sorry the topic is so annoying, and don’t be misled, i have no intention of bashing nehe.
okay, guys, i PASTED nehe’s code for lesson6, the tm tut. the only thing i’ve changed is that w and h represent the width and height of my texture, and image is the unsigned byte array. also, it’s 4 component and RGBA.
when i call glTexImage2D(), though, gl sets the invalid value error flag, and no texture mapping is done… hrmmm.
any ideas, i’m using vc++ 6.0 w/ the ms software drivers for now…
i hate when people say, hey guys, debug my code for me, so please understand, i just posted the code to show it’s an exact paste, - my parameters, but the function calls are in order.
GLuint Texture[1]; glEnable( GL_TEXTURE_2D ); glGenTextures( 1,&Texture[0] ); glBindTexture( GL_TEXTURE_2D,Texture[0] ); glTexImage2D( GL_TEXTURE_2D,0,4,w,h,0,GL_RGBA,GL_UNSIGNED_BYTE,Image ); glTexParameteri( GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR );
anyone been bit by this bug?
hrmmm.
thx now for later
P.S. is it because mip mapping is enabled, but i haven’t defined all of the mip-maps?
i don’t want mip mapping enabled yet, besides, is it by default?
if it is, what’s the GL_MACRO to send to glDisable, and is that the only problem…
phew, long ps
[This message has been edited by Succinct (edited 10-26-2000).]