unsigned char myImage[width*height];
glGenTexturesEXT
( 1, &myTex );
glBindTextureEXT
( myTex );
glTexImage2D
(
GL_TEXTURE_2D,
0,
GL_RGB8_EXT,
256, 256,
0,
GL_RGB, GL_UNSIGNED_BYTE,
NULL );
glBindTextureEXT
( myTex )
glTexSubImage2DEXT
(
GL_TEXTURE_2D,
0,
xoffset, yoffset,
width, height,
GL_RGB, GL_UNSIGNED_BYTE,
myImage );