if Format = GL_RGBA then
begin
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.glwidth, tex.glheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nil);
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, pData);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, tex.glheight-Height, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, pData);
end
else
begin
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex.glwidth, tex.glheight, 0, GL_RGB, GL_UNSIGNED_BYTE, nil);
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Width, Height, GL_RGB, GL_UNSIGNED_BYTE, pData);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, tex.glheight-Height, Width, Height, GL_RGB, GL_UNSIGNED_BYTE, pData);
end;
// the following is ok too