glTexImage2D (texture_target, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
for (i = 0; i < height; i++)
- glTexSubImage2D (texture_target, 0, 0, i, width, 1, GL_RGBA, GL_UNSIGNED_BYTE, data + (i * stride));
+ glTexSubImage2D (texture_target, 0, 0, i, width, 1, GL_RGBA, GL_UNSIGNED_BYTE, (unsigned char*) data + (i * stride));
}
else
{
glTexImage2D (texture_target, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
for (i = 0; i < height; i++)
- glTexSubImage2D (texture_target, 0, 0, i, width, 1, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data + (i * stride));
+ glTexSubImage2D (texture_target, 0, 0, i, width, 1, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, (unsigned char*) data + (i * stride));
}
}
}