ok, glad to hear it is another way of doing this...
But, oops, I forgot to mention I am a newbie at opengl, so if you can provide me with a small sample code I would appreciate it. :oops:
I am using LWJGL by the way, and my code today is quite simple, like this:
GL11.glRasterPos2i(0, 0);
GL11.glDrawPixels(width, height,GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE,pixelsBuf);
GL11.glPixelZoom(resolution, -resolution);
with the pixelbuffer being initialized like this:
this.width=Global.DISPLAY_W/resolution;
this.height=Global.DISPLAY_H/resolution;
pixelsBuf=ByteBuffer.allocateDirect(width*height*4).order(ByteOrder.nativeOrder());
pixels=new byte[width*height*4];
And updated like this:
pixelsBuf.put(pixels).flip();
These snippets allow me to freely draw into the pixels array, which is what I want...
How would this look when using the method you suggest, in LWJGL?
Thanks again...