Reverse Color in Texture

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Revision as of 15:43, 28 August 2009 by V-man (talk | contribs) (Getting rid of mention of GL_EXT_bgra for the sake of simplicity)
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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.