We load textures through SDL_image, then we load them into OpenGL through textimage2d:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->w, texture->h,
0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, (GLuint**)texture->pixels );
On my windows machine, that runs fine, but on my friends Mac machine the colors seem to be shifted around. He got a strong blueish texture on his display. Of course, that has to deal with the internalFormat (here GL_BGRA_EXT). We tried all we found and running (compiling correctly) but none gives a correct output for mac. Any ideas how to get an idea about how mac computes the pixels array provided by SDL_image?