Hi,

Quote Originally Posted by jacek View Post
Do I understand correctly that you first try to draw something using OpenGL commands and then you call updateGL()? Shouldn't you store the image data somewhere and call updateGL, so that painGL() can draw everything?

When the camera takes me an image, I call the OpenGL widget to draw it, so I pass it the char pointer that points the memory buffer. Inside this function I create a rectangle and aplly a texture on it. The texture will be the image created using the pointer to the buffer.
So, as the image have to be painted ouside the "paintGL" function, I have to force it to paint using "updateGL" (as I readed on QGLWidget).