gdewan
09-23-2005, 04:47 AM
I would like to be able to delete a texture, but keep the name it was bound to (in essense, put it into the same state it had when the name was first created).
Reading through the MSVC6 documentation, it says specifying an image with a size of 0 on at least one dimension results in a null texture, and indeed when I run the following code:
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, 0, GL_RGBA, GL_BYTE, 0 );It comes back with an error code of 0. However I can't find this behavior mentioned in either the red book or blue book. Is this the correct way to do it?
Reading through the MSVC6 documentation, it says specifying an image with a size of 0 on at least one dimension results in a null texture, and indeed when I run the following code:
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, 0, 0, 0, GL_RGBA, GL_BYTE, 0 );It comes back with an error code of 0. However I can't find this behavior mentioned in either the red book or blue book. Is this the correct way to do it?