glHint(GL_TEXTURE_COMPRESSION_HINT, GL_NICEST); | |
glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA , pixelWidth, pixelHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); |
creates corrupt data for non quadratic textures.
This is a nasty bug because the deactivation of compression has an impact on render-speed.