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Question
Andre S. Veteran
I have a buffer of raw RGB values representing an image, left to right, top to bottom. Like this:
RGBRGBRGBRGBRGB...
Each value (R, G, or B) is an unsigned byte. So each pixel is represented by 24 bits.
The image's size is exactly the same as the viewport, so I just want to copy-paste the pixels onto it. Note that the pixels will change on each refresh, so there is no point in using a textured quad. I thought glDrawPixels() would be perfect for that, so I call it like so:
Unfortunately the picture appears completely distorted and the colors are all off.
This is what the rgb buffer contains on the left, and on the right is the result of calling glDrawPixels.
The image is flipped horizontal and vertical, skewed horizontally and the colors are messed up. I've tried reversing the buffer which fixed the vertical flip but none of the other issues. I don't know at this point, so any help?
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