problem updating texture with glTexSubImage2D

hi, i have a problem with this method of updating my texture data.
i have a program to process image data with a shader. when i call the display method, the data of the processed texture should be changed:


public void display ( GLAutoDrawable drawable ) {
		this.gl.glTexImage2D ( this.texture_target, 0, GL.GL_RGB32F_ARB, this.width, this.height, 0,
				this.texture_format, this.data_type, this.data );
		//this.gl.glTexSubImage2D ( this.texture_target, 0, 0, 0, this.width, this.height,
				//this.texture_format, this.data_type, this.data );
		renderQuad ( this.gl );
		this.results = BufferUtil.copyFloatBuffer ( ( FloatBuffer ) readDataFromGPUMem () );
	}

it works fine with glTexImage2D, but unfortunately it’s too slow for my application (the texture has to be updated in realtime).
if i use glTexSubImage2D, all my resulting pixels are black…
so the data doesen’t seem to be updated correctly. did i forget something, or is something wrong in my code?

thx.

sorry…i have it!! ::slight_smile:
if i use glTexSubImage2D, i of course have to call glTexImage2D somewhere before, what i didn’t do.