I have a texture which has only 1 channel as it\'s a grayscale image. When I pass the pixels in to glTexImage2D, it comes out red (obviously because channel 1 is red; RGB).<
in the FragmentShader, you can write:
uniform sampler2D A; vec3 result = vec3(texture(A, TexCoord).r);
in the cpp file,you can write:
glTexImage2D( GL_TEXTURE_2D, 0, GL_RED, dicomImage->GetColumns(), dicomImage->GetRows(), 0, GL_RED, GL_UNSIGNED_BYTE, pixelArrayPtr);