Reverse Color in Texture
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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(). GL_BGRA recommended under Windows for best performance.