I'm loading an int* array of RGBA pixel data from a UIImage, doing manipulation on it, then setting the pixels to a Glubyte* texture buffer and writing them to the texture with
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, texBuffer);
This works fine, however I get some weird pixelation "interference" at the bottom of the screen.
Anyone have any idea what might be causing this effect?
EDIT: Solved this myself, see my answer
The problem here was in the int* buffer declaration, it should have been:
int* pixelArray = malloc(4*w*h);