   [opengl]dynamic texture
  hy.I have this code that i'm not completly understand.i call every frame this function , with the image data grabbed from a webcam(pImage parameters).The problem is that appear a little rectangle with the width of the texture and with a height of 50/60 px.why only 50 px?I would display the camera image at all , why this problem? void DynamicTextures::UpdateTexture (unsigned char* pImage){   const Image* pkImage = m_spkDTexture->GetImage();   int iLast = pkImage->GetQuantity();   const unsigned char *aucSrc = pImage;   unsigned char* aucTrg = (unsigned char*)   m_pkRenderer->Lock(m_spkDTexture, Renderer::DT_WRITE);    const int iNumTrgChannels = (m_bIsDirect3D ? 4 : 3);    const unsigned char* pucSrc;    unsigned char* pucTrg;    iLast = pkImage->GetQuantity();    for (int i = 0; i < iLast/3; i++)    {   if (m_bReverse)   {  pucSrc = &aucSrc;  pucTrg = &aucTrg;   }   else   {  pucSrc = &aucSrc;  pucTrg = &aucTrg;   }   // THIS IS A HACK.  The Direct3D renderer pads RGB888 to RGBA8888   // and the red and blue channels are swapped.  WM5 will arrange to   // do the right thing...   if (m_bIsDirect3D)   {  pucTrg[0] = pucSrc[2];  pucTrg[1] = pucSrc[1];  pucTrg[2] = pucSrc[0];  pucSrc += 3;  pucTrg += 4;   }   else   {  *pucTrg++ = *pucSrc++;  *pucTrg++ = *pucSrc++;  *pucTrg++ = *pucSrc++;   }    }   m_pkRenderer->Unlock(m_spkDTexture);}thanks.   
  Well, that code isn't sufficient. It just shows how some bytes are moved from some memory location to some Image object, but the implementation of the objects and the data used (i.e. the dimension of the texture etc.) are missing.Please provide those if you want us to help.   