glTexImage2D shows black texture on iPhone6, but works on simulator and on an iPhone4.
There are no errors with glGetError on device or on simulator after each step. Image height/width are powers of 2.
Here's a 2x2 texture which reproduces the problem. Any hints on debugging this ?
GLubyte pixels[4*3] = { 255, 0, 0, 0, 255, 0 , 0, 0, 255, 255, 255, 0 };
glPixelStorei ( GL_UNPACK_ALIGNMENT, 1 );
glGenTextures ( 1, &m_textureID );
glBindTexture ( GL_TEXTURE_2D, m_textureID );
glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, 3, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels );
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);