDrawPixels(), glGetTexImage(), glReadPixels(), glTexImage1D(), glTexImage2D(), and glTexImage3D(). In previous versions of OpenGL, this functionality might be available in the form of the EXT_bgra extension (using GL_BGR_EXT and GL_BGRA_EXT as the "format" parameter).