Im creating textures of different sizes in my application. Which doesn’t seem to be a problem most of the time(which you would expect).
However I have a case where when i once create a texture with the size 720x576, I can no longer create texture with the size 1280x720. In order to get around this I have to create all my 1280x720 first. This is a somewhat weird problem.
I have not tested with other texture sizes.
I get the error code 1282, invalid operation i believe it is?
Memory fragmentation ?
Compare an estimate of the vram used by your texture to the actual vram. If it is near, then creation/destruction order may well be relevant. Create largest textures first, if you can.
Do you destroy textures also ?
nothing to do with texture rectangle, but with Non Power Of Two (NPOT) textures. Rectangle is a much more limited form of NPOT, without mipmaps and non-normalized texture coordinates
as the original poster said, it works with a different creation order, so this is not about “must” or “must not”, as the hardware clearly supports NPOT textures
Power Of Two does not mean that width and height must be the same. Your confusion is due to rectangle texture, which is a misnomer. Ie 2048*1024 is perfectly legal POT even for GL 1.x
Update your video drivers. This ensures that you using the latest GL version for your current card. I’ve noticed that drivers can mess up if you run opengl apps vigorously during testing. Reinstalling them fixed the problems for me.
Compare an estimate of the vram used by your texture to the actual vram. If it is near, then creation/destruction order may well be relevant.
Not sure how I would do this. Could you please explain how vram can affect this issue? Ive got 512mb video memory, soo creating two small texture shouldn’t be a problem?
I’ve had problems with that driver. It seems to mess up after running an OpenGL app countless times. My fix was to reinstall the exact same driver and it was fixed.