Hello,

I'm making a tile based game, and the Textures for the Tiles are 16x16. Whenever I try to load the Texture so it can be rendered,
I get this error:
Code :
java.io.IOException: Attempt to allocate a texture to big for the current hardware
	at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:292)
	at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:231)
	at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:184)
	at org.newdawn.slick.opengl.TextureLoader.getTexture(TextureLoader.java:64)
	at org.newdawn.slick.opengl.TextureLoader.getTexture(TextureLoader.java:24)
	at main.Tile.loadTexture(Tile.java:124)
	at main.Draw.drawMap(Draw.java:282)
	at main.Draw.render(Draw.java:324)
	at main.LaunchWindow.main(LaunchWindow.java:65)
Exception in thread "main" java.lang.NullPointerException
	at main.Draw.drawMap(Draw.java:284)
	at main.Draw.render(Draw.java:324)
	at main.LaunchWindow.main(LaunchWindow.java:65)

Now, I know that my gpu can handle it because its a 1GB card.

I ran
Code :
GL11.glGetInteger(GL11.GL_MAX_TEXTURE_SIZE)
and got 16384.

Here is the code for loading the Texture:

Code :
	public void loadTexture(String a){
		try {
			texture = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream(a));
			System.out.println(texture.getTextureRef());
 
		} catch (IOException e) {
			e.printStackTrace();
		}
	}


And the code called when it needs to be rendered:

Code :
	public void drawMap(Map b){
		Color.white.bind();
		glBegin(GL_QUADS);
 
		b.divideMap(10);
		Tile[][] t = b.makeMap(b.getK());
 
		for(int y = 0; y < b.tiles.length; y++){
			for(int x = 0; x < b.tiles[y].length; x++){
				Texture a;
				t[y][x].loadTexture(t[y][x].getLocation());
				a = t[y][x].getTexture();
				System.out.println(a.getTextureRef());
				a.bind();
				glTexCoord2f(0,0);
				glVertex2f(x,y);
				glTexCoord2f(1,0);
				glVertex2f(x + a.getWidth(), y);
				glTexCoord2f(1,1);
				glVertex2f(x + a.getWidth(), y +  a.getHeight());
				glTexCoord2f(0,1);
				glVertex2f(x, y +  a.getHeight());
			}
		}
 
		glEnd();
	}


Any help is appreciated.