glTexParameteri(GL_PROXY_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_PROXY_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_PROXY_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_PROXY_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_PROXY_TEXTURE_3D, GL_TEXTURE_WRAP_R_EXT, GL_REPEAT);
glTexImage3DEXT(GL_PROXY_TEXTURE_3D, 0, 1, width+2, height+2, depth+2, 1, GL_RED, GL_UNSIGNED_BYTE, NULL);
for (i=0; i<5; i++)
params[i] = -1;
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_WIDTH, params);
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_HEIGHT, params + 1);
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_DEPTH, params + 2);
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_BORDER, params + 3);
glGetTexLevelParameteriv(GL_PROXY_TEXTURE_3D, 0, GL_TEXTURE_INTERNAL_FORMAT, params + 4);
for (i=0; i<5; i++)
printf("%d\n", params[i]);
//Returned values are OK
glGenTextures(1, &main_texture);
glBindTexture(GL_TEXTURE_3D, main_texture);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R_EXT, GL_REPEAT);
glTexImage3DEXT(GL_TEXTURE_3D, 0, 1, width+2, height+2, depth+2, 1, GL_RED, GL_UNSIGNED_BYTE, texture3D);
//Code hangs.........