glCopyTexSubImage2D vs NVIDIA

The following code works well with (some) ATI cards.

	glActiveTextureARB(0);
	int vp[4];
	glGetIntegerv( GL_VIEWPORT, vp );
	// framebuffer-backup
	glBindTexture( GL_TEXTURE_2D, m_FramebufferTexture[0] );
	glCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0,0, vp[0], vp[1], vp[2],vp[3]);
  

m_FramebufferTexture[0] is a texture with dimensions [2^n,2^m] ( 2^n >= screenwidth > 2^(n-1) … ) and was created with:

  		glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, tex_width, tex_height,
			0, GL_RGBA, GL_UNSIGNED_BYTE,0);

then I use this texture to draw a quad on the entire screen.
I couldn’t make this code run with my NVIDIA ( NV35 ). The screen just shows the previosly bound texture.
my settings:

  • windows with qt
  • 32bpp desktop
  • glwindow with 8 bit alpha

I have no idea what I should try now.

uuuuh! :eek:
glActiveTextureARB(GL_TEXTURE0_ARB + 0); …

sorry 4 that & plz close :slight_smile: