Convert an UIImage in a texture

I haven’t test the following but i will decompose the conversion in 3 steps:

  1. Extract info for your image:

    UIImage* image = [UIImage imageNamed:@"imageToApplyAsATexture.png"];
    CGImageRef imageRef = [image CGImage];
    int width = CGImageGetWidth(imageRef);
    int height = CGImageGetHeight(imageRef);
    
  2. Allocate a textureData with the above properties:

    GLubyte* textureData = (GLubyte *)malloc(width * height * 4); // if 4 components per pixel (RGBA)
    
    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
    NSUInteger bytesPerPixel = 4;
    NSUInteger bytesPerRow = bytesPerPixel * width;
    NSUInteger bitsPerComponent = 8;  
    CGContextRef context = CGBitmapContextCreate(textureData, width, height,
                                                 bitsPerComponent, bytesPerRow, colorSpace,
                                                 kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
    
    CGColorSpaceRelease(colorSpace);
    
    CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
    CGContextRelease(context);
    
  3. Set-up your texture:

    GLuint textureID;    
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glGenTextures(1, &textureID);
    
    glBindTexture(GL_TEXTURE_2D, textureID);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);
    

EDIT:

Read this tut; everything is explained from the conversion of one image to a texture and applying a texture in an iOS environment.

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