I am doing something like this:
ByteBuffer buffer = Bufferutil.newByteBuffer(size);
buffer.putShort(s);
…
glTexSubImage3D(GL.GL_TEXTURE_3D, 0, 0, 0, 0, w, h, d, GL.GL_ALPHA, GL.GL_Short, buffer.asShortBuffer());
But the results I’m getting looks like there is a problem with endianness.
Anyone see anything wrong with this approach?