Does anybody know why glBindTexture() can cause texturing to be disabled?
I’d specified my texture(proper pow of 2 dimensions without mipmaps) as usual with glTexImage2D() and called glTexParameteri() to set the minification filter option to 1 of the non-mipmapped ones.
Everything worked fine until I decided to bind the current texture to an ID(say 1) with glBindTexture()…texturing just got disabled!
I didn’t get any error messages by way of glGetError()…so what gives?
You’ve got it backwards. You call glBindTexture first, then you make texture calls (like glTexImage2D or glTexParameter). These are all pre-processing steps.
When you are ready to use the texture, you just call glBindTexture with that particular texture identifier, and that texture, with all of its texture state that you set before, will become active.
What you’ve done here will essentially negate the calls to glTexImage2D and glTexParameter.