As the title says, Red Green And Blue values are put into different slots, making the screen have stripes of red green and blue.
the code is pretty much: (w
and h
are width and height...)
unsigned int pixels[w * h * 3];
for (unsigned int i = 0; i < w * h * 3; i+=3) {
pixels[i + 0] = 0xff // Red
pixels[i + 1] = 0xff // Green
pixels[i + 2] = 0xff // Blue
}
while(windowIsOpen()) {
glClear(GL_COLOR_BUFFER_BIT);
glDrawPixels(w, h, GL_RGB, GL_UNSIGNED_BYTE, pixels);
glSwapBuffers();
}
But, this produces and image like this when it should be all white:
Any help would be amazing! I know glDrawPixels
is deprecated but I need an easy way to draw pixels on the screen, performance isn't an issue for this project.
Please note that you are using a buffer of ints (sizeof(int) = 4 ) while you are telling your opengl that you are sending UNSIGNED_BYTE (sizeof(char) = 1).
Change your buffer from int to char and see if everything goes fine.