glPixelStorei(GL_UNPACK_ALIGNMENT,1); glTexImage3D(GL_TEXTURE_3D, // 3D texture 0, // level 0 (for mipmapping) GL_LUMINANCE, // pixel format of texture width,height,depth, // texture size 0, // border size 0 GL_LUMINANCE, // pixel format of data supplied GL_UNSIGNED_BYTE, // pixel storage type of data supplied volume); // pointer to data chunk