fixed (byte* ptr = img.Data)
_gl.TexImage2D(..., ptr);
byte[] cause thats what it is lol
_texture.Bind() should be it
uTexture in your shader before binding the texture, i would try that first)


unmanaged and so i just store a pointerunmanaged...byte[]_texture.Bind()uTextureunmanagedunmanagedfixed (byte* ptr = Encoding.UTF8.GetBytes("text"))
// things with ptrpublic class Thing
{
void* whatever;
public Thing(byte[] stuff)
{
fixed (void* ptr = stuff)
whatever = ptr;
}
}