title: OpenGL ES; rendering texture created from CGBitmapContext
body: <p>I am executing the following, which I have derived from a few different tutorials (Just a single render pass, initialisation code not shown but works fine for untextured primitives):</p>
  
  <pre><code>glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glOrthof(0, xSize, 0, ySize, -1.0f, 1.0f);
  glMatrixMode(GL_MODELVIEW);
  
  glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
  glEnable(GL_TEXTURE_2D);
  glBlendFunc(GL_ONE, GL_SRC_COLOR);
  
  GLuint texture[1];
  glGenTextures(1, &amp;texture[0]);
  glBindTexture(GL_TEXTURE_2D, texture[0]);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
  
  int width = 50;
  int height = 50;
  void* textureData = malloc(width * height * 4);
  CGColorSpaceRef cSp = CGColorSpaceCreateDeviceRGB();
  CGContextRef ct = CGBitmapContextCreate(textureData, width, height, 8, width*4, cSp, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
  
  CGContextSetRGBFillColor(ct, 0, 1, 0, 1);
  CGContextFillRect(ct, CGRectMake(0, 0, 50, 50));
  CGContextRelease(ct);
  
  glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);
  
  float verts[] = {
  0.0f, 0.0f, 0.0f,
  50.0f, 0.0f, 0.0f,
  0.0f, 50.0f, 0.0f,
  50.0f, 50.0f, 0.0f
  };
  
  float texCords[] = {
  0.0f, 0.0f,
  1.0f, 0.0f,
  0.0f, 1.0f,
  1.0f, 1.0f
  };
  
   glVertexPointer(3, GL_FLOAT, 0, verts);
   glTexCoordPointer(2, GL_FLOAT, 0, texCords);
   glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
  
   glDisable(GL_TEXTURE_2D);
  </code></pre>
  
  <p>The result is a white square. Not the green one as intended. Can anyone spot the error(s) in my code which result in its' failure to render?</p>
  
  <p>I hope to get this working then move it on to text rendering.</p>