This is just for information. I created a non-mipmap texture with
Code :glBindTexture(GL_TEXTURE_2D, c_Textures[RESOLVE]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, GLsizei(m_Width), GLsizei(m_Height),GL_FALSE,GL_RGBA,GL_UNSIGNED_INT,0);
when I tried to get the size in the fragment shader
Code :ivec2 sz = textureSize(u_ResolvedColourTexture,int(0));
the size returned is 0,0. Replacing GL_LINEAR_MIPMAP_LINEAR with GL_LINEAR returned the correct size




