Specify a 2D Texture Object
• glTexImage2D(GLenum  target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLVoid *texels);
–Eg: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
–format  and type  used to specify the way  the texels are stored
–internalFormat specifies how OpenGL should store the data internally
–width and height have to be powers of 2; you can use gluScaleImage( ) to scale
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Graphics Hardware

Vector/Raster Graphics