Hi,
I want to check the consistency of the texture shaders on my GeForce3, and therefore I use code similar to what is described in http://developer.nvidia.com/docs/IO/1244/ATT/132 , page 132:
for (i=0; i<4; i++)
{
GLint isConsistent = 1 ;
glActiveTextureARB (GL_TEXTURE0_ARB + i) ;
GLboolean e = glIsEnabled (GL_TEXTURE_SHADER_NV) ; // returns GL_TRUE
assert (glGetError() == GL_NO_ERROR) ; // Ok
glTexEnviv (GL_TEXTURE_SHADER_NV, GL_SHADER_CONSISTENT_NV, &isConsistent);
assert (glGetError() == GL_NO_ERROR) ; // Fails with code 0x500 (“invalid enumerant”)
assert (isConsistent) ;
}
The problem is glTexEnviv always fails and glGetError returns code 0x500 (“invalid enumerant”).
What am I missing here? It’s supposed to be correct according the spec .
Thanks,
/Jonas