glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texSizeH, texSizeV, 0,
GL_RGBA, GL_UNSIGNED_BYTE, data );
You should use size_t and not UInt32 for the number of byte to
allocate, and you should not cast calloc return value, you should
check the returned value of calloc for NULL and it's also best to
passe sizeof(GLuint) as second calloc argument. All this is to make
the code cleaner, it shouuld not make a difference for that particular
problem.
Now, did you check the value of bytesToAllocate? What are the types of
texSizeX ?
Are you sure data is not tempered with (I mean the pointer, not the
content)?
Regards
--
Nicolas Goy
Crazy Programmer and Optimization Bear
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