Original Post
How can I create a texture with specific dimensions, but not actually upload any data to it during the glTexImage2D call? I want to fill in the texture later, not during initialisation, and I don't want to waste time uploading a blank texture in the glTexImage2D call. At the moment I am calling with 0 (zero) as the source data in the call, and it isn't breaking my texture, but I don't know if its doing what I want (spec doesn't help here), or if its sending a full size garbage texture to vid mem.