WGL_TEXTURE_RECTANGLE_NV problems

Hi,

I’d be very grateful if someone could tell me where I’m going wrong in trying to use non power of two dimension textures. Here is my code to setup a rectangular texture:

glGenTextures(1, &tex);
glBindTexture(WGL_TEXTURE_RECTANGLE_NV, tex);
glTexParameteri(WGL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(WGL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(WGL_TEXTURE_RECTANGLE_NV, 0, 3, xSize, ySize, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);

Later on I do some rendering and then do this:
glBindTexture(WGL_TEXTURE_RECTANGLE_NV, tex);
glCopyTexSubImage2D(WGL_TEXTURE_RECTANGLE_NV, 0, 0, 0, 0, 0, xSize, ySize);

Finally I draw a quad textured with this texture by doing:
glEnable(WGL_TEXTURE_RECTANGLE_NV);
glBindTexture(WGL_TEXTURE_RECTANGLE_NV, tex);
// draw a textured quad.

All I ever get is a white quad.
My gfx card definetly supports all this (it’s a GeForce4 MX)…

Can anyone tell me what I’m doing wrong?

Many thanks!

-Anthony

Try using GL_TEXTURE_RECTANGLE_NV as target instead. WGL_TEXTURE_RECTANGLE_NV is used when specifying attributes for pbuffer creation.

I love you so much.
Thank you.

Originally posted by anthony:
I love you so much.
Thank you.

And don’t forget… Mapping coordinates in texture_rectangle_NV are (0…xres, 0…yres).

yooyo