Taking the first steps in OGL-programming I tried some texture binding - and didn’t succeed with my own bmp-file. Binding the bmp of a sample-code brought the wanted result. NeHe claims that not every bitmap-size is allowed. So, what do I have to consider regarding the bitmaps size?
Is that with mipmapping or you can load a 1*1 bitmap and create a level 0 texture with it? Chapter 9 of the Redbook in the definition of glTexImage2D() states “Both width and height must have the form 2m+2b, where m is a nonnegative integer (which can have a different value for width than for height) and b is the value of border. The maximum size of a texture map depends on the implementation of OpenGL, but it must be at least 64 × 64 (or 66 × 66 with borders).”
Originally posted by Mazy: The minimum is 1*1, the max is queryable.